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boxes

Phase 5 Beta Testers
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Everything posted by boxes

  1. Dev specifically said that he did not want the game to be played with more than 40 players
  2. having more than 40 players affects the gameplay, and not for the better
  3. kill hotwire with rocket launchers, goes for mobius with machine pistols
  4. Hopped on a random stream one day and ended up on a FiveAces cast
  5. Well there's still a playerbase after 2+ years with limited media exposure/distribution and development is still in progress, so it definitely has something going. I understand what you mean though, but it's particularly because this game lacks any sort of tutorial, resulting in people going lone wolf in tunnels and dying over and over and not having fun. At different points during a game there's specific things you do that would prove more effective than others, but people aren't going to know that on their own. For example there's anti-tank infantry resistant to explosives, so if you're bored of using a tank to regain field control you an use one of those instead. The veterancy system also makes every little thing you do more worthwhile (repairing, disarming, attacking), but again I realized that some people don't even know such a system exists or how it works. And I mentioned the 60 player server because in that situation you are definitely correct with it being a massacre
  6. Have you been playing on the 60 player server?
  7. Sadly there's no other real way to take out repairs other than shooting behind a tank or sniping. Add in the fact that repairs can heal each other and you have this situation where the best way to get rid of repairs is to insta-kill them. Could give them 150 armor instead of 125, but the main focus here is that it forces field repairs to put more care in their positioning rather than casually soaking up explosive damage.
  8. Ever since lock on vs inf was removed GDI took the bigger hit than Nod by far, so I'm not against some sort of buff related to mammoth missiles or MRLS. However, if we're talking about more anti-rep options, the best thing to do is to make new armor type (none) which behaves the same way it did before 5.1, and give to hottie/techs so they're more susceptible to explosives in general.
  9. pug was lots of fun, tomb was probably one of the best games in the past month. Think what decided the game was the loss of the GT rather than the PP I wont be around next week @Fffreak9999 due to holidays
  10. Nothing interesting Field - Standard tank spam, Nod having the upper hand due to comm center control and eventually rolls down GDI with veterancy Whiteout - Nod has harvy advantage and wins immediately with artys Tomb - Same thing as field Lakeside - GDI starts with tank spam and perma damages Ref, Nod answers with an Apache rush and does the same to GDI. In the midst of that both Nod sams go down and an orca rush comes in but nothing happens. GDI goes back to tanks and rolls down Nod 3-1
  11. I kinda like the idea completely restricting original options and opening up new but not as effective options. Such as WF/Strip removes all vehicles except the one that nobody really used in the first place plus a new vehicle for anti-tank purposes that's not as good as an arty/mrls and doesn't have the meat-shield capability of the APC. Still have AA ability. Inf/Bar loss means several purchasable weapons open up and you lose access to characters, but you pay them at an increased price and it replaces the primary weapon. I like this because commando engineers won't be a thing, and even though you can buy weapons, you won't have the same qualities as the advanced character meaning you'll still be at a disadvantage but the additional options are there, and that's the most important thing. Tiberium gadget sounds like a neat idea but would probably be better suited off as team-based and not individual, mainly because of VP. Killing the harvester is probably the biggest method for a team to gain the advantage in VP, and killing the ref essentially removes the harvester in exchange for literally next to no passive income for the other team. Perhaps killing the person carrying this gadget will award team-based VP similar to a harvester, so that quality still exists while the other team has higher passive income. Some maps however should add blue tiberium fields like Islands or Reservoir for a huge bonus credit gain so you can't just sit in your tiberium field and harvest all day. I don't exactly see what merging classes will accomplish for the big picture in the long run, so I don't support that idea very much. ~ WF/Strip destruction - just get rid of the APC and only have the Humvee/Buggy plus recon bike (old model, nerfed stats) and some sort of rocket humvee on top of the other suggestions posted. Harvester drops stay the same. HonBar destruction - All weapons are purchasable and should be 2x (T1 weapons) and 3x (T2/T3/Adv.Repair) the price and replace the primary weapon. Don't need to nerf the specific weapon because the less HP from the free character is a significant disadvantage. This way you still have most of the options from the Hon/Bar, but actually obtaining them is a huge and risky investment. PP suggestions feel weird, but some ideas could be added on top of the already existing 50% price increase, like slower vehicle production, having cooldowns for character purchases, or decreasing the harvy load. ---->Having options available after losing a building itself will make situations less demoralizing and frustrating, which is why I support these ideas. Taking away options that make the victory condition more and more impossible to achieve is what makes a game not-so-fun.
