Infantry combat changes in 2.7.0

Discussion in 'Game Play' started by Spike, Oct 12, 2015.

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Do you like these Changes ?

  1. Yes

    40.0%
  2. No

    60.0%
  1. Spike

    Spike Long Live The King!

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    Changes

    Higher damage weapons.

    Minimum falloff of 10 damage to make sure weapons are alot better at longer ranges.

    Leg and arm modifiers from 0.7 to 1.

    The Buff of the grenadier rpg and mortar.

    Light machine gun moved to scout class.

    Scout rifle moved to rifleman.

    Rework of the rifles.

    Smg's will be the same the keep symmetrical balance.

    Engineer to have the revive skill permanently.

    Rifles no longer have 100% accuracy on the move.

    Machine pistol turned into burst pistol.

    Possibility of a revolver for northern faction

    The infantry combat in empires will now be alot more satisfying and alot better at longer ranges.

    These changes are also to compensate for the bad hit detection in the game.

    I do hope these changes will be welcome please give your feedback on what you think.

    Weapon stats in infantry weapon descriptions. (rate of fire, damage, range, accuracy, clip size)
     
    Last edited: Nov 15, 2015
  2. complete_

    complete_ lamer

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    i never really thought that long range combat was a problem...
    higher damage weapons seems like it might hit a plateau of usefulness for some weapons
    the gren buff is probably going to lead to it being the best class again
    modifier change i assume is to compensate for the hit detection?

    not a fan of the permanent revive change but i can give it a chance
     
  3. Varbles

    Varbles Simply Maptastic. Staff Member

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    I loved the HMG in this past version for some reason and hope it's still viable in the future.
     
  4. Lazybum

    Lazybum :D Staff Member Moderator

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    You already heard my opinion, but for others it wasn't bad. Mortar is stronger yeah, but rifles hurt so I don't think you should expect grens to be op. At least that's how it kinda felt in the test we did awhile back.
     
  5. Z100000M

    Z100000M Vithered Weteran

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    grens needed a buff? wut
     
  6. HaschteWas

    HaschteWas Member

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    This might sound stupid.
    I saw that there is an alpha test server up.
    But:
    How to get the 2.7.0 client?

    And why do ppl think weapons are too weak @ range?
    Because they have no aim?
    I don't see any reason to change to lower kill times especially on range.
    We had that before and we all know how it ended.
     
  7. Catface

    Catface Member

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    I worried about this too at first, but it was great during the tests.

    As for the alpha client: Originally the plan was to push it into the beta branch, but we are still having some trouble with the build server.

    If you want the alpha scripts you can just ask Spike or me when we're online. Alternatively, we are doing a larger test Friday, and we'll put up a download link then.
     
  8. Spike

    Spike Long Live The King!

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    sadly alot of people in empires cant "aim" this was one of the reasons for lowering the skill bar also so new players can use the weapons alot easier. It will also make the combat alot more fast paced.
     
  9. D.D.D. Destroyer

    D.D.D. Destroyer Member Staff Member Moderator

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    blablabla lowest common denominator
     
  10. Z100000M

    Z100000M Vithered Weteran

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    Since when was empires combat below oldcompomeds and heavies considered slow.
     
  11. Drag0wn

    Drag0wn Member

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    Yeah I've always felt like I can die as infantry in one second - I don't need it sped up. In general, these changes really favor the engineer in gun combat.
     
  12. wealthysoup

    wealthysoup Lead Tester

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    Voted no because making one weapon (SMG) symmetrical for balance whilst making other weapons (shotguns) asymmetrical to make things interesting is a terrible idea.

    Either make both symmetrical or asymmetrical and be consistent about it :)
     
  13. vipervicki

    vipervicki Member

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    if the majority vote no, and so far it shows only spike and catface voted yes.. are you still going ahead with your changes?
     
    Last edited: Oct 14, 2015
  14. Catface

    Catface Member

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    Well, we've tested it and will continue to tweak it. During the tests the last few weeks we overall received positive feedback. Personally, I like the changes, even though I was skeptical at first.

    If people wish to check it out: the test server is up 24/7. You only need to ask Spike, Me or other contributors/devs for the scripts so they can see it themselves. Ill put up a permanent download link this week as well after some additional tweaks.

    Besides the server being up permanently, we also organize a test every Friday 20:00 BST. So if people want to check it out with a decent player count, they're welcome.
     
  15. Spike

    Spike Long Live The King!

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    There will be a test on Friday everyone is welcome to come and test out the changes for themselves. I hope to see you all there for feedback.
     
  16. 101010

    101010 Member

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    Kind of comes down to bad change > no change.
    Even if the new update is completely bad at least it's an update.
    Also you can't really know what will work until it is tried.
    In my opinion any thing is better then the current state.
     

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