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Redarmy

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Posts posted by Redarmy

  1. Iirc, you start less much less improvement in RAM performance after certain speeds. I think you can drop down to 3000Ghz without any real noticeable differences. I didn't make the switch in my list, but it is almost £30 cheaper to do so. Plus, you could always attempt to do the typically not recommended thing and OC your RAM.

    I basically took fffreak's list and tweaked that:
    https://uk.pcpartpicker.com/user/Redarmy1917/saved/tvN4qs

    I went middle ground between the MB you chose Xeon and the one fffreak went with.

    I split the SSD up, 500GB m.2 and 500GB 2.5"

    I guess fffreak chose the Hybrid drive for sound reasons? Hybrid drives are basically obsolete at this point though, and the HDD part only went to 5400RPM which imo is painfully slow, so I switched it out to just a 2TB HDD at 7200RPM.

    Switched to white ram to save that £2.

    And went with a SeaSonic power supply cause I remember @Cronustelling me that SeaSonic makes extremely reliable PSUs.

    Oh, and the last difference is I went with a much cheaper 1080, but it's cooling is a single blower fan it seems soooo... You might not want to go with it, but it is significantly cheaper. ¯\_(ツ)_/¯

    Pretty sure that covers the differences between mine and fffreak's build. On price speculation, from what I heard, if you're going with a 10 series gfx card, buy sooner rather than later, since it's not being manufactured anymore. Also with tax returns coming up soon, at least in the states, that's expected to greatly affect their availability and price.

     

    Edit: Also, just as a side note, from what I've read on the topic, you shouldn't have any real issues with an m.2 drive. Like, you talked about wanting to OC in your first post, it sounds like you have airflow figured out for the case. If it still concerns you, you could always add an extra case fan to just point at the drive.

  2. 11 hours ago, boxes said:

    I personally think losing the ref right now doesn't quite fit into this scenario of "adpating to what you lost"

    It's called git gud don't die, n00b.

    More seriously though, I just feel like each building should be equally painful to lose, and it's easier to make the ref/pp feel more painful than it is to make the inf/veh buildings less painful.

     

  3. At the MCT or a PT of a building, just have an option to "purchase mines" for the building. All mines are then auto-placed at "standard" locations on the building. If you want to be able to move mines to other buildings or something, a pick-up mine feature could be added where a player can pick up and move proxies.

    • Like 3
  4. So, I always figured if this sort of change happened, it'd have to simply be percentage based by each map. We're increasing the tick by 50%, so dumps should be lowered by 25%-50%. If you want more money in general, reduce dumps by 25%. So say harv dump on Islands is like.... 225 credits, it should be changed to something between 113-169.

     

    Also, I would think keeping destroyed ref debuff to 50% reduced tick rate would also be better, meaning 1.5 a tic with a destroyed ref.

    Keep refs brutal to lose. Losing unit buildings shouldn't be the only back breaking stuff.

    • Like 1
  5. 18 minutes ago, Kaunas said:

    And im glad the standart now is 32v32 like most "other" war games. 

    Get with the times, the standard is now 50v50. 32v32 is in the past.

    Anywhere from 40-48/50. Anything over 50 is too much and I don't even play public games anymore because of that.

  6. 10 hours ago, Xeon Wraith said:

     

    Last PUG didn't have the best of player balance, so I'm not gonna consider that Tomb game as a indicator for small player games.

    Why didn't rebalance immediately happen then? It was requested by numerous people.

  7. On 9/26/2018 at 2:43 AM, MintLemonade said:

     

    MAMMOTHS and MEDS are THICC: GDI tanks are beefy and it's really hard to find counters. For every Mammoth with a Hottie you need 5 Nod players just to take it down. That level of investment gives GDI such a huge edge. A major problem is that Rav and LCG do not do enough DPS to melt mammoths in time. Something needs to be done cause right now they are just way too thicc

    This was demonstrated easily enough during Tomb on the last PUG. Even without Weapons Factory to make more tanks and ref, Nod still just had no hope of breaking the GDI siege. Like, I don't know how anyone who played in that game could think that is fine. Tib field side at one point we had like 3 LCGs and 2 Raves and we still couldn't fucking kill the mammoth tank.

