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Axesor

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Everything posted by Axesor

  1. @Madkill40 As you mentioned, there will be sum players stuck with infantry. 4 meds = 4 players = 8 points VS 2 LT+4Arty = 6 players = 8 points. There will be 2 free infantry for GDI who could buy gunner for example (if we keep it in offence way), that is literaly Arty killer. Even your second point: ...the difference of 3 vehicles is not that big, also bearing in mind that (when I count) there would be 4 free infantry on GDI side. I appreciate your support, but there is a major logic gap in 3 Tiers. It wouldnt just mean 21 buggys, that Iam literaly ok with btw, but there would be also space for 21 Artys/MRLSs/LT/APCs, that is not acceptaple.
  2. ACTUALLY..! Different supply points for different tanks sounds as pretty interesting, and reasonable suggestion. Espetialy when player resources are limited. Nod tanks are generaly weaker than GDI ones. Lets have an example: 30 tank points avaiable for both teams 1T-Buggy, Humvee: cost 1 supply points 2T-MRLS / Arty / APC / Light tank: 2 points 3T-Med. Tank / Stealth tank / Flame tank / Apache / Orca: 3 points 4T-Mammy: 4 points In another numbers, it would mean: 30x 1T vehicles 15x 2T vehicles 10x 3T vehicles 7x 4T vehicles Yet in another numbers: 15x LT vs 10x med tank, or vs 7 mammys (9000c vs 8000c or vs 10500c) 30x buggy vs 7x mammy (10500c vs 10500c) 10x Ftank vs 7x mammy (8000c vs 10500c) Before you start to oppose, remember that cost of all the vehicles would stay same! And now tell me, how is it not fair? I think it would be great! It would solve all the problems mentioned above, in the comments. I dont know about you, but I find it mildly annoying when players buy humvee/buggy, becouse it consumes important supply points that could be used in better way.. BUT if Humvee/buggy cost 1 points, they would be able to counter MRLS/Arty, becouse its cost and supply cost would balance the fight, and it would be fair.
  3. @Gliven Decreasing LT cost to 500c actualy sounds reasonable. LT is not much better than Arty that costs 450c. Both Arty and LT are better in different situations. LT is more mobile, tankier, but difficult to heal, and has really low damage. Its damage is really easy to outheal. Arty is easier to heal, has high damage, but has lower health, and not so mobile. Toughtness is not that valuable like DPS that is really crutial when it comes to what side the match is evolving. Thats why Arty is so popular in Nod, also becouse Arty is useful in more situations. LT has many downsides when compared to Arty. Decreasing LTs cost would put LT into very interestion possition in the game. I would even suggest decreasing its cost to 450c. I think this suggestion is worth of considering.
  4. So I've just came out with an idea: What if everytime the tank gets hit with an explosives, fire and laser, it gets a negative buff for 2s that decreases incoming healing by 50% or even more%? Every hit resets the timer. This way the healing won't be so effective and offense will be much more rewarded. Gdi is clearly more capable in field battles, so what if Nod would balance this with its firepower? Engis in current state are able to easily outheal the damage from light tank. This would buff LT, becouse in current state its difficult to heal anyway due to its small size and need to be mobile while fighting, but it also nerfs mammy, becouse its like big slow moving base relying on engis heals that buffs it realy much. Nods mobility and firepower would be more effective and mammy would be simply outplayed by that. Just an idea for alternative solution. Or maybe Iam just crazy now and need to go sleep.
  5. The last thing Nod needs is being nerfed in field battles...
  6. @KrypTheBear This could be actually pretty cool
  7. @Gliven All being said by me previously is still valid. Conscience, and perception of sence/your intelligence will determine the way of you playing, not death count and it defenitely should NOT be death count. Usually the ones who got low k/d are paradoxly the ones who do the most, and are the most usefull, and so death count is not something that shold be shown in the game like this since this is game with strong RTS elements and death count really does not mirror your value. Also: I know your are very passionable about that but try to use Edit instead to avoid "comment streak". Its annoying as hell
  8. let your conscience decide. As it always does.
