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boxes

Phase 5 Beta Testers
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Everything posted by boxes

  1. Mesa rounds be like: nah, mesa more like
  2. We should also consider removing maps from the pug rotation that have completely lopsided balance. Example, Under, Mesa, (Islands and Volcano, maybe). I'm down for some discussion though, I mainly want to get rid of maps could be fun for one team but dreadfully boring for the other..or straight up boring for both
  3. True, that's because field is already a gdi biased map. Nod could use additional infantry oppurtunites to counteract GDI's superior field control.
  4. Snow http://images.akamai.steamusercontent.c ... 3A889BCC8/ Scoreboard: http://images.akamai.steamusercontent.c ... C2772085E/
  5. Volcano - GDI's harvester dies at the last second to a quick arty from a money crate. Nod rolls over GDI with wandering flame troopers running inside buildings while artys and flame tanks took advantage of the chaos and smashed everything. GDI didn't have time to get a single med and Nod wins in a little over 5 minutes. Whiteout - Both harvys die, then a war between MRLS/Gunner vs Arty/LCG ensues. LCGs reigned over gunners as the superior support infantry and GDI then struggled to retake control of the hill while repairing all of the buildings for a good 20 minutes. Eventually GDI's vehicle force gets wiped out and an LCG army marches in along with artys on the hill and flamers/lights/apcs, destroying and killing everything on sight. A surrender passes right after the bar gets blown up. Mesa - Both harvys die and GDI initially takes control of the Silo hill with APCs/Gunners/MRLS, but eventually get out-muscled by arty+tech. Nod takes control of the hill, artys crush gdi, etc etc Complex - Silo control goes back and forth for the first few minutes, Nod starts rolling out arties and GDI with MRLS/Gunners. Game was a pretty close back and forth battle, but a sneak kill on the barracks sealed the deal. GDI attempts one last med rush but gets flattened by flame tanks and LCGs. XMountain - Back and forth vehicle wars for about 30 minutes until sneak kills occur on the GDI PP and Nod ref. Nod however was ahead by 3000 points, and time was almost over. GDI goes for a med rush under the bridge, but gets countered by flame tanks/LCGs. GDI attempts a Mobius rush, but gets countered by mendozas/LCGs and flame tanks. GDI then goes for a Patch rush, but then also gets countered by mendozas/LCGs, and during that rush all of Nod's vehicles push in the GDI base and destroy the ref. Time ran out and Nod wins comfortably by points. Team1 3, Team bong/yosh 2 ~ Next pug we will make the losing team pick the map AND the faction they wish to play as. Also need to remember to add the new maps
  6. Biggest drawback for both whiteout and field is the communications center, and since the beginning I've always been skeptical about gaining the ability to see every single enemy unit's position whenever and wherever. You can't pull off any coordinated rush against a team with the comm because they'll just spot you grouping up and running out with the overview map. This means you can't pull off any kind of surprise rush through the tunnel or alternate vehicle path when your base is under siege from the field. You can't sneak whatsoever. It's so powerful in gaining and controlling the field, as it gives you the power to know exactly what the other team is planning and doing. What the communications center should do is only show enemy units on your compass map, and whatever's on your compass map will be shared to your whole team's overview map, and same applies to everybody else on the team. Either this, or make it so enemy units inside their base perimeter won't show up.
  7. giving the VP to the guy that gets the building kill isn't fair whatsoever, example whole team coordiantes a med rush to kill the hon wandering sydney that infiltrates hon via emp and shoots the MCT at the last second sydney +300vp, rest of the team +30 ...nah. The game already gives you a slight extra boost when you solo a building, as all of the building damage you deal out of the 4000 doesn't go to anybody else.
  8. Just realized that, oops Would be neat to deactivate the toggle though, but not a huge deal
  9. I think swapping the tab score menu with the M map menu would help a lot. Both show building health, which is the most important part of tabbing next to showing the team scores. Couple of examples: would also help a lot in quickly checking your harvester's position so it doesn't run you over when on the defensive, and knowing your where your friendlies are when hunting so you don't accidentally blow somebody's sneak attempt and can set up distractions whenever appropriate.
  10. More/Less players should be looked at as sometimes team counts sometimes get awkwardly skewed, but shouldn't affect veterancy since it's a separate issue. Ragequitters leave because it's likely that the game is already decided, and having player counts affect vet should not slow down the process. Harvesters should defintely have a VP bonus, as their routes usually lead to the field. If you don't have field control, your whole team falls behind on veterancy. It's a matter of offense rewarding more than defense
  11. Probably increase the VP rate of both vehicle and infantry repair. In my 30+ games played so far I have yet to witness a single person go heroic. Field repairmen usually fall behind, even moreso than the defenders. For balance, I have no real huge complaints besides ranked up stanks not proportionally doing the damage they're supposed to do to armor and inf with meds. Their building damage is fine. MRLS should also receive the same buff to whatever goes to the stank, if they also don't have any damage increase (didn't test it) Gunner I think should have 225 flak armor (375 at heroic) with 95 speed. GDI lacks a damage soaker when it comes to inf vs vehicles, and all nod inf pretty much wreck gunner even with the extra health
  12. Funnily enough, when I get an elite Mendoza and kill like crazy, every screams OP when I get an elite Mobius and kill everything, nobody says a word
  13. First day of playing 5.2 done! Veterancy so far looks like the biggest step forward for renx in a very long time. Everybody feels like they have something to work towards other than blowing up the enemy base, and that itself gives everything you do so much more meaning and satisfaction. The feeling of taking part of an elite/veteran rush against a bunch of camping recruits with their last couple of buildings and smashing everything is absolutely brilliant. I think capturing tech buildings should reward team-wide VP w/ a cooldown, so there's a little more incentive to run out with engineers at the start of the game. Cooldown applies to both teams when captured, so whoever captures the tech building first gets the bonus. This should probably be adjusted for maps with multiple tech structures. As for balance, I have to say nothing stands out as horrifyingly broken. Might have to give it another day for me to perhaps suggest a thing or two.
  14. Me: If you nuke on your own, I will remove you from the game (nukes in front of 7 orcas)
  15. Superweapons are working as intended. Attacks that include multiple ions/nukes are meant to be difficult to counter and is one of the already few ways to end a long match.
  16. You need to do that manually. Steam only recognizes UDK, not the specific game that's running it.
  17. Redundant Original field is plain dumb and there's no reason for it to be there other than to give people headaches, If you want to play OG field that badly just play under
  18. Fine, at least lets make it better than last week
  19. Possibly the last pug of 5.16, let's make it a good one
  20. It wasn't terrible stomp all around, other team got the building kills they needed. It's just nobody was a dedicated defender and way too much criticizing and casual talk back and forth after watching gliven's pov
  21. That was pretty boring even for us, almost fell asleep on whiteout Hoped to see lots of action on lakeside but blew up the barracks at the start with a flametrooper rush that we didn't even plan on doing in the first place
  22. It only works on the barracks, which even with this bug is still by far the most annoying and difficult building to destroy. I personally don't care all that much fixed or not, you could argue for both ways, one being its simply an exploit to gain an unfair advantage, and the other being the barracks itself is already stupidly hard to blow up with how the mct is positioned and its single entryway; and fixing this would make matters even worse
  23. The vote menu right now is pretty easy to miss when in the field doing things, and most map changes get through because not everybody pays attention to the vote going on.
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