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bred

Phase 5 Beta Testers
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Posts posted by bred

  1. On 8/27/2021 at 3:05 PM, Atomsk said:

    I don't mind mods reshuffling teams. If this were to be a vote mechanic though, it would kill the server. 
    There's also all this other stuff to factor in, like vehicles and placed mines.

    There's also some credence to just play the cards you are dealt. Plenty of ways to pull a team together and turn the table. Happened in plenty of games. 

    Honest question though: what makes a game stacked? Other than a group of people teaming up in vc on a public match, I wouldn't know. That sort of gives an unfair advantage. 

    It depends on what your definition of "Stacking" is really. Some people say that playing together on voice chat is stacking, others say having good players on one team is stacking. The line is kinda vague, but nowadays it generally means if good players are all randomly put on one team, that team is "stacked". 

     

     

    stop blaming us vc guys for stacking we mostly mess around and have fun reee

    • Haha 1
  2. I agree yeah, one of the ideas I've come up with a while ago is mine outlines on door, 3 per. You can't really be said you're mining wrong if you're just placing 3 a door + have them snap into place so people know they're doing it right. It'll still allow people to use mines in smarter ways by removing a few mines from buildings and placing placing elsewhere while newer players won't do a dumb and place them in the middle of nowhere on field

    • Like 1
  3. 7 hours ago, rm5248 said:

     

    Here's a thought on SBH spy crates: what if they're a very low percentage of the character you could get(<2%), unless GDI has lost at least two buildings, in which case it becomes equally common with all the other spy crates?

     

    This is probably rather complicated to do though, and I'm not sure it would really have any impact on the game.

    The goal is to restrict RNG deciding a win or a loss in a PUG. It tends to ruin its competitive setting, which is why we removed it, as we've had people who just sit in the enemy base for 40+ minutes only giving intel and ruining every rush. While it doesn't work as effectively in a public game, it ends up being a game-changer in PUGs

     

    SIDE NOTE : These crate changes only apply to the Weekly Pick-Up Games on Saturday and Sunday. Normal public game crate rotation is the same.

  4. On 5/23/2021 at 9:13 PM, Bam Ham City said:

    In my opinion, demonstration videos of advanced tactics and knowledge is the most useful thing to show new players by far. For I'm new myself, yet I feel there are so many topics to keep in the back of your mind, topics which also change depending on your current map part location, and topics which also end up being the tipping point between winning and losing, that I believe "Advanced Tactics" in this game are truly Basic Essentials every player ought to know. It never occurs to me GDI can sneak, for example. My new player logic says "GDI = No stealth units = No sneaking without spy crates." But, though some luck was involved, the above video fully demonstrates the opposite. Or what to do with air vehicles, because they die so fast to so many things.

    A second, two part example is first, the effects of more veterancy vs. less veterancy, and the effects of crate farming second. Because I remember a game where one speedy Mendoza more or less singlehandedly locked down infantry tunnels for the rest of the match due to having Tier 4 veterancy, from what I partly assume was lucky crate farming, vs. everyone else's Tier 2 veterancy.

    Team vehicle compositions and identifying what class/vehicle to bring to a baselock is a third, but by no means final example. I've seen many times where Nod tries to baselock on GDI's front door with Artillery and many repairs, only to suffer a prompt smashing from GDI's more powerful vehicles and the Artillery's weak armor. It wasn't a matter of Nod not having enough money for other vehicles either, because I like to watch team credit counts for donation purposes.

    For my own recommendation to new players, begin learning the game by exclusively playing Advanced Engineer for supporting vehicles in field. Offensive repairing is a fantastic way to climb into your team's top 5 players, in addition to easy veterancy points that very commonly build to Tier 3 veterancy that you can then use on a rushing class when the Commander calls for a rush. So far I like this playstyle so much I want to stay with it for the foreseeable future.

    need more people asking about advanced strats and need more people writing about advanced strats. 

