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Abraxus

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Everything posted by Abraxus

  1. Officer got the same problem...and true, thats really annoying to me as well!
  2. Use airstrikes. Gets me everytime. That's not the point. NOD doesn't have to airstrike at all..even if it's sometimes nice to have.
  3. The point about whoring is: It's a legit tactic and sometimes it's necessary (a.e. if the enemy camps). BUT: On a lot of maps, the (let's call em) whoringspots are not even balanced. Best example is Islands. While nod got a lot of covered spots to shoot ref and even a few to shoot WF, GDI is nearly always out of cover. I understand that it's hard for a map-designer to regard something like this, but it's necessary to offer a fair match. Both sides should at least have NEARLY the same amount of covered/blind spots (spots, where u can't be shot from enemy core base).
  4. Sry but i have to disagree! That the map won't get more potential without any SBH thread (which is - btw - a part of the game) can be seen on EKT with 80 mines. Game totally relies on mass artis and mrls spam. Also, the GDI path has a lot of cover, but the NOD path do as well. Remember that the "small" GT arn't that high and u r totally covered by AS landing pad. And true, the Strip has no BD, BUT the "windowjump" is an even better way to enter a building due to the fact, that you only need a 5 second window to enter plus can defuse mines in cover (while WF back can be spotted easily) BUT i agree, that most buildings on GDI side are too easy to reach without even slightly shot by the tower. The guard towers should at least "turn" or give a few shots in the direction you'r base gets attacked from. Also, i would like to see symetric path's on the Silo's side to make the fight around the silo a bit more attractive. (or change silo's side)
  5. Thats not an obi bug, thats the good old explosion/dmg bug. If your chin gets shot by a havoc a.e., sometimes the passengers get the "rest" dmg as well and die instant. I think thats what happens with the obi as well.
  6. Because i like the setup in general, here we go with a lot of balance stuff,some bugfixes and only a few new ideas by ur friend Abraxus Bugs (most important only): ========== - hitbox / hitmarker bug (u get a hit, but 0 dmg) - rework the whole crouch hitbox - Xmountain ladder - Xmountain vehicle on inf path - Terminal spectator - Tremor vehicle (most times flying units) - "rest" dmg when a vehicle get's destroyed BALANCE/Other stuff ========== General: - rework teamshuffle after mapchange - Serveroption for different minelimits depending on the map - Save C4/Grenade options for chars - Nuke/Ion: When a nuke/ion is spotted -> minimap marker for all - Mines: Remove dmg reduction for touching/stacking mines - Airstrike: impact time from 5 to 3.5 seconds - EMP: immobilization 2 sec less - EMP: reduces repair inside the cloud by 50% (also inside buildings) - EMP/AT mine: Separate slot instead of c4 slot - Carabine: back to beta 2 (was already strong, but ok due to it's price) Infantry: ========== - Shotgun: 25% less dmg - Marksmen: 15% faster reload - Sakura/Havoc: Less visible shots - 500's sniper: Increased Bullet speed - Rocketeer's: lock vs infantry decreased/less accurate - Flamethrower: 20% more dmg - Chem trooper: 20% less dmg - Laser Chaingunner: 15% less dmg - MC farland: 20% more dmg - MC farland: 20% less bullet speed - Patch: increased bullet speed - Patch: decreased dmg (result should be same DPS, but easier to aim) Vehicles: ========== - MRLS/Arti: decreasing range both to the mrls range from beta 2 (due to actual overusage for pointwhoring) - Minigun (all): dmg decreased by 10% - MRLS: rocket speed increased - MRLS: dmg decreased - MRLS: reload time decreased (result should be same dps, but more of an continuous fast fire than rocket salves) - Artillery: splash dmg back to beta 2 - Chinook: 20% more rotation speed - Chinook: 20% faster ascend and descend - Orca/Pachi: 20% increased ascend and descend movement while using shift - Orca/Pachi HP same as in beta 2 - Light tank: 10% more movement speed - Stank: HP from 400 to 500 - Stank: less angle for missile launching - Stank: incresed missile lock/accuracy vs infantry Thx for reading - like to hear some feedback
  7. Another one: Vehicle exploit via Silo bridge to infantry path. (driver over some rocks to stairs, then up the bridge and u r in). Probably some big vehicle blocks at the end of both stairs would do it.
  8. The Problem is moreover, that Field was never designed for 40 Players. And if you got 40 normal/good players, you will probably never make it - even without EMP.
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