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Harlot

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  1. Isn't the fact that they'll respawn within 1-2 seconds after being killed in either the same or a close by building already home turf advantage enough? What exactly kind of advantage does knowing that the guy is hugging the panel do for me?1. I can shoot at him, this wastes my ammo. 2. I can place a C4 on him, now I'll have to wait for it to explode and I've just wasted up my C4 charge on someone who's just going to respawn in a building next to here. 3. I can shoot at the building, so he can shoot at me. 4. If I do anything else he's just going shoot at me. Base advantage implies that there's something I can do, and not just "there's a man in da house your guns are useless now get out" I'm not saying ban the panel, even a 1second charge bar to use the refill is enough. This would be useful of tanks firing inside actually did anything. They don't and the time between tank shots is plenty enough to hit the panel. People can also just keep hitting the panel to spam grenades / C4 which might not be so good for the tanks.
  2. Harlot

    Scoring

    You're missing the point. Why should I shoot the tanks pointwhoring my base when I could just be pointwhoring their base?
  3. So that's how you like it? Whelp. Alright, look guys there's one guy in this base... show's over, go home, you can't do crap now, better wait and save up until until you have guys with nukes to spam beacons everywhere. I've had to spam them panel quite a few times myself but imo it just feels cheap and it looks extremely dumb. Another good example is when one team essentially is beaten and getting camped in their last building - game is effectively over, but the "winning" team can't do anything until someone brings over a beacon because they can't the fight the guys inside the building thanks to the so called "base advantage" and they can't out damage 3-4 engineers inside spamming heal on the control panel. That's just extremely lame if anything. But hey, at least that gives the losing team ample time to quit from the server amirite?
  4. Harlot

    Scoring

    Oh yeah? Well what if I want to be on top of the leaderboards all the time? What if other people want to be on the leaderboards? Why should people having to the "mudane" things such as killing others tanks or repair the tanks shooting at buildings? Or ? Yes I know, if noone did the "mudane" things the the enemy might just do this and that which screw up your base making your team lose. So did the team lose because of the players fault or because of the poorly put out scoring system that puts certain roles on the pedestal and by doing so pretty much discourages teamplay?
  5. Harlot

    Scoring

    The problem isn't really tactical or the camping buildings it self. It's the fact that the score gained from shooting buildings is way too high, you can have 3-4 people contributing essentially nothing but taking potshots at a building which keeps one paygineer busy repairing the control panel and by the end of the game they'll have huge score compared to others and their team could have very high scores without actually doing well. I mean, you barely get any score for killing the guy or the car shooting at your buildings. If everyone went for score you'll eventually see games where people are either rushing to shoot the opponents buildings or repairing their own buildings without caring about killing each other.
  6. Okay this is just ridiculous. You enter the opposing factions building to hit the control panel, except there's a guy there and he simply spams replenish/restock on the heal panel the moment he takes damage. In fact, he also uses the panel instead of reloading. How are people supposed to deal with this? That someone can keep using the panel and heal up faster than you can kill them unless if you're using a 1shot weapon is seriously bull. Might as well as give anyone in their base building godmode as well.
  7. Harlot

    Scoring

    Just how exactly does it work? From what I've noticed, score granted from shooting buildings just far blows the score granted from shooting people or tanks out of the water. It's also much higher than score granted from repairing buildings. Getting into range for buildings with vehicles is pretty difficult on big pop servers unless if it's heavy pushes, but it's really easy for GDI to simply go gunner and spam their rockets which has really long range. Nod doesn't have any equivalent to this at all. You can simply get overwhelming amount of score by taking potshots/spamming at buildings - the score is still there even if they repair them. I'm seeing games where GDI has 2-3 of the buildings destroyed while Nod none and they still simply win by scoring. It's really easy to see it as well, scoreboard for long going game is usually 3-4 people sitting at 5000 score and then the people behind that at maybe 1200 score or so.
  8. Harlot