  5. On 5/27/2021 at 11:50 PM, Atomsk said:

    I'm at 1200, I use to play at 800 but didn't like it. I am a twitchy player and I like it :D 

    For the orca/apache, I'm trying to track better ahead, that seems to help. 

    think holding ctrl after lock-on keeps you locked on a target and prevents you from switching in an orca/apache

  6. This game has quite an elitist community and there isn't much we can do to counter than other than just being nice to new players. Try to get as many of them into the Discord as possible and have them ask questions for a solid discussion.

    • Like 2
  7. 4 hours ago, salarite said:

    I agree it needs to be adjusted. Maybe only allow surrender votes if at least half the buildings are dead? That should reduce the spam.

    Another issue is right now it's too easy to make a succesful surrender vote. I think the required default 'Yes' number should be increased. A lot of people don't notice these votes and often a small minority "sneakily" surrenders while most of the team would have actually wanted to continue..

     

    pretty sure it already got increased from before, imo a better thing would be to just make the games more balanced and fun instead so that people don't have to surrender as often instead of increasing vote count. ofcourse, balancing public is easier said than done....actually probably an impossible task. 

  8. Commanders might be flawed but man they help end a stalemate. Sub-commanders imo is a bad idea, just cause of the amount of chaos it can cause in full games (there's enough of it already in 64 player games) and some commanders are just plain rude which can cause additional conflict in chat as to what rushes would work, with a lot of insults being thrown around while the enemy team rushes and kills 3/5 buildings, along with the fact that someone else might use CP right before a rush to cruise which can completely mess everything up, cause now instead of a dead building there's permanent afk reps stretching the game out to be longer. Honestly, I'm not sure on how to tackle a problem like that without making the games extremely long, though the thing I will say is current public game commanders should let newer commanders step up and get used to the pressure and help them out as much as they can. The other thing would be adding a lot more QoL stuff, such as important keybinds for stopping harvester, selecting commander powers on the press of a button, a keybind for teammates to automatically private message the commander etc, so newer commanders feel more confident. Maybe at the most, commander buffs can be used by a person who initiates a vote that lasts 15 seconds tops, so he gets access to a one buff only if their team doesn't have a commander. This reduces the pressure cause you're not really commanding + helps people who are sneaking to use smoke strikes while there is no commander to help them sneak, though that essentially gives techie a commander smoke grenade. No idea how broken that could be in practice 

  9. 13 hours ago, mouse705 said:

    Edit: a mod IP banned me for this post criticizing toxicity by Coolaid. No warning, no DM.

    Not having a NA server is killing the game and discouraging me from playing. I like full teams, 64 players.  it's too frustrating to play with only 10 on a team because of campers, beacon spammers, and issues that haven't been fixed for small teams.

    1. Ive noticed that there is only 1 time of day that the EU server has full players. But then it takes 15 minutes wait to get in because it's so full.
    2. Since I only like playing on big teams, and only EU gets full - I'm forced to play on EU which means 200 ping.
    3. This is bad because players like Coolaid constantly mock players' skill and trash talks his own team (the rule about not being toxic is ignored). People PM and say my aim sucks. Why? Because of my high ping. I constantly glitch in 2 different places (on my screen only). But they don't care, they have good ping and it goes to their ego.
    4. Because the server is full and only active at one time of day, the regulars are extra toxic with off topic vote spamming.
    5. As soon as EU starts going to bed, the server is killed - 10 on a team then 5. Then the base camping starts, so I quit (because no matter how good you are, it's annoying trying to do everything as 1 class - base defense and offense, or rushing home to disarm beacons because not all maps have base defenses).
    6. Devs keep nerfing Nod, makes many maps or any with tunnels - 1 sided = not fun to play.
    7. I've gone to other forums and tried to recruit NA players. But they don't like high ping either, and for the reasons above, they may be pushed away too.

    So what happened to the NA server?

    And besides my reasons, why are there not as many NA players at least trying to play during our prime time (when there was an NA server)? I don't understand what happened to everyone.

    There have been multiple NA servers that have been set up in the course of the past year and they just don't get filled up, though I bet we can get more people on EU prime time atleast if people bother filling up a second server instead of queuing up for the filled one

    • Like 1
  10. On 3/24/2021 at 12:04 PM, mouse705 said:

    Ok ty, I didn't notice that detail. That Epic-only adjustment is fair.

