bdm
09-19-2004, 06:36 PM
These issue may only apply to pub games (but at least some i think apply to match). I'm taking this from a pub approach (because those are suppose to be enjoyable too (?) though most of the problem comes from the players (CTF is major gametype yet everyone thinks its called "EPD" everyone play D.. one of the hints should be 'GO OFFENSE momos it helps to capture the flag')
Armor Classes. (I can deal with they arent the same as T1/T2) but they arent right. Either the HP of the light medium need changed or their energy/moverablity. I'm in favor of HO not being so slugish on the ground... but they shouldnt have the same hangtime in the air as a light. (energy pack should be equal for all classes with 'weight' weighing in, or energy shoudl be lights 130 medium 110, heavies 90)
Packs:
rep, energy, speed... okay. though i think energy boost should have # limitation to it.(2-3)
shieldpassive (5-10%) really dont think it should have any (and then prolong the active time from 3 seconds to 8) * could shield intense decrease during the time? ie Start 80% but every second drop 10%
Weapons:
Burner why is this not ammo based?
Grapple could probably be decreased to 7 shots.
Rockets (are they suppose to not do any damage under 10clicks?) also why do they have to be guided?
Vehicles (and manable turrets):
Tank driver should not have gun also (turreter should switch from chain or missile or at the least driver should only get 1 shot every 30 seconds).
Gun ship (same deal).
Rover (should not be able to be hijacked by other team)
manable turret: distance vs speed? (chain has crazy speed mixed with distance and does not 'overheat' or run out of ammo)
Deployables:
Turrets are too much (since everyone and their mom plays D in pubs) turrets dont need to be so deadly (they even have more hitpoints then mediums :() if the enemy inventory is gonna show up on the IFF then turrets should also. not to mention they work till destroyed.
mines are basically worthless you have to be with a click of them for them to detonate (but even they have more HP then a light :()
repairbox: as if having to take on the entire D & turrets wasnt enough. this lil magic box starts repairing things the moment they are damaged (and not slowly or just one item either.. nor does it run out of energy like the pack) its one thing for a 'repair bitch' to notice turrets are down.. but when this box has the HP of a heavy .. never tires.. and auto does it. :(
Everything else
out of bounce grid: impassable, why? its always been to keep the flag from not being ran out into nowhere.. now players are confined to the box as well.. I dont get this.. unless the world ends outside the box (not repeated) who cares if some moron wants to run off into nowhere. (at the very least expand the grid so its not so confined) when the sensor shows cappers trying to setup.. (at least in T1&2 you could catch D off guard if you had to go O by yourself in a pub).. here the turrets and D know you're going in before you do.
okay.. flame on!
Armor Classes. (I can deal with they arent the same as T1/T2) but they arent right. Either the HP of the light medium need changed or their energy/moverablity. I'm in favor of HO not being so slugish on the ground... but they shouldnt have the same hangtime in the air as a light. (energy pack should be equal for all classes with 'weight' weighing in, or energy shoudl be lights 130 medium 110, heavies 90)
Packs:
rep, energy, speed... okay. though i think energy boost should have # limitation to it.(2-3)
shieldpassive (5-10%) really dont think it should have any (and then prolong the active time from 3 seconds to 8) * could shield intense decrease during the time? ie Start 80% but every second drop 10%
Weapons:
Burner why is this not ammo based?
Grapple could probably be decreased to 7 shots.
Rockets (are they suppose to not do any damage under 10clicks?) also why do they have to be guided?
Vehicles (and manable turrets):
Tank driver should not have gun also (turreter should switch from chain or missile or at the least driver should only get 1 shot every 30 seconds).
Gun ship (same deal).
Rover (should not be able to be hijacked by other team)
manable turret: distance vs speed? (chain has crazy speed mixed with distance and does not 'overheat' or run out of ammo)
Deployables:
Turrets are too much (since everyone and their mom plays D in pubs) turrets dont need to be so deadly (they even have more hitpoints then mediums :() if the enemy inventory is gonna show up on the IFF then turrets should also. not to mention they work till destroyed.
mines are basically worthless you have to be with a click of them for them to detonate (but even they have more HP then a light :()
repairbox: as if having to take on the entire D & turrets wasnt enough. this lil magic box starts repairing things the moment they are damaged (and not slowly or just one item either.. nor does it run out of energy like the pack) its one thing for a 'repair bitch' to notice turrets are down.. but when this box has the HP of a heavy .. never tires.. and auto does it. :(
Everything else
out of bounce grid: impassable, why? its always been to keep the flag from not being ran out into nowhere.. now players are confined to the box as well.. I dont get this.. unless the world ends outside the box (not repeated) who cares if some moron wants to run off into nowhere. (at the very least expand the grid so its not so confined) when the sensor shows cappers trying to setup.. (at least in T1&2 you could catch D off guard if you had to go O by yourself in a pub).. here the turrets and D know you're going in before you do.
okay.. flame on!