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nudelsalat

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  1. So clueless engineers who want to repair the building "under attack" get in and get killed by the infiltrator. Low rate of fire but massive damage and also high DPS. LCG has lower damage but very high rate of fire. When the building is under attack by vehicles, and engineers are repairing it -mostly standing still-, no problem to oneshot them. Okay, didn't know you can repair the mines of other players. In the heat of the battle, I think it's very unlikely for people to check if mines need repair, when the building is under siege and needs every available engineer at the MCT. To break siege the enemy can still place a beacon which is explicitly announced and causes the teams's attention (compared to infantry simply rushing in a mined building and killing the engineers). They can't one-shot a building, but they deal immense damage to the MCT. Trying to kill the infiltrator as engineer mostly fails and your only chance to protect the building is to buy a high-level combat unit, kill the infiltrator, buy an Advanced Engineer/Hotwire, and try to defuse the C4 before your building blows up due to the damage already dealt. I understand your arguments to defend the status-quo, but what are the pro arguments for having EMP-grenades clearing minefields? I find it very annoying to remine every 3 minutes and EMPing mines offers no real benefit for a balanced and good game. The purpose of mines is to keep normal infantry out of your buildings but with EMPing it doesn't work that well. PS: How can I turn off the WYSIWYG-mode of the editor?
  2. I think EMP-grenades are overpowered and I'd like to hear your opinion on my points. 1. Large radius, no "hidden" mines possible EMP Grenades disarm mines in a very large radius, making it impossible to prevent enemy infantry from entering the building (which is the primary use-case of mines, right?). Even "hidden" mines behind corners are disabled, due to the very large area affected. This effectively makes mines useless against EMP-Grenade-Infantry or any group of infantry that contains at least one of these. 2. Barracks/Hand of Nod is much more important Basic infantry can not simply disable the mines. So losing advanced infantry not only gives your team weak infantry-weaponry, but also diminishes your chances of infiltrating the enemy base due to the lack of EMP-Grenades. On the other hand, the enemy can rush your buildings, eliminating your remaining Advanced Engineers/Hotwires with ease, as they can freely walk in. 3. No Teamplay required Unlike original Renegade, you do not need any kind of teamplay (an engineer and other high-level combat units) to successfully clear an enemy building. A LCG/Sydney/... can do all the stuff alone. Throw an EMP-Grenade, rush the building, kill everybody. Often there are only a few engineers in the building, having absolutely no chance against a Sydney/LCG/etc. 4. No Sneaking required No need to stay alert and being "unarmed" while disarming mines, like an engineer does - all you have to do is to throw the EMP-Grenade and hope that noone sees you... well okay, this actually doesnt matter, 1-2 hits of your PIC and he's gone. 5. You can't counter it Compared to an engineer who has to disarm the mines one-by-one from close range, effectively unarmed, you can't counter a Sydney/... throwing an EMP-Grenade from some distance or behind some cover. When the grenade is on it's way, the mines are gone, no matter what you do. - And good luck at remining, when some Sydney is watching you. 6. You can buy a repair-kit capable of disarming mines So, if you want to infiltrate with a combat-unit, buy the kit. Simple. Or ask a teammate to help you out. My suggestion: - Change EMP-Grenades to not affect mines anymore. This will - reduce the balancing-gap when one team has lost advanced infantry - balance the efforts of mining and disarming - make mines useful against the main threats to a building (all units carrying EMP-Grenades also do massive damage vs MCT and engineers) - make the game far more tactical as "stupid" rushes won't work anymore - leave infiltrators disarming mines effectively unarmed and make them better counterable - greatly improve teamwork, as an engineer needs protection / the others need him/her to disarm the mines Let's start the discussion
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