    So devs nerfed Chem, LGC, Doza.  What's the real reason Chem was nerfed? And did devs take into account: rooting, melee-range vs GDI tanks and snipers, slower run vs quick GDI that can spam nads?

    Nod gets rooted more than GDI to do damage = Nod ammo clip or damage per second should not be nerfed (because Nod deserves the damage advantage if Inf is getting rooted):

    1. Flamethrower: mild-root to do damage, needs melee range vs GDI Basic Nadder (longer range, can shoot and jump away (hold run), jump back to do damage as fast as the weapon can fire - even you mentioned this GDI advantage in a 2020 post regarding Gunner).
    2. Chem: root to do damage, no alt-fire, big visual box/bright green target, suicidal (needs to run into Nads or Tanks), needs melee range vs GDI Big Nadder (longer range, alt-fire, can shoot and jump away. faster, smaller visual box).
    3. LGC: super root to do damage + spin up, big target, slow, kickback + too much firespread at long range, needs closer range vs his enemy: GDI tanks with longer range, higher health + snipers = root for Nod is very deadly with no damage advantage.  Also about LGC: why does a laser gun have kickback - while GDI Gunner does not (giant rocket)? If you shine a flash light or laser - your hand doesnt kick back, it's an energy weapon, not kinetic/gunpowder. So the fact that Gunner's rocket doesnt have kickback (aim levels back to original point after firing) - is illogical.
    4. GDI Mobi gets mild root (but hes still fast and has longest range, thus he's not affected as much as Nod). I dont want Mobi range nerfed, I want Nod unnerfed and for Devs to account for rooting = low ammo clip is too harsh on Nod.

    Bunch of things I'm going to point out here :

    1) Chem wasn't nerfed. All that happened was that it's total ammo count got reduced, NOT magazine size. Realistically no one was ever gonna use 900 Chem ammunition on recruit, let alone the 2000something you got on Heroic considering Chem is a more suicidal unit where you go in, you spray and you fall back. It wasn't nerfed due to Chem rushes being "OP".

    2) You're really selling the point that Grenadier is overwhelming and practically unkillable with a Flamethrower or a Chem. From what I've seen, its the other way round. When they get within range, they can shred the grenadier. Obviously if you're playing a map where they can just shoot tunnels from really far away, like short tunnel on Field/FieldX then its annoying. But thats just it, its annoying. He's actually not effective at all, the guy will eventually get bored after getting 1 kill every 6 minutes and either camp that with an MRLS cause it's WAY more effective, or buy a unit where he can go in and actually deal damage. 

    3) Chems can obliterate Mobius and are better than Mendozas on the right maps. Infact, I'll give you an example of a game of Crash site I was commanding last week where GDI owned tunnels for the majority of the game. I used that to kill HON and we completely lost tunnels for the entire game after that. Why? Cause enemy players started playing Chem and would corner camp every exit and melt mobiuses, grenadiers, gunners and officers. We lost that game ONLY cause 4 people played Chems in tunnels and would left click on both exits, completely denying anything from getting through. The dozas were only holding Nod back from getting tunnels. Maps like Crash site, Field/FieldX, Snow/SnowX and Islands/IslandsX are where Chems shine cause of their small, boxy infantry paths that can be easily sprayed. On larger maps such as Goldrush and Outposts, distance is a lot bigger and makes them less effective cause you will just get outranged.

    4) Pro-tip from an AT-main. With LCG, hold right click and then left click in 5 round bursts to obliterate enemy infantry from range with massive damage and high accuracy. What are they gonna do, shoot a walking tank with a dinky pistol? gl. Gunners have a range advantage and do damage in smaller "bursts" which can overwhelm repairs at times but LCG compensates with mad dps on elite+, 400/475 Flak on elite/heroic, and a gun that can basically laser any infantry in sub 10 bullets if you hit your bodyshots on elite+. They're weaker on recruit and veteran, but after that they're probably the best AT unit you can grab for its low cost, massive damage, emp and accuracy when fired in bursts.

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