
Bananas
Closed Beta Testers-
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Everything posted by Bananas
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I agree with a lot of what you're saying. Community manangers and mods would be a great addition to help out. To me, nothing makes it feel like a project/game is dying out more than dead forums and no updates on the website. Between beta 2 and beta 3 there were periods of complete silence about what was going on. I think this is pretty discouraging to a community. It isn't the dev's job to post on the forums, but it does encourage the community. I know I always look forward to any orange colored posts. Perhaps this is where community managers and mods could help out. I'm sure you would find people who would volunteer to fill these roles and help out however they can. I myself don't have any useful skills for development, but would love to help the project out.
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Very excited for beta 3. I hope to see some devs in game after it is released.
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Believe I have seen this with multiple characters, not just gunner. Pretty sure I remember shooting a crouched engi directly in the head and it did nothing. He wasn't even moving.
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EDIT: Other post got deleted so mine was pointless and out of place.
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I think part of the problem is people don't know how to play GDI as well. The stealth problems are hurting GDI at the moment though. It's definitely more fun to play Nod right now.
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The map design looks ok. It's very hard to tell how the map would be with just a picture. Initial thoughts would be the vehicles routes look bland. The bases look super easy to sneak into (could be good or bad). The whole swamp area if designed right could look and play very well.
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You're probably right. 5% probably wouldn't be enough. Maybe 10%. RoF nerf would affect their vehicle damage. Guess they could buff vehicle damage heavily to compensate. I'll change it to 10% for now.I haven't been on the receiving end of LCG enough to know. Do the effects make it really hard to see? Or is it a high graphics thing? I play on lowest settings.
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Map Feedback: Lakeside: Walls: Whiteout: Goldrush: Islands: Mesa: Field:
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GDI Characters: Soldier - Seems to be a decent character. Maybe slightly weak. Feel like the spread could use a little tweaking. Hard to hit enemies at range. Shotgunner - Very strong at the right distance which is fine. Spread needs tweaking to be less random. Grenadier - Will have to play with him more to see. Feels fairly balanced though. Marksman - Seems to be alright. The non hitscan bullets make it hard to hit targets at a distance which seems to be what the class is for. Does good damage if you can manage the head shots. Wouldn't really choose him over other free classes in any situation. Suffers from low ammo and magazine size. Increase magazine size to 12 Increase max ammo Engineer - Perfectly fine. Officer - Seems meh. For the price he isn't terrible. Hard to hit people at a certain distance and the gun is hard to control. His aim down sights seems to decrease the bullet spread? But it's hard to see while doing it and you move really slow. The gun also seems to fire from a lower position than others. Rocket Soldier - Fairly balanced. Provides rocket rush option to both sides which is nice. Seems to overshadow gunner in building damage. Great for anti-air. Mcfarland - Clearly in need of a nerf considering his price. Personally I don't think it's the damage needing a nerf though. I think these nerfs will hit him hard without destroying him. He might still need more nerfing after. Reduce splash damage by 75-100% Reduce the amount of smoke and clutter his shots make Make bullets fall off 10% sooner Reduce magazine size to 6 Hotwire - In a good spot right now. More powerful with sidearms in X. Gunner - Tried him out again. Seems like a significantly faster reload speed would fix him mostly. Still feels slightly strong against infantry considering the aiming is less hard. Decrease reload speed by 15-25% Patch - Fairly impressed by Patch's new gun. Seems to be decent against everything. Increase projectile speed by 10% Fix the scope to be useful Deadeye - Balanced but suffers from the no fire bug. Mobius - Seems to be balanced. Fix right click alternate fire. Jams before ammo is out with no warning. Unsure if intended Sydney - Seems to be good after the changes in patch 2. Suffers greatly from the "jamming/no fire" bug. Havoc - 1k snipers will be controversial. I think they are in need of a nerf. They simply do too many things the best. I suggest small nerfs to start with. Reduce fire speed by 10% Reduce damage done to light armor by 25% Vehicles: Humvee - Humvees and Buggies are fun to drive, but they aren't super useful throughout the game. There is a bug where you can drive into barracks and weapons factory with Buggy and Humvee in RenX. It was possible to go into all buildings in the original. Let Buggies and Humvees drive into any