Before people jump in with a tonne of stupid assumptions: Firstly, why do people think that 9mine = ninjaing? It's never been remotely related to ninjaing, you use 8mine and mortar/rpg, deals more damage. I've never once in my entire life seen someone deliberately try to kill a CV using 9mine. You lay 8 mines, shoot him with something (usually an RPG/mortar to deal more damage, or a squad arty) to trigger it. Being able to remotely detonate your mines has never had anything to do with it. It was used mainly for taking out defusal heavies on escort. The CV health in 2.26/7 was way over the top, it was only increased to there because of a bug. It still has more than it had ever, up until 2.25. The squad change is a temporary placeholder until the squad GUI gets revamped (Keef suggested an active squad list, rather than having to scroll down. That's probably what will happen). You can still get to your obscure squads, but you'll need to leapfrog over eachother to get there with at least 2 people. As for weapon scripts, you may well hate them. I anticipate that those who played 2.12 and earlier will prefer them, those that come from CS:S and just new players in general will prefer them, but the small playerbase who has arrived since 2.2 onwards and stayed may take issue with them. But give them a try and don't cry about it straight away. You might hate them at first, but after a month, you'll be used to the adjusted playing style which becomes much more like quake, rather than BF2. Also, MOOtant and I did test the 9mine damage. A 16 mines could possibly take down a building (or a couple in close proximity) with a bit of help, but generally, they survive. They have a 95% resistance to mines. As for the commander, a 16 mine got him smoking, an 8mine didn't even get through the armour. 2 competent Grenadiers can maybe take out a comm, 3 retarded ones. Not that different from 2.2, 2.21, 2.22, 2.23 and 2.24d.
ninja with 9 mines was to take out bases, not coms But no more will 9 mines kill the VF, barracks, radar, armory, and whatever turrets the com placed within 2 inches of eachother :D
That's as it should be. It actually sounds a lot harder now than before, but that's fine, 9-mine should be used for everything else, unless you're really serious and dedicated about it. Comm's don't forget to drop cameras then! :D
Mirrors :D http://dl.german-slaughterhouse.de/empires/2.28/empires_client_228.exe http://dl.german-slaughterhouse.de/empires/2.28/empires_server_228.7z
They don't need to. enemies will be visible within 5k units of them..., or 1k of a building you are next to. IE people are bitching when players attempting this will be visible on the minimap for several minutes while the gren does this. Unless they are in the top of a BE apc dropping mines
Hmm...I wasn't quite sure what the changelog was saying - I mean it did have a minus sign, so I wasn't sure. That's cool then...eager to see how it plays. Thanks for the mirror Omega
and... wait...what... 9 mINE?!?!?!? BOOOOOMTANK just took back its old meaning. Why the new version number? I just connected to a 2.28 server. ...with 2.27. :mad: Oh, because 2.27a doesn't do it justice.
changes look good on paper. 9mining back is awesome. squad workaround sounds hilariously awesome. and the cv armour nerf is great however do they still overheat in a couple seconds?
"+ CV armor 250 -> 200, hull 2000 -> 1000." I see this!!! I am prepared too. so keep nerfing to make things easy for yourself. it won't help.
Lovly, took long enough, well here's somethin i saw when testing it, the first mine seems to explode always but if they are not stacked the next mines seem to switch between exploding and simply dissappearing? Also mines need higher splash radius for effective 9 mining, (before crying out loud: Damage isnt the same as radius, anyway maybe use some other trigger function for nearby mines ) And Ive to agree that restricting squads is pointless yet I dunno about it ... all in all i think i like the changes ove:
9mine is retarded, as is everything related to mines other than dropping them for tanks to run over. However new shaders are usually interesting, might have to have a look at that.
^this. Until the method of targeting that worked well for empires for years is re-implemented the commander will not be able to direct the flow of battle and gameplay will be grossly broken in the favor of stacked teams with commanders having little to no influence at all on overall strategy and maneuvering. The squad thing is retarded and should be removed immediately. Squads should be voluntary as all those who decide to join one must be prepared to work with the leader of the squad. These patches seem to further enforce trickster's field commander role as a necessary component of any competent empires team.
do we get to spawn with mortar and rpg loaded yet? nice changes it looks like, havent tried them yet. Im glad to hear that the squad ...hierarchy... is only temporary, even when I lead alpha I say "hotel" so, dont make me do thinking, is hard to do thinking. how bout rpg reload while guiding bug? the rifle changes look neat, im gonna go play emps riiiight NAO. gj devs........ I hope
Let the mowtar reload while in flight again. That was a horrible nerf that was unnecessary and specially now if guns kill faster it will be imperative that you are able to reload while the shell is in flight.
Good set of updates guys. Keep it up. I dislike these new old people. They know nothing of this game.