dispensable bumper cars

Discussion in 'Feedback' started by FN198, Dec 18, 2011.

  1. Apex

    Apex Member

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    I think once 112 KM/h or so heavies are stopped, the scout speed will quit making them impossible to drive.
     
  2. Trickster

    Trickster Retired Developer

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    Yeah the scout speed bug is already fixed in the next version.
     
  3. FN198

    FN198 Member

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    whatever, i've lost confidence
     
  4. -Mayama-

    -Mayama- MANLY MAN BITCH

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    Ok ok I posted a calmed down version here some min ago but I guess that topic needs a bigger letter size.

    HOW RETARDED IS EVERYONE OF YOU?

    TANKS ARE FUCKING STRONG, EVER USED DUAL HE AGAINST SOME INFANTRY OR KILLED A CV WITH A SINGLE RAIL OR UML TANK CAUSE THE DAMAGE OUTPUT IS SO RETARDED?


    TANKS DONT NEED MORE FIREPOWER, THEIRS NO REASON FOR IT. YOU ONLY NEED TO REDUCE THE INSANE AMOUNT OF ARMOR.


    and here for the really stupid kids among us

    REDUCING ARMOR = STRONGER (ANTI TANK) WEAPONS
     
    Last edited: Jan 11, 2012
  5. Trickster

    Trickster Retired Developer

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    Didn't I say that tank armour was already reduced in the next version?

    Or are you replying to other people?
     
  6. -Mayama-

    -Mayama- MANLY MAN BITCH

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    to all those people that dont get that less armor equals stronger anti tank weapons
     
  7. Paradox

    Paradox I am a gigantic asshole who loses people's hard wo

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    D: hellloooo maaaayaaamaaanananaanana :) i love uuuuuu <3
     
  8. atquick

    atquick Member

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    Does this mean that I can finally beat tanks into submission using my sidearm?
     
  9. Nickierv

    Nickierv Member

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    Just something for everyone to consider, if you double a teams size, the tank count should also double.
    If you double the number of tanks, you should double the dps.
    About half of the maps have some sort of major choke point that limits the dps.
    There is a limit of dps that you can cram down a choke point (# of tanks)
    There is no limit on open maps.

    As it stands now:
    tanks can take 6 to 10 hits on one side, Add another 6 hits or so for rotating armor. I can see the need to reduce this.
    The current rate of fire is massively skewed, but averages out to around 1.25 to 1.5 seconds between shots. This gives a tank an average lifespan of 20 to 30 seconds in combat.

    Now for the big question: if nothing but the armor is decreased are people going to be up in arms when they die in 2 seconds of combat?
     
  10. ImSpartacus

    ImSpartacus nerf spec plz

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    I really didn't understand your point of view before. I appreciate you making it bigger for me. That was exactly what I needed.

    You're assuming that chokepoints must be approached with the shove-as-many-tanks-as-possible-through-the-chokepoint tactic. It isn't the only way to conquer a chokepoint.

    However, I agree that many maps encourage pub crowds to adopt such inferior tactics. Slaughter, I'm looking at you.
     
    Last edited: Jan 13, 2012
  11. flasche

    flasche Member Staff Member Moderator

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    u picked a bad example with slaughtered spartacus, its the epitome of "how many tanks will fit into this chokepoint before they stack"
     
    Last edited: Jan 13, 2012
  12. mgX

    mgX Member

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    Which is what makes it such a blast to play :) God I love that map. It takes quite a bit of tactics to push through, and not just some backstabbing APC rush. (which has been known to succeed... -_-)
     
  13. flasche

    flasche Member Staff Member Moderator

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    what it really needs is less pussies on your team then on the enemies. all the best tactics - which really only is shove as much tanks through sbend (or bridge if some tard built it and the enemy is just too dumb to take it out instantly) as you can - dont help if there is pussies camping with their heavies behind hills blocking you from advancing into the enemy.
    i really wouldnt describe slaughtered as an especially tactical or strategic map ...
     
    Last edited: Jan 13, 2012
  14. ImSpartacus

    ImSpartacus nerf spec plz

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    One time, I saw an nf com (can't remember who, it was a while ago) build an enormous turret farm in sbend and bait BE's tanks. While BE shot at turrets, a smaller NF squad got across the bridge and held on there.

    With the turret farm, BE was held at s bend and NF pushed from middle. The s bend clogging effect was enough to give NF a head start in middle.

    But like I said, on pubs, you can't do that sort of thing very often. Hell, on any team with adequate killspawners, you can't do that at all.
     
    Last edited: Jan 13, 2012
  15. Empty

    Empty Member

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    Lol tactics on sbend.

    Rush bridge at start. If not, camp s bend and wall off bridge for 45 minutes until arty spam/nukes/one team is super retarded and lets the other team in.

    That is literally every possible scenario on slaughtered, the only other thing that can happen is a base trade at the very start of the round. But that's very very rare and basically plays out the same in the long run anyway.
     
  16. ImSpartacus

    ImSpartacus nerf spec plz

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    Do you think gameplay would be improved (or at least varied) if the bridge couldn't be destroyed? I agree that almost every Slaughtered match works as you described.
     
  17. Empty

    Empty Member

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    Slaughtered is just a bad ugly map. Huge res flow, 1 choke point (bridge doesn't count, any smart team destroys it and keeps it down) mobility is useless, no room for tactics or alternate research. Infantry are completely unimportant past 4 or 5 minutes of gameplay.

    And it looks disgusting.
     
  18. ImSpartacus

    ImSpartacus nerf spec plz

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    Yeah, the res flow is disappointing, but do you think gameplay would see improvement if Slaughtered had 2 chokepoints (if bridge was an undestroyable part of the map)?

    Or is it hopeless?
     
  19. Grantrithor

    Grantrithor Member

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    Many? Slaughtered and Escort are the only two heavy chokepoint maps!
     
  20. complete_

    complete_ lamer

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    and its only map which you can play on a 4v4

    heres a good suggestion for empires devs: fix the small game
     

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