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Bloodwrath 2 02-23-2005, 08:37 PM I only played it for 3 matches so I didn't explore it all. I like what they did with the blaster though it fires a couple more clusters now making it real effective. It seems almost 2 easy though I always use the blaster and it takes a skilled shot to land a hit now I do it almost effortlessly.
The sheild pack is the way it should be. It last for a very short time it but recharges quicker so its now there when u need it. I hated it when a mortar was in front of me and I try to activate my sheild only to see it charging.
The only thing that I currently dislike is the tank. Its even worse now believe it or not. It moves faster thats cool but it still won't outrun tribals so its only good for saving time but it is easier to run over people. The cannon now fires like a mortar. So its easier to blast yourself. In T2 it was okay cause the tank had a sheild. The cannon was the only thing I liked about the tank I could even take out pods with it. They also decreased its armor. In my opinion u should make the tank the way it was only give it more armor cause I always have to stay out of sight to be effective with a tank which is besides the point of a tank.
I still think however this is a good mod. Anyone else wanna add anything?
Stage01 02-24-2005, 12:08 AM THe vehicles are HORSE SHIT. I don't understand how you make a comp mod and keep the vehicles in at all.
I love the Flag Throwing and most other changes, however drop the pod. Just drop it, knock it out. Same with the tank. The only balanced vehicle and usefull vehicle is the rover.
Rev_Night 02-24-2005, 12:23 AM the only thing imo that the tank is effective at is flag D
Mr_Unlucky 02-24-2005, 12:52 AM I've been having a blast w/ compmod.
I still think the grappler should be made into a pack, but other than that it's played great in pubs for me. 2x better/more balanced than retail.
Prometheus 02-24-2005, 07:11 AM Seems pretty good to me, I still prefered the earlier grappler, where you only had 3 reusable grapples. Made it much more punishing if you missed the shot or the grapple breaks. Maybe add a slight reload time too, between shots for the grapple to reel back in, and a longer reload when the grapple breaks.
I think the tank projectile needs to arc a little less, it seems a little to heavy.
Other than that its a huge improvement, love the improved flag throwing too, great work.
Geiss 02-24-2005, 08:26 AM imo, pod changes should have been :
1) slightly faster movement
2) range on the rockets reduced about 30-50%
3) firing rate reduced about 10-20%
4) rockets could have remained the same in terms if their firing method, i DONT like the 4 rockets for less damage each. personal taste there though. :)
that would make the pods a bit more evened out. makes them slightly more useful for chasing, yet makes them alot more susceptible to taking damage from just whoring around.
tank, i like the projectile change. never saw it in use where the armor would have caused a problem.
two more things. much yay for the projectile speed inheritance, especially flags. bout time it feels like we're throwing it rather than girly underhand passing the flag. #2 though, and i hope they do this, is completely remove the fucking projectile ranges! honestly i want to be able to disc spam the whole way across mino again. i want to be able to toss a mortar 600m and try for that wild MA capper kill. none of this crap of 300 m out my mortar explodes against an invisible bird... :(
Pachacutec 02-24-2005, 08:51 AM range nerfing is retarded. it shows they didn't understand what we liked about the game. (or that someone said early on, hey unreal sucks for big maps, make super small ones and we'll nerf the weapons)
DreamcastJunkie 02-24-2005, 09:07 AM If you "unnerf" ranges then you should nerf fogging, since people who can use max draw distance (like me ^_^) would have an even more unfair advantage than they do now.
Pachacutec 02-24-2005, 10:10 AM didn't the other tribes game have the same limitation? i thought the default was set to max, and you had to edit a text file out of game in order to shorten the visible distance...
Bloodwrath 2 02-24-2005, 12:42 PM I want to know why they made vehicles vunerable to every weapon. Before only explosives worked well and that inculded the spinfusor. And everyone carries a spinfusor but now all weaps are good on them my tank didn't last a minute and I am a master with a tank the trick is to keep it out of sight and if ONE person notices u blow em up and when the tank takes little damage repair ASAP.
However stealth with a tank is dumb. I say double its health give its old cannon back that way it can go into the front lines.
Mr. Scary 02-24-2005, 12:47 PM I liked CompMod right up until I ran into another "pod junkie." On paper it has it's good merits but I'm sick of air combat vehicles spewing out rockets faster than Rosie O'Donnell chowing down donuts.
