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Noodlesocks

Closed Beta Testers
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Posts posted by Noodlesocks

  1. The player problem is they used a brand new download rather then using a patcher. Most of my community doesn't want to have to download the game over and over again and I am having a hard time convincing people to redownload it.

    I had noticed that too. I thought they had a patching system in place going into open beta :|

  2. I haven't seen much airstrike spam, but the times I do see it, they merely slow the enemy advance and not stop it completely. The person using the strikes would probably have been more effective just buying a vehicle or something.

    Like I said in the earlier days of the game being released when everyone was up in arms about them, it just takes getting used to. People are no longer getting bombed out of nowhere unless they tunnel vision themselves or have nowhere to run to. People are learning to play the angles a bit better. Attacking from spots the enemy can't get a good line of sight on them.

    While I do think their price should be increased, I also think that people are learning to adapt to them more and thus making them overall less effective.

    Pretty much this. New players weren't paying attention, got killed a couple times and whined "OP."

  3. Hi!

    For the passed few days I've noticed a change. Last week I was able to buy airstrikes for 700 credits, but just since a couple days ago, I was deducted 1500 credits for an airstrike!

    Has the Airstrike cost been changed? The label sure does not indicate it!

    When I have above 700 credits, the label is no longer greyed-out, indicating I should be able to buy it, yet, it only allows me to buy it for 1500.

    Anyone having the same issue?

    (I mostly play on Jelly marathon server if it's a server setting)

    Regards,

    Truxa

    Yeah, sadly Jelly marathon upped the price of them because of all the whining.

  4. If you press Q when hovering over a bot, it will issue a follow me command and they will obey already.

    --

    Sole Survivor mode

    Much like counter strike's 'gun game' mode. Players start off as basic infantry and as they gain kills, they advance through the characters and vehicles until the winner reaches the kill limit.

  5. Shotgun and flamethrower are free, so I don't really agree. The shotgun is fine, though, really powerful already.

    I've done testing of damage on GDI's side but not Nod yet (working on a damage chart). This got me interested in testing the flamethrower. (on a side note, the shotgun does no additional damage when you hit the head, so I wonder if the same is true for flamethrowers, knowing that is important)

    Yes its free. As is the rifle, the shotgun, the grenade launcher, the pistol and the sub machine gun. They all outperform the flamethrower to a very large degree.

  6. It is horrendously under powered to be honest. I don't know what exactly is the source of its poor performance or if it's a combination of factors but it certainly needs a buff.

    Chem sprayer performs better but for the cost of it, it's still fairly underpowered itself.

  7. Goldrush and Mesa II are my favourite maps so far. And Tbh... Goldrush is not Nod biased at all. I've been practicing some walking routes on an empty server as GDI, and i managed to get in every building on my second try. If you take the time to learn all the paths, it's a beautifully made map with many paths to a building.

    Yea, if you perfect the routes and run in to no resistance, you can. Meanwhile, nod can just walk into any building they want with little hassle =P

  8. The difference is that the engineers and techs don't have any long range offensive abilities. Sure, you buy a vehicle, you go engi/tech to repair. Of course you do, that's just sensible. But what are the enemy going to do? They aren't going to counter you with engis and techs, trying to run at you with their C4 drawn. No, they're going to go with their rocket guys or raveshaws or mendozas. They're going to go with snipers to pick off the engineers hiding in back, repairing the vehicles.

    And sure, techs and engis are good against buildings but they have to get their first and chances are they're going to run into some sort of resistance. Even with the Tech weapons, they aren't nearly as good as the dedicated anti infantry classes. Even a good shotty/rifleman can be a hassle for a tib equipped tech.

    Like most class based games, each class has a role, a place and a time to use and although the technician is versatile, it's not always the best choice for you or your team to go with.

    ---

    That being said, I do find that repair spam on buildings is a bit more effective than it was in renegade. I've often found that we've been able to outrepair damage from numerous mammoths and MRLS with only 3 or 4 engineers/technicians. It has been many years since I played renegade but I don't remember it being that easy to keep a building functional. If it really is a problem, the easiest solution would be to simply reduce the rate at which an individual engi/tech repairs a building.

  9. I agree, that the tech/hotwire is too powerful since they can buy the additional weapons. My two suggestions:

    1. You loose extra weapons after you die (keeping them across rounds seems like a bug anyway)

    2. Engis/Techs/Hotwire can only upgrade their weapon to the heavy pistol or the carabine, but I think keeping them to pistol is somehow more fitting

    It is a bug that has been fixed for next version. You're supposed to lose stuff when you die.

  10. Most of the other classes have ranged anti vehicle weapons. The rocket soldiers, laser chain guns, gunners, mendoza/mobius, sydney/raveshaw etc.. Even the ramjet snipers do a ton of damage to light armour and aircraft.

    Chem troopers and gunners are pretty good against structures and mendoza/mobius can kill structures singlehandedly if they get to the MCT.

  11. Walls and Islands are my favourite. Good mix of infantry and vehicle gameplay. Not too big and not too small, lots of different ways for each team to win..

    Whiteout I would like more if the base defences weren't so crazy OP.

    Lakeside is a good map but the shaking needs to be removed.

    Mesa is alright but I find it favours GDI most. Nod just doesn't have the firepower to hold the middle too well.

    Similarly with Field. Almost every game I've had on Field ends up with GDI camping outside of Nods base.

    Goldrush is my least favourite of the 7. It favours Nod way too much. GDI base defences are so poorly placed they might as well not be there at all.

  12. Given that patches will be done manually by players and not auto-update like many modern games, I imagine they will be wanting to limit the frequency of patches so people won't be confused as to what they need to download and when.

    Would be nice if they can find a way to auto update the game though so smaller fixes can be done as they're made.

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