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voltex

Phase 5 Beta Testers
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Posts posted by voltex

  1. On Med and Mammoth tanks.

    I agree with lowing the med/mammoth projectile speed but also I think the mammoth heavy/light amour multiplier should be lowered, it has the same 120mm cannon as the med tank so shouldn't do that much more damage maybe around 1.1 but realistically I think GDI is find on damage but is a start. The only other thing I would change is increasing the amount of vp Nod gets from the mammoth or even med both in/outside their base so GDI is punished more for being careless which in turn helps Nod.

    On Light Tanks

    Maybe increase its base damage to 65-70, not much you can do with it without simply turning it into another med tank. A few things to consider are the fact that lights have always only been best when used in large numbers which is why their cheaper but in a game were the vehicle limits for both teams are the same and are produced at the same rate lights lose a lot of their advantage the only other one being their speed but that can be negated by player skill which can make them obsolete which is how I've felt about them for quite a while.

    One other thing that can be changed other than simply increasing damage is the cost, being able to get them to the field quicker and sustain them for longer could make a difference perhaps lowering the cost to 550 and lowing the amount of vp gained from destroying them could help but maybe leave this as a last resort.

    On Flame Tanks

    I think flame tanks are in a good spot right now, the main downsides being certain maps which is the maps fault not the vehicles and changing them to fit a few maps could break them on others.

    A few things I would change though are the damage to infantry and buildings which I always felt was lacking as that's the main purpose of the flame tank is to wreak havoc to inf and buildings. Considering flame tanks only excel at close range and take up a slot that could be used for a ranged light/arty I think this is a viable trade off.

    On Stealth Tanks.

    I don't think the stealth tank has been brought up yet but its something that I really only see in attacks on the base itself and not in the battlefield were it can be really useful especially on larger maps and could make up for the lowered effectiveness of the flame tank.

    I think the damage is fine but the projectile range could be increased to give it more leeway against meds and orcas also increasing movement speed and decreasing the range it can be detected could help it get into position.

     

    In conclusion I think both sides are in a good place only needing slight improvements and we shouldn't be discussing drastically changing the game or buffing the shit out of one thing and nerfing the shit out of another, the little things can make a huge difference.

    A lot of this disparity in score I think is 1. Some maps still not being balanced and favoring one side (Nodcano prime example.) 2. The teams themselves which is a different discussion entirely.

  2. Would it be possible to have a notification that tell which player has had their vehicle stolen similar to the one showing which player is overmining?

    This would be extremely useful in finding players that are team hampering by constantly having their vehicle stolen either intentional or not as its often hard to find out who the mammoth tank belonged to when its shooting you in the face and it still pisses me off to no end how incompetent some people are when they cant figure out that if they get out of their veh in the middle of lakeside that it will most likely be stolen.

    Had a match on Lakeside earlier and the amount of veh that were being stolen was so bad that me and @KrypTheBear had to resort to following players around to find out who it was and kick them. Needless to say  we never found out who it/ they were and there were many casualties. RIP @poi's attack cycle.

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  3. Most people now days lower the health of all mines to about %5 or so that way they can pretty much disarm all of them at once anyways so increasing the disarming speed wont really change much unless its dramatically increased. Even then It wont really help much because if someone isn't actively defending the base ( and I mean actually checking all the buildings and not standing in one choke point in a tunnel waiting for c4 kills) then the sneakers will get in regardless.

    Most of these problems arise because the ones supposed to be defending the base don't actually know how to defend the base properly, too many times I've seen people say they will stay and defend only too see them running around in the field not 2min later.

    Getting a sneak building kill is an exciting experience but I would like to see some changes that help defenders especially on maps such as Walls were Nods buildings are so spread out that it takes 3 days to reach them by spacecraft.

     

  4. 6 hours ago, Quincy said:

    On Sunday I was suprised how fast team Jeff was. On Lakeside, you managed to get 5 arties on the hill faster than our 3 mrls - even though we both had first harvester dumps

    Maybe because the Nod harvy dumps faster than GDI's? lol

  5. Well as fore Bibles you should go with the KJV (King James Version) which is about as close to the original source as your gonna get which contains The Old Testament (Hebrew Bible) and the New Testament (which is after Jesus's arrival and focus's on His teachings).

    I would suggest starting with the New Testament which starts at the book of Mathew as the Old Testament was mainly for the Hebrews ( though is great for study) and the New Testament is for everybody. Also the Old Testament can be a little hard to get through with all the laws and whatnot but if you want to start from there that's fine.

  6. No, adding all this other crap to it  would just turn people away from surrendering in which case you might as well remove the surrender option. They've either lost their will to fight or their teamwork is so bad most of the team didn't even notice the surrender vote, just let them take the loss.

    Besides when most players have surrendered or a least know they have lost they just stand around and do nothing anyways, and nerfing the hell out of the surrendering team to let the other just roll in and kill them would just prolong  a game their already sick of and I don't know how other players can get satisfaction out of killing an enemy that isn't even going to put up a fight or isn't even capable of it. You've won the game, just accept it.

    If it must be changed then I would suggest having the surrendering teams building all be killed with an ion/nuke or  the surrendering team be incapable for voting on the next map, or both. Also making a surrender/map change or any kind of vote more noticeable would greatly help.

     

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