  12. Would support this if the airstrike cancel bug is fixed as well (cancelling airstrikes sometimes causes the cooldown to start)
  13. Losing the OB doesn't affect our field performance though. As long as we control the field with dedicated defenders the OB isn't really useful. I do agree most of the time stalemates occur due to map design, but even on maps like tomb or complex, games would last forever if both teams are permanently handicapped.
  14. It's not only a matter of ending stalemates, it's also a preventive measure for f5->quit or surrender vote spam once a building drops. Simply boring as hell losing access to things that make the most significance, and even more so losing access to credit sources (ref). Game also unnecessarily drags the worst when both teams are handicapped and there's often nothing that can be done to end it convincingly other than farming for heroic. If nothing drastic can/needs to be done, I won't mind as long as some minor tweaks are put in place, such as increasing passive credit gain from destroyed refs. But in the end some kind of mechanic that returns a team access to any destroyed structure would be most optimal. And yes, the game is without a doubt unique from other shooters and it sure 'works', but that doesn't mean it's fundamentally a 'good' game in everybody's eyes.
  15. Glasses - Both teams go standard tank spam going back and forth. Nod stank rush with field control destroys 3 buildings and flame tanks/nukes finish off the rest. Spy raveshaw almost takes down Nod PP, but wouldn't matter anyways Volcano - GDI turtles and denies the early flame rush. Both harvesters survive, and Nod rolls out a mix of tanks and GDI goes for meds. Probably the biggest mistake by Nod was not committing to the harvester after the rush. GDI wins the tank battle and slowly overwhelms Nod. Goldrush - Infiltrator destroys OB in the early minutes of the game, but Nod eco was high and spammed out artys and flame tanks to control the field. Perma damage was done to ref and AGT, meanwhile an infiltrator kills barracks. Stank rush finishes off AGT and GDI surrenders Under - GDI farms for heroic with nonstop med/mrls spam and rolls over Nod
  16. Imagine the airdrops right now, except every single tank was available for 2x the price. Add that on top of the current problems with the airdrop such as the vehicle countdown being only available for the team that lost the WF/Strip (no indication to the other team when exactly airdrops were available), and every single player had their own individual vehicle cooldown. Maybe this might not be as bad with veterancy, but it was mostly an issue when GDI massed mammoths on 1 vehicle entrance maps and just sat there all game. Bar/Hon is the same. So basically this meant losing strip/WF didn't have any significance as teams could just stack advanced repairs on existing and new tanks. Refinery income was 1 tick per second. Losing the refinery actually is the most significant one to look at, because playing renx with no credits is perhaps one of the worst experiences possible.
  17. This has been brought up already in the community dev section, but having other people's inputs could solve this problem. As some of you know in Beta 4, airdrops and T1 infantry were introduced after a building destruction to limit the effect of the snowball. Unfortunately at the time although it helped the losing team, it brought forward the issue of camping, making it frustrating for the other team to put an end to games. And with the way it works right now, it is not enough to make an effective comeback and is almost at a similar situation of what it was like before Beta 4. It can be argued that the lowest point in a game is losing the first building and having permanent restricted access to units or resources. The issue with this is that it forever limits a team's victory conditions and could end up making the rest of the game a boring drag for the losing team. So what would be the best way to approach this issue? Bringing back full access to units but in a different way than Beta 4? Building reconstruction? Remember to consider potential setbacks for your given ideas.
  18. I still don't see a particular reason on their design point of view to give them one of the most lethal cqc weapons. Another scenario is defending your C4s inside a building, which is why making HottieTech have the potential to instantly kill each other is a bad idea. Heavy pistol is the Heavy pistol. It's too strong in the right hands, being able to kill PICs and gunners with just 4 headshots for a class specialized in repairing and mining. They can use remote C4 traps to make matters even worse. Silenced pistol obviously requires more aim and is perhaps the least effective firearms in the game.
  19. They have the ability to wipe out a class in one clip. Meaning for example a hottie just by herself can break a line of arty tech by sneaking behind them and instantly/quietly taking out repairs and throwing c4 on the tanks. They're not designed to use the ssmg, it'll introduce new problems. Their overall combat effectiveness as a utility class needs to be toned down, not more specialized
  20. I wouldn't say that, it wrecks flak armor regardless. Their TTK against each other and other flak based characters would still be too high.
  21. anti everything characters are supported, some are more situational than others while some(mob/mend) are simply stronger than others in almost all aspects
  22. poor range and moderately high spread, also limited survivability in tank areas due to kevlar armor 1000 credit anti everything character, if you see him running towards a building, it should be a threat like mobius and syd/rav welcome back by the way, long time no see!
  23. Remote C4s are a significant offensive weapon as well, more so the reason that they should get silenced pistols
  24. Before we start anything we need to see if there's enough people actually interested to make this an event
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