  9. Sure, knowing exactly how many times you have died will defenitely change your gameplay possitively. Maybe after 10 deaths you will go chill in the building and repair instead of repairing vehicles in the field of playing offensive that leads to your teams victory. Or maybe after 20 deaths you go camp into the ocean. Very importatnt.. #kappa No, death count will not change your style of playing.. your perception of reason will. This is exactly what iam talking about...
  10. Death count is not relevant for the game like this. Nobody wants to stop ppl from farming kills... Also for everybody else: stop drawing discussion into personal attacks, thx. Calling ppl noobs for dying or performing rambo attacks is rly low, becouse even if you got 0 kills and 20+ deaths, you may do very usefull work for your team. This is thread about relevancy of mentioned stats.
  11. ^ It is not surprising to see players with 0 kills and 10+ deaths, chilling on top of the leaderboards. It is unfair and dumb, considering that even throught players die, they contribute with their deaths to something bigger, just like it works in RTS games. Also considering that death count is taken negatively. Players can still farm kills if they want so. ...and so, in conclusion of this, my opinion is that scoreboard in such a game should show only possitive stats such as kills, assists, destroyed vehicles count, destroyed vehicles assists, and so... And yes, it will defenitely make ppl feel better for what they are doing as a side effect.
  12. I agree. It was just an idea that came in last moment.
  13. Remove the deaths count and k/d ratio. Deaths count shouldnt be a thing in such a game with rts elements. It influences players decitions, and the way of playing bcs many ppl are obsessed with k/d. I think that the game would be a little bit more fun without it. Also ppl wouldnt be so scared when hunting down such a players such as poi, boxes etc. with free infantry or others Or maybe replace it with max, or/and current kill streak count. That would be fun and original.
  14. Id say that ion gun is already rewarding enough for providing high damage to any infantry and so it dont need any further reward for headshots, espetialy with its 100% accuracy while hip fire. Keep it anti vehicle, and leave 1 shot kills to the snipers only that are the only class that should be capable of that, becouse they are pure antinfantry class. Snipers are able to 1shot but in exchange for its high spread while hipfiring as it always should be. If you wanna keep ion gun hs multiplier, you gotta add same hipfire spread as snipers got to make it fair, otherwise just set it to 1 - this would make a sence. @Madkill40 Yes, I have summarised the current state to make a point
  15. Are we.. are we really discussing the sence and logic of the game right now? Are we rly doing that? Its not about making sence, its about establishing the balance. There must be a significant difference between sniper rifles and ion guns, and the range is not an arguable difference. Sniper rifles: strong againts: infantry (possible one shot kill), light armor (partly) spread while hip fire very long range Ion guns: strong againts: infantry (possible one shot kill), light armor, heavy armor, buildings no spread mid-long range The possibility of one shot kills of Ion guns needs to be removed by setting 0 head-shot multiplier to make ballance and significant difference between snipers and ions. Ion guns shouldnt be todays replacement for patched sniper rifles, and their antiinfantry power needs to be nerfed. There is no doubt about that!
  16. I think that the devs took all the necessary steps to push the sniper characters (classical sniper + ramjet) to the state where they always supposed to be. Now its time to remove the headshot multiplied from the ion gun. As I always suggested. Issue of the high ttk combined with 1 shot weapon aspect could be fixed the way of removing the headshot multiplier entirely from the game, and calculate the damage of each weapon based on DPS/TTK. It would definitely fill the gap between hardcore players and players that cant aim so good (including me). Playing would feel more fair, and also would be much easier to ballance. Btw, looong time ago Ive made a mutator that provides exactly that, so everybody could test out how it feels. Its outdated now and wouldnt work tho. Anyway, I think that the devs will come out with another solution.. or not, as I dont find it as such a big issue and I can live with it (also considering that my suggestion is a bit too controversal and radical to be ever officially introduced).
