Not really, A3 hill is much higher than NF main, if there's no height difference the range would be much shorter. Why A3 hill? It is one of the few not-so-dangerous places where you can hit NF base as BE arty. If the arty have to move forward from A3 hill, it's pretty much dead, protected or not. It's not really half the map, just 1~1.5 square. Take Canyon as another example, our current arty range is just BE main rax to BE hill, I want it so that you can at least support the chokepoint next to it, I am not even talking about D4, just south side of D3. If you want to hit enemy forward base? You still gotta move forward. You are actually 150% perfectly safe when using Extended/HE, ninjas are your only threat.
I understand the goal of making arty usable, I really do. It is also my opinion, though, that arty really shouldn't exist in this game in the first place. I despise it on a conceptual level. Of course, I also never equipped the scout rifle until once last year just to see what it looked like. For context on that statement, I first played empires in 2009. So take from that what you will. It's just, I kind of think it's already there? I dunno. I'm just really against the regular use of arty.
Gravity doesn't affect grenade launchers at all. I did some testing before, I came to the conclusion you can't really change how far they fire.
Don't they work the same as grenades? I thought higher gravity (lol) is what gives sticky bombs different range from grenades. Not so sure on this one, but doesn't it suck when you're too close to the enemy as well? Don't you get your own heat to target when you are inside your splash radius?
Chances are it is hardcoded so it just overrides(or simply ignores) the scripts. At least sticky grenade is hardcoded.
Yes. I want to say it's not the full heat amount because you don't take the full damage, but I think I'm wrong here. That said the explosion radius isn't as big as he cannon, it feels harder to hit yourself in a heavy tank. Except maybe a be heavy ramming a nf tank, but honestly there should be less of that in general.
Post got ignored @Sgt.Security What are your thoughts on this? Regen still has its problems i think... Especially with it being designed for hit and run... TLDR of my previous post Not suitable for heavy tanks -> too slow Not suitable for medium tanks -> not enough weight left for weapons with enough armour to survive. Not suitable for medium tanks -> other meds with equal weps and much tougher armour ( think compo) can keep chase you down as same speed, so hit and run doesnt work. OK for LT/AFV... But they don't work late game, too fragile with regen Hence regen inferior to other armours
I did read it and I don't think it's wrong, I am trying to help Regen, that's the thing. That's kinda why I didn't reply. NFHR's clipsize is actually something I didn't pay attention when I decided to buff NFHR. I buffed BEAR/NFHR a lot, they are actually pretty damn powerful now. I have to force the user to reload after killing 1~2 players.
Sorry, didn't realise But I think a weight decrease would be better than a slight health increase... The health per plate is about right
You know I used to do well with old regen on meds, back when it had 60 hp a plate. I mean yes there's hit and run, there's also simply spinning in place. It's just heavies have an easier time popping that bubble so regen goes to poop in late game, and it's always been that way. Don't forget you can actually dodge in a tank, people generally can't hit a target that suddenly moves or stops. I think I just love regen because it's super amazing with gren armor skill.
i still think the wall nerf was too much. you couldve lowered the hp by 30% and people wouldve felt the change was good and it would still be a powerful defensive technique
Great job on the changes so far. I've got a question. Turret damage: Have you thought about increasing the damage for both the MG and ML Turrets? Their effectiveness and purpose seems to be questionable as the game progresses.