building. This would give them usefulness throughout the game. MLRS Withholding opinion till I play with some more. APC - No opinion yet Medium Tank - Seem fairly balanced. Would like to see them get more range so they can hit more things easier. Increase projectile range Mammoth - Not really my cup of tea, so I can't say much. I will say they seem a lot less effective in beta 2. Change speed back to beta 1 amount Chinook - Not much to say about it. Added mounted turrets are nice addition. Dying from vehicle explosion in chinook is pretty lame. Possible interesting/useful addition might be auto deploy parachutes when chinook dies. Would be fun to see 5 parachutes deploy. Orca - Very bad compared to apache. The machine gun is hard to hit infantry with or head shot them. Increase ascend and descend speed Give them a machine gun like the apache has Nod Characters: Soldier - See GDI entry for Soldier Shotgunner - See GDI entry for Shotgunner Flamethrower - Incredibly weak against infantry and vehicles. Needs a major overhaul. Marksman - See GDI entry for Marksman Engineer - See GDI entry for Engineer Officer - See GDI entry for Officer Rocket Soldier - See GDI entry for Rocket Soldier Chemical Trooper - Seems to be in a good spot. I'll play around with some more to see for sure. Technician - See GDI entry for Hotwire Stealth Black Hand - In need of some changes related to their stealth. A lot of ideas have already been suggested so I won't spend too much time on it. The stealth detection range for infantry feels good, but the cloak can still be hard to track. Also it's too easy for them to slip away while you shoot at them. Need to flicker when damaged so teammates know you're shooting one Laser Chaingunner - Can dominate any infantry fight unless a sniper kills him in 1 hit. Feels slightly weak to vehicles. Decrease damage to infantry by 10% Buff damage to vehicles by 5% Black Hand Sniper - See GDI entry for Deadeye Mendoza - See GDI entry for Mobius Raveshaw - See GDI entry for Sydney Sakura - See GDI entry for Havoc Vehicles: Buggy - see GDI entry for Humvee Artillery - Withholding opinion till I play around with it some more. APC - No opinion yet Light Tank - Pretty balanced. Would like to see more range and the ability to block vehicles more effectively. Increase projectile range Fix them to where they can block vehicles more effectively Flame Tank - Seem to be in a decent spot. Hard to kill infantry with it. Feels slightly sluggish. Make it easier to damage infantry with Increase turn speed and/or movement speed by a small amount Stealth Tank - Missiles are hard to aim. Movement feels funky. Also has some of the weirdest collisions with walls and such. Chinook - See GDI entry for Chinook Apache - Superior to orca in every way. I think it's fairly balanced, just the orca isn't on par with it. The machine gun feels great on apache. Increase ascend and descend speed
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work in progress. will update at random for a while. Intro/Change log/Misc: This thread is meant to be a collection of my suggestions and ideas on the game. I'm sure they'll be very opinionated, so feel free to comment on why I'm wrong. Some of the ideas/suggestions have probably been mentioned before. Numbers are being pulled out of thin air. Just what "feels good." I'll try to keep it updated as I think of more things or patches are released. 5/12/2014 - Updated misc. Added flying vehicle battle feedback Added 1k sniper rant 5/7/2014 - Thread made Characters first draft done Vehicles first draft done Updated marksman, gunner, and officer Miscellaneous Feedback: The Nod plane that drops vehicles makes way too much dust. If you're defending by the airstrip, it becomes incredibly hard to see. Hitboxes/net code seems slightly off. I get lots of no reg shots. I've also shot a standing still target in the top of the head and they took no damage. Repair gun makes way too many effects. If someone is repairing your character, it's really hard to see. The low hp effect on the screen makes it very hard to see some UI things. Option to turn it off would be nice. Hard to read chat, end of map voting, and votes on certain areas of maps. First thing that pops to my mind is the sky in Islands. Voice command system is awkward. Would love to see the commands implemented like the game Smite. Examples of key presses: VDB -> Defend the barracks! VSC -> Cover me! Or something like that. Sidearms: Silenced Pistol Heavy Pistol Carbine Tiberium Flechette Tiberium Auto Rifle 1000 Credit Snipers Rant: I don't see why 1000 credit snipers need to be in this game or need to be so strong. They counter light armor and infantry from any range. On some maps, they completely destroy flying vehicles. If there are two 1k snipers on the hill on Walls, your apache/orca has to cower in fear. You might not even get into your newly made flying vehicle before it's blown up. 1k snipers also get to dominate all infantry battles. Two body hits to kill any non-free character is ridiculous with the fire rate the ramjet has. Anybody with even average aim can just dominate with the ramjet. One hitting free infantry is also frustrating. Just because you lose one building means that the enemy deserves to be able to sit half way across the map one shotting you anywhere? There's no counter to it either. A marksman has trouble