  17. The only thing that I can agree with is Light tank and Flame tank speed buff. Buffing one or two Nod vehicles should change the ballance pretty noticeable, and this way mammy shouldnt be that notorious as before while countering these. At this point, nerfing artys AoE would break the balance even more... you cant use logic of nerfing both mammy and arty at the same time since ballance is very experimental work... ...and so I would welcome more frequent small balance changes from devs side, few units at the time. Changing a few values shouldnt be that difficult. Nerfing free infantry seems not reasonable at all, considering that free infantry is only good for pointless shootouts with no progress vision, while waiting for more creds + suicide runs that does not seem right at all. Its not balance suggestion, more like gameplay suggestion... I want free infantry be as usefull as todays purchaseable infantry, but I want purchase infantry to do that job better. If not becouse of gameplay, so at least from principle, becouse infantry acts like some kind of heroes but playing them feels so weak and vulnerable. Look at CoD, you are vulnerable as sh*t, but you feel like a hero. Also infantry of any kind should get infinite ammo (and rechargeable c4, at best but not necessary) for RTS sake.
  18. Keep it up. Iam not fan of the style, but you have done some good work mainly with the vehicles and its graphics. Id like to play single-player campaign mode like this tho
  19. @Madkill40 Nobody would spend 300c one-time-use fix of something that disapears so fast as health is.. When you lose your armor, u r basicaly dead already. If it needs to be implemented (and I would agree with implementing of such an item/ability in certain circumstances), then make it free for all with a cooldown of 1m or so. I just dont understand why everyhing needs to be so complex, and complicated like "fixes only armor/only health", while we have rep. tool, that could be used the same way and it would be much more simple.
  20. I wouldnt define it with the word "challenging", its more like "annoying pain in the ass". Dark Souls is challenging.. RenX is already challenging and fair by meaning that you are fighting againts another player. They already do focus on vehicles and structres since.. its more important task to do. (Thats my point btw.) Exactly my point, its waste since infantry is 2nd priority class fighting unit <_< Yeah.... No... Armor, Ammo, and Health packs mainly benefits the team of killed soldier unless you just catch some lone wolf sneaking into your base or kamikaze dude. This kill benefit drops would actualy work in the fast action arena type of games such as Team Fortress, or Overwatch. ... I remember when repair tool was introduced to the game for the first time. Its low cost and healing affectivness highly promoted teamwork. I remember when 5-10 players were advancing forward and then healing on resting points. IT WAS BEAUTIFUL! Sadly, nerfed to the point when you dont even bother to heal somebody now, since it takes eternity AND 250c is not actually cheap thingie.. I cant imagine somebody buying health packs for mindblowing 750c for such a nothingburger that makes you even more vulnerable. Screw purchaseable health packs, buff rep tools.
  21. Dude, just why? I wonder why do you want to make survivability for infantry even worse. Compared to vehicles, they are hard to keep alive/heal, limited ammo, also they are 2nd class fighting unit on battleground. I just dont understand. #InfantryLivesMatter #MakeInfantryGreatAgain Yes, playability is awfully higher and it feels great since snipers got spread while hipfire, but its not enough.
  22. GDI maybe have to push, but Nod is not able to hold the line. Also when meds rush in, they will break any defence line, and are able to keep it for a while until hotties catch them up. Technicians always need to camp behind the corner and even through the GDI's tanks splash damage can reach them. Light tank is too small to cover technician. Arty is too squishy to hold the line - constantly needs to hide behind corner for not being destroyed in next 2 seconds. Flame tank needs to push and hope for the best becouse technician cant keep up with them. Mammys and med tanks are big, and tanky enough to provide a good cover for hotties. If something gets through, hotties can instantly sit in the passanger seet until the threat is gone. GDI tanks are able to hold the defence line, but not for too long even with hotties. They are being repaired too slow, so they need to ither push or take cover. Just try to remember one situation when you last time pushed with ur team. Nod was in total chaos.. maybe stank, 1 light, some damaged artys left, and maybe one damaged flamer, and bunch of hurt techs running around like a crazy trying to save their asses, becouse they cant hide behind Nod tanks. Summary: When GDI tanks rush, Nod shits his pants. Do not touch splash damage, or radius.
  23. Thank you @Madkill40. I just wish that this mutator will be installed on some server at least for a half of day. About that shotgun.. it has big spread anyway, and I couldnt do a heavy impact even to bot while aiming. Too short range feels too limited for no reason to me, so I decided to change it. I planned to do much bigger changes, but Iam too lazy for it right now, and also dont know how to archieve what Iam aiming for maybe somebody will help.. I want to change building health and armor, and make armor to regenerate itself. (Also make repair guns not be able to repair buildings, but I already did this.)
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