Script changes for next patch.

Discussion in 'Feedback' started by Sgt.Security, Jun 6, 2016.

  1. Sgt.Security

    Sgt.Security Member

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    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.
    20160608120836_1.jpg
    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.
     
    Last edited: Jun 8, 2016
  2. Señor_Awesome

    Señor_Awesome Member

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    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.
     
    flasche likes this.
  3. Sgt.Security

    Sgt.Security Member

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    Updated with GL/UGL buff, arty infantry resist increment and arty cost decrement.
     
    Last edited: Jun 8, 2016
  4. Lazybum

    Lazybum :D Staff Member Moderator

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    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.
     
  5. Sgt.Security

    Sgt.Security Member

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    Too bad.
     
  6. Sprayer2708

    Sprayer2708 Member

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    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?
     
  7. Sgt.Security

    Sgt.Security Member

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    Chances are it is hardcoded so it just overrides(or simply ignores) the scripts.
    At least sticky grenade is hardcoded.
     
  8. Lazybum

    Lazybum :D Staff Member Moderator

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    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.
     
  9. Sgt.Security

    Sgt.Security Member

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    That's kind of a bonus you get with lower explosion radius.
     
  10. FN198

    FN198 Member

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    Security are you still going to reduce nfhr clipsize to 10? Please please keep it at 12.
     
  11. VulcanStorm

    VulcanStorm Developer Staff Member Moderator

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    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
     
  12. Sgt.Security

    Sgt.Security Member

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    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.
     
    Last edited: Jun 9, 2016
  13. VulcanStorm

    VulcanStorm Developer Staff Member Moderator

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    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
     
  14. Lazybum

    Lazybum :D Staff Member Moderator

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    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.
     
  15. Sgt.Security

    Sgt.Security Member

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    Updated with further buff for advanced coolant and capacitive.
     
  16. Sgt.Security

    Sgt.Security Member

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    Updated with sticky grenade buff.(it's already submitted but I forgot to put that in this thread)
     
  17. Spike

    Spike Long Live The King!

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  18. blizzerd

    blizzerd Member

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    inb4 everything sucks
     
  19. complete_

    complete_ lamer

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    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
     
  20. Awpolt

    Awpolt Member

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    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.
     

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