    Airstrikes

    Simple. make it so that the airstrike area gets marked on the minimap for people if someone looks at the laser pointed and presses Q. Problem solved. Same should be doable with nuke/emp beacons.
  9. You do realize the the pistol is one of the best anti infantry weapons out there right? It's hit scan, semi auto, perfectly accurate and kills with 4-5 shots to the head. The only drawback is that the bullets vanish past certain range. A good SH can kill you in 2-3 shot bursts, easier than using the pistol. You've probably just been killing poor SH players or ones who were focused on doing other things than killing you.
  10. Heavy pistol costs money. If you bought it, then you're without the silenced pistol, which is like one of the better weapons for taking out infantry (lots better than heavy) due to hitscan.Flamethrower does nothing against armor, unless if it's light armor aka rocket cars. The flamethrowers of the fire tank however works well against armor, but fire tanks costs money. A single engie can easily repair what damage that 7-10 Nod free loadouts can do towards a medium tank unless if C4 kamikaze is involved.
  11. This is when everyone gets zapped by the obelisk Not really. Pretty much all of the maps have pretty tight chokes for vehicles between the bases. What happens is you meet up with enemy, both side loses vehicles except the losing team can't replenish them due to lack of money while the winning team can. Also Nod is almost basically GG once their refinery gets shot down as there is not free anti heavy armor loadout for them.
  12. Stealth Blackhands are generally stopped by auto towers, the big problem with them and nukes is: -When people use aircraft to land on unreachable roof part of buildings and place beacon there. -People with speedhack planting nukes <- this is what usually happens when you see nukes/ions getting spammed. -Blackhand weapon is hitscan on top of doing decent damage, a seasoned FPS player will win any 1v1 encounter vs another player of similar skill unless if that other player also is using a powerful hitscan weapon (shotgun at close, sniper, particle cannon) or grenade launcher.
  13. Harlot

    imbax

    I raised the complaint about the vehicles because shift did nothing besides make the engine noise rev up a little. Also engineers can buy main guns which makes them quite lol since the cashgineers can now have a primary weapon as well as carry enough explosives to solo kill buildings from inside quickly.
  14. Harlot

    imbax

    Because the feedback forum is split into a gorillion sections I'm just going to dump stuff here. I'm really thankful to the fact that this at least isn't like unreal tournament 3 launch when it comes to netcode. U3 originally had extremely bad netcode, rendering most non-hitscan weapons severely gimped - 1/3 of the rockets that you fire will just straight up vanish in the air once you start playing on servers with pings higher than 110. However some of the problems remain - the non hitscan weapons will get worse the higher ping you have to the server. More about this later. I've tried using most of the weapons and vehicles in the game, except for the aircraft and the silo weapons so I'll skip those. Rifleman - Once again, the lag makes non hitscan weapon worse thing. In this case, the regular silenced pistol is actually a lot better at taking out enemy infantry than the assault rifle. That's fine however, since the rifle is good at spraying down light armor. Marksman - Same problem here, not hitscan. In this case it's not all that good for light armor either since it's DPS is much lower than regular rifle. Grenadier - Extremely powerful because of the splash damage and ease of use. Not to mention it's a free class. Pretty much like the best weapon for close to midrange combat even if shotgun beats it point blank while the 1 shot guns requires you to spend money for them. Flamethrower - Contrary to grenade launcher, flamethrower is extremely useless. The range is low, The flame travel speed is slow, the area is small and the damage it deals when the flames actually brushes by some guy is way too low. I recommend making it shoot a glob of fire that explodes (like red alert or real flamethrowers) the current one is just terrible. Officer - Same problem as the rifle, consider making the minigun more minigun ish by making it shoot more stuff. Why not make each shot weaker but launch 3 projectiles instead like TF2 or Dystopia miniguns? Right now it feels just like the rifle but with slight windup and much bigger mag. Rocket Soldier - Fine, lots of "noob tubing" going on however. Funny how description says it's weak vs infantry when people are using it to jump and pretty much 1shot infantry. Railguns - Same as rocket, "weak vs infantry" but people are using them mostly to 1shot infantry Chemical Trooper - Suffers from same problems as the flamethrower. I know it can kill people real fast, emphasis on the "can" part because it's nothing like that in action when used against people that are strafing and jumping around. It's also a lot worse as the paid infantry that can kill buildings with main weapon role compared to gunner because it lacks in range. Suggest making it shoot wider green mists instead. Stealth Black Hand / Laser Chaingunner - both of these are real good mainly because their weapons are hitscan, I'd say they're better than the GDI Flakk Cannon guy and Patch Both the machine pistol and the heavy pistol also suffer from the fact that they aren't hitscan which makes them worse than the default silenced pistol. Overall: it's imba as hell to GDIs side, mainly due to the fact that Nod does not have any free anti heavy armor loadout, meaning that they're kind of screwed bar doing suicide rushes with the C4 once the refinery is down and medium or mammoth tanks starts approaching the base. GDI however can simply start as grenade launcher guys. On the vehicle side: The Artillery / Rocket Car are way too good for their price. They have long range, are better at killing infantry than tanks due to splash, on 1v1 they can kill $800-900 tanks as fast as the tank can kill them - meaning that they win if they get the first shot or volley. Sure infantry can shoot them down, but they only cost $450 to buy. The Humvee / Buggy seem too slow, especially the humvee. I don't know if it was a glitch or something, but medium/light tanks could somehow move as fast as them when I tried them. What's the point of "fast scout vehicle" when it no faster than the tanks? Oh and also, attempting to join servers via the in-game server list will often dump you in some random server instead. Hitting suicide on esc screen often doesn't work
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