    On 9/28/2018 at 2:54 PM, Gliven said:

    they shouldn't put themselves into positions where they have to tank multiple shots.

    Multiple shots? Meds can headshot LCGs to insta-kill. 3 indirect mammoth shots will kill a rave. So after 1 decent volley you have to go back and heal or just end up dying.

  8. The apache is basically just strictly better than the orca due to stuff like, stanks easily killing orcas and sbhs easily handling AA towers. LIke, 9 out of 10 times, Walls Flying will end in Apache rushes, or at least Nod will gain a significant lead because of Apache rushes during the game.

     

    Remove, or significantly lessen the apache's splash pls.

  9. Since @Agentsaid to use this, here:

    6 roles:

    • Sniper
    • Tanker
    • Reps
    • Defense
    • Anti-Inf
    • Misc.

    They can be self assignable, or they can be assigned.

    Then preferrably @boxeswill assign 1 of 2 skill rankings, which is just like, top tier and then the rest.

    So like for example, Xeon, Kryp, and Boxes would all be considered top tier for tankers. Whereas people like Mint and Norc would be considered regular. Now yeah, this isn't perfect, but what it does is:

    • Help show other players who the best are in their field.
    • It can provide people someone to look towards to see how they can improve themselves.
    • It helps with team selection.
  10. 6 hours ago, yosh56 said:

    Repairs: Break it down to ONE repair gun class, and place its repair rate right between the current normal and advanced repair gun's speeds. Then make a worse one that's buy-able by any class, but more on that later. 

    Please don't do that unless it's also planned to reduce tank dps. While there is a stupidly big difference between adv engineer and reg engineer repair rates, I'd just rather see Engineers get a buff to their repair rate to bring it closer. Engineer repairs are practically useless and adv engineer repairs are at a good spot in the field.

    Alternatively for Engineers, and other classes, on the subject of adding purchasable weapons. Let classes purchase weapons within their roles as upgrades effectively, that can still be used for when hon/bar goes down. So if bar goes down, Engineer can purchase an advanced repair gun, but they'd still be worse than hotties in speed, armor, less c4, etc. A Nod Rocket Soldier could purchase an LCG, but you know, doesn't have that fucking badass Mantank armor. Officers can go down the sniper path. MacFarland can get Patch's Tactical Rifle or the Mobius Volt Auto Rifle. Chem trooper can get the SBH Laser Rifle or the Doza Tib Auto Rifle (Which I must say, I really want to see chems with the tib auto rifle now). Keeping the weapon upgrade within roles should prevent any huge surprises really.

    • Like 2
    • Downvote 1
  11. Well, a major reason I feel like APC rushes aren't a thing really is due to the nature of the game. Almost all maps have only 1 vehicle enterance or in the case of FieldX, they're close enough to each other to where they're essentially the same. By the time a team is able to get an APC, the other team is either already moving arties out into the field, or are preparing to counter the arties moving into the field. This means the other team doesn't really need to do anything special to actually counter an APC rush. In a map like Tunnels or Outposts, an APC rush is more plausible due to the fact that they're big enough to where the other team might not be able to notice it in time and both entrances might not be covered fully, then again, the travel time between bases makes apc rushing insane to try on Outposts, the one successful humvee rush during a PUG on that map took forever as is, and those are 150 credits cheaper.

     

    If APC rushes are to ever really be a thing again, they need to be slightly cheaper. They need to have a higher top speed. Allow APCs, or at least the Nod one, to drift. Also, having an added passenger seat could help make it more worthwhile to attempt over a buggy/humvee riding rush.

    • Like 1
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