You can download it from here: http://gerwazy.lo3.wroc.pl/~moo/empires_linux/emp_escort_beta3.zip Changes: - removed arty - removed .50 cal - BE resources depend on amount of players in the server - NF resources is temporarily set to 100k to avoid problems with turret upgrade - removed some unnecessary roofs - 4th flag has 2 exits now Admins of big servers should be interested in it.
Sweet! Arty ruins that map for me :-). And the resource adaptations for both teams are a real plus, *downloads*.
ALL arty pwns infantry. If you remove HE, you will see dual small, which rapes the most at closer ranges.
its not the he damage that is insta rape, its the range that bugs most of us. i want to see how you will rape masses with dual small...
You can raep turrets with it like bad, and you don't have to worry as much about reloading. Ranged Arty has even more area effect range than HE, though it won't kill infantry in a single hit.
Remove rails and plasma while you're at it Or you know what? Remove heavy tanks altogether. Mediums fucking own this map.
You cant remove HE for the arty without removing HE for tanks. There is nobody that is going to waste their time on dividing those just because some random guy wants to use 2xSAC on escort.
It will get better after release of 2.2 (we plan to make mortar reload animation shorter). Resources may need some tweaking but most of games of escort_beta3 were better than on 2.1's escort. There was less whining too. I also attached RPG fix (damage = 80 -> 105) with the map. I don't really think that there's anything to discuss here because almost everything about escort was already said. It's funny that people who never play it or didn't play in early 1.0x versions have so much to say.
If i remeber correctly, a while ago solokiller (or someone else) was looking for a creative way to make the last flag easier capturable for BE. I saw suggestions like making a second attack path, or giving BE access to the north hills while NF has access to the south hills (as it is now). Has this idea (about making the last flag easier for BE) been dropped? Even with arty an NF team can usually defend that area. Without i really believe BE needs another advantage. Especially knowing they will have more trouble capturing the other flags as well, leaving even less time to capture the last one.
have you ever tried hitting something with ranged artillery on escort? the lowest shot angle goes beyond the limits of the map in almost every direction. with all NF research done, wouldn't they have lvl 3 RPG's doing 145 damage anyways?
Nice.. I like the gren fix's I will miss using my HE shell med with the 50 cal tho.. With no 9 mine traps anymore more people might be riflemen with sticky nades.. I think BE is going to have a really hard time to win.. But I like where these changes are going. gj
Silk: first play on new escort at least 5-10 times. There is a escort_beta3 24/7 server: 78.47.172.61:27015 dubee: I want to make weapon switch (RPG/mortar) and mortar reload much shorter (dizzyone may do it). And about winning and BE chances: It's much easier than you think. (but not impossible for NF to defend)
The biggest problem for be now is a lack of engineers to keep the tanks long enough alive so the actually can cap the flags and people that block/stuck their tanks so no one can drive past them. Pushers (people that push your tank into unbuild bridges or into enemy fire) are much worse now. But i think that are problems no one can fix. I feel the 3rd flag is now very very hard for be and i think maybee a buildable ramp so infantry can go on top might be a way to solve that. Ofcourse you need something to prefent be from spamkilling nf than.
Removing the reliance on 9 mine bombs will be the best improvement, bringing the game back down to medium skill play.