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Gaysha

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Everything posted by Gaysha

  1. I personally think the invincibility is a fun mechanic however un-intentional and wouldnt really want to change it. But i play games and like most people who do; I hate changing things i know and master and will always find arguments to prevent it. The centers divable water on islands f.ex. I think is a great addition to the map. its like another tunnel where infantry can take cover when the heat is on. What makes the river on goldrush so great is exactly the fact that people dont expect it as much. Its definetly got a different feel to it and its one of the things that makes GDI's infiltration on that map viable even when someone is camping: Throw a smoke at that camping APC and slip into the river, tons of fun. This route simply wont be the same if its a more standard or obvious path, if you get in the water un-seen then you have sorta made it to a "checkpoint".. Almost guaranteed that nobody will come and spot you. If the path was altered in such a way that it still wasnt obvious and very covert, then i could support changing it. But if it turns into a more typical path, id vote against if i could. Yeah it seems very ridiculos the first time you see it and its totally understandable that alot of people will have grievances when it works against them.. I for one did exactly go "what the f..?" the first time someone hid underwater from my shots, i quickly embraced this weird little quirk and learned to love it though. The thing is.. it just works so nice for goldrush and if i were to weigh up that brilliant piece of map design against 2-3 possible scenarios where people new to the game may get slightly annoyed for a few seconds then i think the tradeoff is totally worth it. Then on the flipside: I totally feel like a scumbag when someone is emptying an entire clip trying to kill me from above and i just quickly peak my head out of the water to deliver a swift one-shot-kill.. That must be quite frustrating for a new player but he will most likely instantly understand how it works and throw a mote or deal with it easily the next time. You dont stand a chance in that river if 1 person who understands the water-mechanics spot you. My argument is basically this: I think the water is a fun, unique and charming mechanic that provides some more diversity and forces you to adapt in interesting ways. And the path on goldrush is so great because of its "covertness", which can easily be ruined if the map fix wasnt done equally creatively. Yup.. Thats it really. ----------------------------------------- Heres a suggestion for a fix: The river comes to a low-flow and 2 ponds are connected by a sewer pipeline you can crouch through, which the water itself may flow through at a low-level aswell. This wouldnt ruin the consistency of the river design and it would also stay true to the commando-feel of sneaking below the main traffic above in an obscure location. Or simply make a lowered path with excessive crevices etc.. Basically something that is so muddled and out of the way that checking it will be a real inconvenience and force you to jump down; Only to be forced to run all the way around to get back up. Making sure that you lose a solid 10 seconds or so clearing the whole thing. The exit from the pipe should also be somewhat concealed so that mining it is not more attractive than the bridge, considering how narrow it is.
  2. We've had a thread or two where this is mentioned on the TMX forums. Ive started swapping teams several times during certain games that seem unfair only to have it turn around completely AGAIN.. for the 2nd or 3rd time. Its very difficult to judge how likely one side is to win sometimes. (Also, theres always that guy who says that the teams are unfair when hes losing.) Anyway i wanted to say that its mostly not intentional. We dont have that attitude in our teamspeak to my experience. Mayyybe on some inebriated evenings we innocently forget about it but thats it. Everyone wants a good game and a complete steamroll just isnt much fun, nobody is really for team-stacking.
  3. Obviously there should be a couple changes if the ramjet dissapears, make the 500, officer, APC, rocket or any number of other units more capable against air, lower air units HP etc... Heck just 2 carbines do a decent amount of damage right now not to mention heavy pistol. 1# unit to buy during an air rush should be mobius anyway, with the mysterious longer-range secondary fire mentioned, maybe the volt is even more capable.. With the ramjet nerfed fewer people will use it, so other things should and will have to combat air regardless.
  4. I heard muh beloved noobjet is getting nerfed I cant believe im saying this but as has been suggested; Just get rid of the ramjet please. These compromises look very silly to me and i almost exclusively play infiltration with noobjet. You will not make a good infiltration unit by losing the 1 thing that made it a viable gun inside/close to the enemy base. Once you start firing that big blue beam you get SWARMED by everyone you kill and more, respawning and going shotty. You can put up some good fights and move around alot but it is quite challenging right now. If you change the current role of the noobjet theres just much better alternatives to choose from when doing literally everything its good at now. The visibility of the ramjet is as you all know a tradeoff to its power, lose the power and well... Id rather lose the range than the damage. Ill infiltrate with 500 before the nerfed ramjet, it doesnt seem like the tradeoff is worth it anymore. That said, i dont know how the game acts once changes are implemented, so experimentation is great! I suggest 3 things to consider if you want to make a great commando: -A new automatic gun(or b3 carbine) a rifle thats a cross between carbine-marksman or an SMG, silenced. Maybe a choice between the two inside the purchase terminal. Something that can kill just as fast as the current carbine or lcg in the right hands. -Increased sprint/some kind of agility. -Unique inventory possibillites: Instead of 2 timed give him 1 timed and motes, or just motes! Motes give you a great deal of options and fit the commando-role. Let him carry smoke/EMP ASWELL as the 2 C4's maybe and air/ion on top of that. Heck even a character specific unique item. Someone who is worth buying for unique on-the-fly versatility and mobility. One that can jump out in the field, mote tanks from the flank, finish hotties and then smoke and evade... Not only an infiltrator of bases but someone you dont want sneaking up on your arty-siege aswell. A tactical character that opens up unique teamwork possibillites and may even have a special refill-mechanic. Hit-and-run, careful sneaking.. a backstabber with some explosives. Ofcourse im not suggesting implementing everything i said, these are ideas for a character that makes sense and is fun. He cant have a gun on-par with mob/sydney/500, so if you want to get rid of the iconic ramjet you need something else truly! Thats my 2 cents. Thanks a ton devs.
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