Mindflayr 02-24-2005, 01:07 PM Mr Scary., My question for you is how is the New pod Somehow worse than the retail pod when it comes to "Spewing Rockets" --- its Rate of Fire is almost 1/3 of the retails RoF. True it fires the 4 Missiles but combined even if all 4 hit your talking 60 dmg as compared to the 3 Missiles in base you could fire in the same time frame which would amount to 105 total Damage.
If you just meant the Pod in general is Still too "Spammy" that would be something else but i took your comment as a comparison to retail (base).
Mr. Scary 02-24-2005, 02:23 PM I'll admit I wasn't aware that the rockets came out to distributing less damage in comparision to the original pod. However, what bugs me is there is less concentration on aim because you're firing rockets in a wider pattern.
Typically what I do if I'm on the ground is attempt to snipe the pod junkie, or launch a buckler towards 'em. That's hard to pull off when you're facing a volley of rockets vs. one or two comin' at me.
I honestly wouldn't gripe too much about pod junkies, but the worthless rocket launcher for Vengeance is about the only weapon that should have been designed to shoot 'em down but against pods they're worthless.
StanRex 02-24-2005, 02:33 PM and the epack is still useless....
Bloodwrath 2 02-24-2005, 03:19 PM E pack isn't useless. In sniper duels on the outskirts of the battlefield I shoot if I don't hit him in the head I just boost up to him and blast him.
Pods are still whack. There boring to pilot and are still a bitch to kill.
I tried the tank again to give it a chance. One rocket pod round and ur basically done. Its terrible even WORSE. WHAT WERE U GUYS THINKING.
mc-fine 02-24-2005, 03:29 PM and the epack is still useless....
You must be high. You can make already fast routes even faster. Instant speed in those desperation llama grabs/botched routes/dropped flag pickup. Almost immediate recharge when using burner without jetting and most importantly the one thing that lets you stay in chaingun range when chasing.
Gandalf 02-24-2005, 04:07 PM The Pod only has one major flaw - no natural enemies except another Pod. There isn't any weapon specifically designed to kill it, and the fact that the Pod is able to move in all six axis freely while everyone else is bound to the ground makes it that much harder to kill. You basically have to score a MA on it several times to kill whoever is driving it. True, it's a slightly bigger target, but it's also to stand off and simply move out of the way due to slow projectile speeds of everything except for the sniper rifle.
I can understand everyone's frustrations in T2 with the missle launcher - it created the problem of reducing everyone to carrying flares. As a heavy with 5 weapon slots, carrying a missle launcher around wasn't a big deal - with only 3 slots in T:V, you have to get a bit more selective in what you have. Now, every person has to decide what weapons to carry. With 2 slots (the first is always the spinfusor) you have to pick and choose depending on your role. Flag d - spinfusor, buckler, and flamer? Capper - disc, grapple, and grenade launcher? Chaser - disc, CG and sniper? Or grenade? Not everyone can carry the rocket launcher, and it's usefulness against other players is very weak.
Thus, unlike T2 where just about everyone could carry a missle launcher, the same can't be said for T:V.
My suggestion would be to keep the pod the way it was originally, but make the rocket launcher use a lock on system similar to T2 that ONLY works for vehicles. The lock on must be kept the entire time the rockets are enroute by keeping the crosshairs on the target - thus, a pod driver could mess up your aim by hitting you with his own rocket, or move behind an object/structure/hill/whatever. For everything else, the rocket launcher fires a dummy straight line with no lockon capabilities.
This would add an element of skill to both sides - while making the rocket launcher a bit more useful.
I don't know if T:V allows that much modification to the existing equipment or not - but that's my suggestion.
Pachacutec 02-24-2005, 04:12 PM if you make hte pod more awkward to maneuver you hamper it quite a bit.
if it isn't so easy to duck and dodge with it, its a more natural way of limiting it, rather than adding new weapons.
StanRex 02-24-2005, 04:17 PM concerning the speed you can get with the epack, you can be much faster with sp+discjump at the cost of some health.
And in duels, well, a sp can give you quite a few more hp... so I guess it s at least as good...
Bloodwrath 2 02-24-2005, 05:13 PM If u give the rockets a lock on then cut the dmg in half. The reason why they disbanded lock ons was it required no skill. Anyone could use the launcher.
The rocket pod is a good choice however depending on what ya wanna do. If u go on offense and plan to destroy equipment take it. Its works great on sensors and gens. Its more reliable then the mortar in this job.
The fighter is still hard to kill even with rockets though and its annoying cause the duel takes 4ever. And IF u win ur gonna wanna head back 2 base cause u probably took too much of a beating to complete ur objective.
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