Empires should use district to balance infantry and escort to balance tanks..... I know most people will disagree with this. But they are the best maps to work out balance. Just need to get the nd escort fixed.
Excluding infantry maps, ticket really, really matters on Crossroads/Canyon/Isle/Cod/Mvalley/Slaughtered/Moneycl. If you use more than 20 tickets on those maps, you are poisoning your team.
At least I'm not an apologist quitter. Wait, what does district have to do with the topic 'New Commanders'?
Most games do the same thing and more time before spawning would show new players you can be revived. It sucks getting to someone just as they respawn
They do because just like money, noone has either the balls or the brain to take that map out and bury it. Lets just rehash it 20 times? It didnt work before, surely it will now.
This thread is about the toxic behavior a experinced player has and shoves towards the new players. People complaining about new players and commanders is the most common problem with experinced players being shit on purpose is in the minority. It is still toxic behavior towards new players because its promoting bad behavior with the amount tickets thus making it acceptable for people to just waste spawns for other potential people.
The simple counterargument (omitting the "why do you care about district" one) is that he had no revive backup in the sewer, a single engineer there would allow for way less tickets used and a better push potential from below. The problem of vets being assholes to others is a long-standing one, but seeing as punishment is looked down upon in our community, there is not much to be done.
So balance all infantry combat for tight, hard to maneuver, close quarters areas and all vehicle combat for one-tank-wide corridors that are impossible to move in? I can already tell you the results of that: BEHR, NFAR, SMG2, Shot Pistol, Mortar, HE grenades, Smoke grenades, Concs, turrets and ammo boxes are overpowered; seismics and both stickies are gimp as fuck, walls are broken, radars are useless (well, they already are), NFHR is even more useless; SMG1/Pistol1/Deagle is fine, shotguns are fine; Mines and melee upgrade are the single most powerful weapons in the entire game; revive is the most overpowered ability in the game; squad hide is more overpowered than squad revive. Wow, great balance, who'd've thought that walls and stickies needed a buff and that smoke grenades needed a nerf? Vehicle combat: Gas turbine is shit, 3-phase is even more shit, fission is the shittiest, bio is meh, Advanced Coolant is the greatest engine in the world with no downsides whatsoever. Bio and HE are overpowered as fuck, missiles are completely useless, vehicle anti-infantry MG's need a nerf, UGL needs even more of a nerf, Plasma, DU and HEMG need the shit buffed out of them, Rails need the shit buffed out of them, nukes and artillery are broken, heavies are OP as fuck, APCs are OP as fuck, reflective is shit, absorbent is more shit, regen is the shittiest, Reactive and Composite are tied for being overpowered as fuck. Huh, I never knew that 3-phase needed a buff, regen needed a buff and AC needs to get hella' nerfed. It's almost like the game isn't balanced around escort and district for a reason. District isn't inherently bad, it's supposed to be a map that people can play in between a few intense rounds to relax and just shoot the shit with each other, literally. All of that falls apart when people either take it too seriously or hate it for being an infantry map. I like district after a few intense rounds of Cyclopean, Mvalley, Duststorm and the like, because I like to just run through sewers and punch people. A bit of mindless fun keeps the game from getting too serious to enjoy.
Candles - not saying balance the game for them maps. But they are a good tools to see what needs some balance. Like on escort - a team of grenadiers unable to kill a heavy in a choke point is an issue. District is a good way to see how well infantry is balanced. Vehicle training is a good way to see how balanced tank combat is.
I hate making these bitchy posts but... radars are useful in escort and so is diesel. You scare me sometimes, Candles.
Escort radars are only useful when you manage to keep a sneaky one somewhere behind the frontline, and bio diesel is only useful for the slightly-gimmicky dual HE heavies. I dunno.
Bio is relatively useless compared to AC because in most situations, you wouldn't even be able to take advantage of the ability to move due to being in a clusterfuck of tanks. I was a tad vague though, the first post was specific to balancing from district and the second was from escort. Escort is one of the very few maps where radars are useful because it has many vehicles in close proximity that are blocked.
Nope. Diesel lets you move despite being stickied which lets you line your tracks with scout corpses. Pair it with HE for pickled cannons and instagib.
From my standpoint, anything other than 3-phase is too sluggish and has less exploitable physics (handbrake & reverse turns). Of course, I'd only ever drive an APC or medium tank through Escort.
Missiles arent shit you just need to shoot buildings instead of tanks with them. People never seem to understand power of uml is not in the tank killing power but in the pew pew all your base buildings are down power. Advanced coolant suck in tank v tank atmosphere cause of the overheating whislt driving