APC Rushing

Discussion in 'Archive' started by Krenzo, Aug 26, 2007.

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What should be done about APC rushing?

  1. Increase APC Cost

    26 vote(s)
    35.1%
  2. Decrease APC Health

    34 vote(s)
    45.9%
  3. APC Rushing Is Good for Empires

    14 vote(s)
    18.9%
  1. MOOtant

    MOOtant Member

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    After VFs disappearing: yes, that's right. But let's assume that teams actually defend VF :) (not an effort if you have 10 people in team)

    LT is hard to hit, it's smaller and it main part of it is above the ground so it's harder to hit. LT is lower so you have problems with aiming at it when it gets too close.
    LT is also faster than AFV. Or at least easier to rotate.

    Max armor plates difference exists to balance it. (BTW I don't really see a big problem in AFV vs LT battles)

    So LT seems a weird reason to give NF only 1 way to the flag. (even if it's shorter path)
     
  2. Krenzo

    Krenzo Administrator

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    Warfle said he forgot to give the NF an infantry only path. It was not intentional.
     
  3. Headshotmaster

    Headshotmaster Member

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    It's nice to see "The main man" say this, when other devs made it sound intentional.

    Also, Mootant.

    Thanks to the new fast rockets, LT's are in even greater danger.
     
  4. Dubee

    Dubee Grapehead

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    the problem is fixed.. the problem was apc rushes would be halfway over before most people could even join the game..

    this thread should be closed.. we already understand mootant and hsm are in love and what funded these rushes.. its done
     
  5. MOOtant

    MOOtant Member

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    Yeah, I played AFV or LT only a few times and I was always winning as AFV against LT. I can't anything more because I just didn't test them good enough.
     
  6. Silk

    Silk Mapper

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    Dubee is right. The dev's have decided what to do, and i think they made the right decision. Let's move on to the next problem.

    Well besides getting stuck in walls in district there's nothing specific i remember that has troubled me. So let's fix the get-stuck-problem, playtest a little, and publicly release it ^^

    Ow if only it were that easy ...
     
  7. Dubee

    Dubee Grapehead

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    maybe krenzo has a fix for this already? has anyone asked him about this?
     
  8. Krenzo

    Krenzo Administrator

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    Yeah it's already fixed.
     
  9. Headshotmaster

    Headshotmaster Member

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    Unfortunately, the simplest problems require the hardest solutions. Your idea is perfect. too bad it's too perfect.
     
  10. Onea

    Onea Member

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    I haven't played in awhile, so I may be talking out of my ass, but I think you're being a little too optimistic. If the APC is parked far enough away, the rifleman is not going to be able to kill them at range since the grenadiers can hide behind the APC while reloading. The rifleman is going to have to run a long way over open ground to get close enough to kill the grenadiers. That gives the eight grenadiers a lot of time to wipe him out with mortars.

    In any case, I always found APC rushes only occured in games where the rushing team was stacked with a good commander, and knew it. It always seemed unsporting to me that they'd abuse the advantage and end the game quickly. My solution would be for people to realise its a lame tactic to use against a weaker opponent, and just not use it.
     
  11. Silk

    Silk Mapper

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    Yup, you haven't played empires in a while :p
    But you're right. However the changes krenzo made could very well solve that problem, or at least reduce the problem a lot.
     
  12. unconnected

    unconnected Member

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    Are turrets to be included in the RPG reduced damage to buildings scheme? If that is the case would that not make turrets the ultimate unbalanced toy on maps like escort? I mean unless you were to make this big damage reduction happen to only specific buildings such as the rax or VF then a lvl 3 turret on district or escort(which is out of a grenades range) would be pretty invincible no?. I guess it depends on the amount you neft the damage, and I suppose there is also mortars but just concerned about turrets becoming unbalanced on urban maps because of the dmg nerf to buildings
     
  13. Silk

    Silk Mapper

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    Since the ml turrets have a max distance i don't think there's a problem with them, so i don't think krenzo will do anything about them.
     
  14. unconnected

    unconnected Member

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    What does that have to do with the lvl3 MG turrets becoming godlike on urban maps if they are uber resistant to RPG's all of a sudden? Are we going to make buildings more resistant to mortars as well as mines? I mean a team can still rush in and each gren can each mine a building with 3-4 mines b4 they are taken down.. That or just mortar the buildings instead of RPG'ing them.
     
  15. hEllO kIttY

    hEllO kIttY Member

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    ^^ Well abuse a puppy and call me Micheal Vick:eek: . i must double my forum coverage. Its good to know its being address. Too bad not in 1.08 or 2.00... whatever its called...

    Duke, why do u never write to me?? I told you it was only a one time thing...
     
  16. Krenzo

    Krenzo Administrator

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    RPGs can still hurt turrets and other things built by engineers.
     
  17. picard131

    picard131 Member

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    Turrets still get raeped by RPGs if you have a few extra rounds and know how to shoot in a straight line.
     
  18. arklansman

    arklansman Member

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    Yeah, they get raeped using 4/5 of your ammoz. :rolleyes:
     
  19. Beerdude26

    Beerdude26 OnThink(){ IsDownYet(); }

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    I propose that turrets should also be less damaged by RPGs. On maps like emp_escort and emp_district, mortars are in perfect range for taking the turrets down in even less shots. Remember, don't change the gameplay around the maps; change the maps around the gameplay (which, in this case, is already done; mortars have a good chance against turrets because the maps are small).
     
  20. Headshotmaster

    Headshotmaster Member

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    IQ + 20 points
     

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