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Mussuy

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  1. I agree. I've rarely seen secondary weapons since beta 2, and when people stop using something in a game it's because there is something wrong with it. It needs to be fixed. I think that devs should increase their price and keep them as per-match upgrades, eligible sidearms with more defined roles, or make them a lot cheaper so they are worth even for a 100HP soldier whose purpose is to die for the sake of teamwork. As they are now, nobody is using them, and that's depth that the game has lost.
  2. I agree, but the epicness of a Nod themed Mammoth Tank can't be ignored so easily. Maybe there could be a way to change your vehicle skin (while in your base), and choose between the original skin to deceive enemies (like the APC example) or a new skin with your faction theme (maybe console command?). But I feel that's a lot of work, having to make another skin for every vehicles, only for a slightly visual improvement. There is nothing more hilarious than to shoot your own teammates while being a Spy as you are entering the enemy base.
  3. destroying the enemy Weapons Factory and Airstrip would in that case not be a penalty at all. in some cases, it would even make the enemy team better. if 100% of all vehicles were light tanks... well then GDI's screwed. i do like the idea of still buying a Buggy and Humvee for maybe an increased cost, but no more than that. and if the Barracks or HoN gets destroyed... officer, rocket soldier and McChemtrooper only. maybe for an increased cost aswell. I agree. Humvees and Buggys only. They could lead to some interesting tactics, like Humvees+engis assaults, and other harassing tactics using their high speed and numbers, and the ability to avoid the projectiles of the slower tanks. Maybe they should be brought to the battlefield by a transport helicopter, so it wouldn't be awkward to see the WF still working while being on fire, but that's only a visual suggestion. I think that their price should stay the same, being the delay upon vehicle arrival the only drawback, with double price when the PP is destroyed (not realistic if brought by helicopter, as the vehicle isn't produced in the base's Weapons Factory), or make them cost double, like when the PP is destroyed, but get unaffected by a possible future PP loss, so they don't get ridiculously high prices that would make them unusable for their assured-death assault role in detriment of teamwork. We want the losing side to still be able to attack and be dangerous, not to camp in their base more efficiently with their valuable overpriced humvees. The same goes for tier 1 soldiers (rocket, officer and McChem): Double cost and unaffected by future PP loss, or same cost affected by PP status. I would choose the double price upon production building destruction option, because there are many maps without PP. I also think that purchasable weapons should keep their cost unaffected by the Power Plant destruction, because I have rarely seen them since beta 2, not to mention what would happen if they had doubled prices, but that's another story.
  4. I really liked the accidental role of purchasable weapons as "permanent upgrades", and the synergy they had with "one life weapons" that is basically what characters are (plus more health), but I agree that keeping them the next round was far too lame. They allowed teams that were stuck with free classes, either for losing the ref (in a map with no silo) or losing both production buildings, to fight back, or at least make things more challenging for the winning side, something that I found extremely fun compared to the original Renegade. They also added versatility to free classes, as they had access to a secondary weapon that could do jobs that their primary weapon wasn't able to do, making them funnier, without contradicting the role of free classes as completely FREE fodder until you have enough money to buy what you want. With the new update, not only purchasable weapons receive an overlapping role with characters as "one life weapons", but as their price is the same no matter if you buy them with a 250HP character or a 100HP free one, you will only see them in high-tier characters, and maybe adv. engineers (tiberium rifle is +50% basic sniper price, but only +25% advanced sniper price). To sum up, I would prefer to make the secondary weapons more expensive so they could stay as "upgrades" that last until the round is over, and explore that "upgrade" role with other future items or kits, than to make them like "character expansions" that the cheaper your character is the more a waste of money they are.
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