even touching a 1k sniper at long range. I've seen so many new players, my friends I showed the game, and even some vets be completely frustrated by this. It's boring gameplay. Here is the pro's and con's I can think of for removing the ramjet: Pros: Flying vehicles become stronger More diverse infantry fights/seeing different classes get used more The remaining sniper class is much more balanced Less frustrating gameplay when HoN/Bar is down Free classes become slightly more useful Free up a class to implement a more fun design/weapon. Also a chance to further diversify Nod and GDI with side specific classes Cons: Flying vehicles become too strong possibly. I doubt this will be the case though. Removal of a favorite weapon for some people Harder to cover beacons from a distance (could be a pro depending on your stance) Slightly harder to stop engineers from running between buildings to repair Harder to close out a game where the enemy bar/hon is dead It should be noted I'm not talking about removing the iconic Havoc/Sakura characters. Just the weapon/design of the class. If the weapon isn't removed, I listed slight balance changes in the character section as a start. Here are some more drastic changes that could work. Severely reduce the weapon's capabilities by reducing fire speed, increasing reload time, reducing max ammo, etc Give the gun non-hitscan bullets like the marksman and patch has Flying Vehicle Battles: I'm finding the battles between flying vehicles really stale right now. Most of the battles are just both vehicles locking on, firing their payload, and then both limping back to base at half hp. It's hard to finish one off with the machine gun and chasing just puts you in a bad spot usually. A lot of times both vehicles will just stay out of range of the lock on staring at each other. Here's some suggestions that might make it more fun. Remove the lock on of missiles so that they fire dumb Increase range of missiles by quite a bit; increase range of machine gun by not as much or the same If you still want a lock on feature, give it to the passenger rocket. Make the rocket slow enough to be avoided. These changes would make the fights much more fun in my opinion. The orca and apache would probably need to be rebalanced after the changes. I could see the apache being easier to land dumb missiles with.
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Will we be seeing a return of dynamic events? Things similar to what Lakeside had at one point.
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my wish/ideas all in one! updated may 9 2014
Bananas replied to renegadexplayer's topic in Feedback & Bug Reports
I feel like you should pitch this idea to a multibillion dollar company instead of people working for free. -
Thanks for doing this. This is an interesting look at part of the development process. It might even get me curious enough to start messing around with UDK.
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Believe there is already one in development: Your music sounds more fantasy genre like in my opinion. Dynamic music would be fun though.
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After firing the laser chain gun, the gun plays the spinning animation even after I stop firing. It's not actually shooting, just playing the animation on the barrel. I play on lowest settings if that matters.
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If a mine is on someone, it can block their player name.
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I started the game on Nod and swapped to GDI. This vote got stuck on my screen for the whole game after swapping. It was a "Nod team vote/poll" called before I swapped.
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You can get shot in a certain spot on this container. Jump from WF to container.
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I was messing around with the refinery and it has a lot of weird vehicle blockers. Technically not map related, but the thread is already here. Here's an album of some spots where it looks like you should be able to fly through: http://imgur.com/a/D4gsI#3
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On Whiteout there's a lot of short vehicle blockers on both sides of the hill. You can hit these if you're flying too low. No screenshots because there's so many of them. Also on Whiteout, this spot looks like the perfect place to fly over into enemy base. Instead you hit an invisible wall:
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Is AGT supposed to cause friendly fire with missle? I know I've been killed from it at least three times.
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Jumping to top box and crouching gets you stuck on it. You can't uncrouch:
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In the tunnels on field, the pillars have a stuck spot and clipping issues. Stuck in the pillar: Hiding inside pillar but not stuck: Only one corner gets you stuck. Works the same for both pillars. You get to these by jumping on the "upside down U" shaped metal railings and then jumping up.
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Seems to be bug with sbh spy? Me and a friend both tried to get in with sbh spy on field and both of us got shot. Didn't refill or get in vehicle. Got in as a spy sakura just fine.