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war_man333
Joined: Sun Nov 11, 2007 1:49 pm Posts: 785
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Re: Multiplayer Gameplay
numgun wrote: I think I should make the dropship a bit more stronger...
Dropships provide excellent and reliable delivery/transport but they are rather unprotected. And those engines break off quite easily. I'll up those values a bit more.
I've already done some buffs for the crafts so they'd be a bit more resilient like a heavy vehicle made out of metal rather than a flying cardboard box. Also which dropship do you guys prefer to use? The dummy one or the Mk1? Explain why you the other one.
I've noticed myself that the dummy dropship has something fishy about it. It seems to be a bit more unreliable and sometime when its ordered, its thrusters are offline and the whole thing falls down.
I've also done a reasonable nerf on most of the weapons to make them be less powerful, but still cause damage. So far its looking good. The last time I suggested that the DropShip should be made stronger, I got told that any shot could shoot off an engine; it's very realistic. Realistic my ass.
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Thu Apr 30, 2009 4:18 pm |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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Re: Multiplayer Gameplay
Then there's the problem of dropships being too powerful. With armor that regular firearms cannot go through, you can simply drive a dropship into enemy armies' faces, use the thruster flames to burn people's bunkers off, etc.
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Thu Apr 30, 2009 5:17 pm |
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war_man333
Joined: Sun Nov 11, 2007 1:49 pm Posts: 785
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Re: Multiplayer Gameplay
The Decaying Soldat wrote: Then there's the problem of dropships being too powerful. With armor that regular firearms cannot go through, you can simply drive a dropship into enemy armies' faces, use the thruster flames to burn people's bunkers off, etc. Meh. Just put the woundlimit up and the impulselimit up alot. The peacemaker can take down a dropshipengine in one shot.
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Thu Apr 30, 2009 5:39 pm |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Multiplayer Gameplay
The Decaying Soldat wrote: Then there's the problem of dropships being too powerful. With armor that regular firearms cannot go through, you can simply drive a dropship into enemy armies' faces, use the thruster flames to burn people's bunkers off, etc. Which is quite simply balanced. Realistically, armor should be able to take a few rounds per segment, then be functionally ineffective. Once armor plating's been shot to hell, bullets are flying into the engine, which is sure to cause some amount of damage. Hmm, having a mild stall effect from being shot in the engine could be damn cool. Also, having vacuum areas around dropship engine tops...
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Thu Apr 30, 2009 11:44 pm |
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Flammablezombie
Joined: Wed Jan 14, 2009 7:12 pm Posts: 1525 Location: In between your sister's legs, showing her how to use a... PS3 controller!
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Re: Multiplayer Gameplay
I think Darlos got that down. His Yatagaru dropship (or whatever it was called) pretty much raped anything that came too close over it. Or maybe it's just me.
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Thu Apr 30, 2009 11:56 pm |
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Contrary
Joined: Mon Mar 16, 2009 10:50 pm Posts: 2175 Location: Neverwhere
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Re: Multiplayer Gameplay
I was playing with my friend today and he proved that cartwheeling rockets are the most dangerous of weapons. They also fit perfectly into bunker modules, making excellent assault vehicles.
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Fri May 01, 2009 3:41 am |
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Manticore
Joined: Tue Nov 18, 2008 1:03 am Posts: 342 Location: Spathiwa
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Re: Multiplayer Gameplay
ive noticed that any troops on the outside of your base are super easy to kill, mainly because you can just straight up throw rockets at them. and then we get epic underground battles over patches of gold and such. however i agree that concrete is FAR to weak and can be dug through with a machine gun. also the weapons need a HUGE rebalence both in price and in damage. for example the ronin m16 is super accurate and very powerful, whereas the coa assualt rifle is innacurate and weak in comparison while still very expensive. the dummy blaster and nailgun are pretty balenced overall(nailgun is pretty ownage to armored enemies) but they need a little bit less range. the spaz 1200 is currently the most powerful weapon in the game. we should probably make a balancing thread
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Sun May 03, 2009 1:30 am |
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Contrary
Joined: Mon Mar 16, 2009 10:50 pm Posts: 2175 Location: Neverwhere
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Re: Multiplayer Gameplay
Manticore wrote: ive noticed that any troops on the outside of your base are super easy to kill, mainly because you can just straight up throw rockets at them. and then we get epic underground battles over patches of gold and such. however i agree that concrete is FAR to weak and can be dug through with a machine gun. also the weapons need a HUGE rebalence both in price and in damage. for example the ronin m16 is super accurate and very powerful, whereas the coa assualt rifle is innacurate and weak in comparison while still very expensive. the dummy blaster and nailgun are pretty balenced overall(nailgun is pretty ownage to armored enemies) but they need a little bit less range. the spaz 1200 is currently the most powerful weapon in the game. we should probably make a balancing thread Numgum is going to nerf everything, so you should probably reserve your judgment 'til b23 comes around.
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Sun May 03, 2009 3:37 am |
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Rawtoast
Joined: Mon Apr 06, 2009 9:41 am Posts: 712 Location: New York
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Re: Multiplayer Gameplay
Hopefully there will eventually be a function in the game which, before a match, allows you to determine which weapons you will be buyable during the fight. Maybe an extra variable could be introduced into all buyable objects which determines which tier of kickassery it's in, so before a game, you can set it so you'd just be playing with hand guns and grenades, or high powered lazers, in-need-of-nerf snipers, and overmodded rockets. I mean sure, you can use restraint, but it would just be a lot cleaner to have actual restrictions like that. Also, if you're like me, with a painful number of mods to scroll through every time I'm in the buy screen, it could be nice as an organizational tool.
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Sun May 03, 2009 3:54 pm |
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Rawtoast
Joined: Mon Apr 06, 2009 9:41 am Posts: 712 Location: New York
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Re: Multiplayer Gameplay
Manticore wrote: ive noticed that any troops on the outside of your base are super easy to kill, mainly because you can just straight up throw rockets at them. and then we get epic underground battles over patches of gold and such. however i agree that concrete is FAR to weak and can be dug through with a machine gun. also the weapons need a HUGE rebalence both in price and in damage. for example the ronin m16 is super accurate and very powerful, whereas the coa assualt rifle is innacurate and weak in comparison while still very expensive. the dummy blaster and nailgun are pretty balenced overall(nailgun is pretty ownage to armored enemies) but they need a little bit less range. the spaz 1200 is currently the most powerful weapon in the game. we should probably make a balancing thread I haven't really spent much time thinking about it, but maybe the different factions would seem more balanced if you were playing just as that faction. For instance, maybe the YAK makes a lot of the other assault rifles redundant, but the if you were playing with only Ronin stuff, the YAK's great power would be balanced out by the fact that you'd be on the receiving end of a good number of head shots.
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Sun May 03, 2009 4:01 pm |
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Contrary
Joined: Mon Mar 16, 2009 10:50 pm Posts: 2175 Location: Neverwhere
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Re: Multiplayer Gameplay
To Rawtoast: Me and my friends play that way, there is no need to impose real limits on yourself, just don't.
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Sun May 03, 2009 4:44 pm |
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Rawtoast
Joined: Mon Apr 06, 2009 9:41 am Posts: 712 Location: New York
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Re: Multiplayer Gameplay
Contrary wrote: To Rawtoast: Me and my friends play that way, there is no need to impose real limits on yourself, just don't. It's just be easier to have a sorting like that, so you wouldn't have to ask each time "is it okay if I use this? Or this? This?" Also, it would keep the enemy AI in check. And again with the endless scrolling through mods. Gah!
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Sun May 03, 2009 5:09 pm |
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