Nukes on Escort

Discussion in 'Archive' started by Krenzo, Nov 25, 2007.

?

Put nukes back in Escort?

  1. Yes

    10 vote(s)
    16.1%
  2. No

    52 vote(s)
    83.9%
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  1. Private Sandbag

    Private Sandbag Member

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    Can someone please explain to me the logic of having a skybox so low that shells just disappear into it? I know solo is a good, nay, great mapper but that is terrible mapping. it's like allowing people to buy nukes but not letting them actually fire them. "LOL it was overpowered so we just made it crash your game if you try to fire it"

    again, it is a BUG. we do not tollerate bugs in this mod, even if they are helpful for quick easy balancing.

    as a mapper you have complete and utter control over the world you create. if you want to make artilliary less effective in that area why not add more roof over the area where artilliary are firing from, to name but one example of good balancing.

    I know this is too late for 2.0 but surely 2.5 or 3.0 should have this BUG fixed.
     
  2. Beerdude26

    Beerdude26 OnThink(){ IsDownYet(); }

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    Lol true, Vlade and HSM were the worst lol

    About Solokiller's suggestion: I think it's not in the map yet, he just quickly made a sketch of it in Hammer. It'd be better if it was protected by wirefence, so NF could still see the enemy and shoot them, but (partly) protect them from mortar spam. A few openings between the trees (so tanks won't get stuck) would allow infantry to get out, perhaps?
     
  3. Mr. Weedy

    Mr. Weedy I will report bugs on the bug tracker

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    Umm...

    Yes I use dual small cannons because they are and ALSO WERE the only artillery cannons which you could shoot without hitting the skybox.

    I have tried ranged cannon, I have tried HE arty cannon, I have tried even medium range artillery cannon and all the other cannons which I can't remember now on the old escort map which had higher skybox. They sucked extremely much on it. Why?

    Because they hit the skybox no matter how low I tried to aim my turret. Only cannon which was useful on the old escort map was small artillery cannon because it had smallest radius meaning that it flew the lowest and it didn't hit skybox.

    On the OLD ESCORT the skybox was just fine because all the other artillery cannons than small cannons hit the skybox and when you tried to push your artillery's rear against a wall so its rear would rise allowing you to shoot lower, it was just pain trying to do that and by the time you managed to do it it wouldn't have helped at all because the flag where you tried to aim had been already capture.

    So I really can't see the point of lowering the skybox because it was totally good in the old escort. I used double artillery cannons just because they were the only artillery cannons which reached enough far away on the map and at the same time they flew enough low so they didn't hit the skybox. All the other artillery cannons hit the skybox no matter what I tried.

    So why change something which worked to something which doesn't work?

    Now I can't shoot even my small artillery cannons straight up because that makes them disapper in the skybox. On old escort I could do that and they didn't disappear.

    Conclusion:

    OLD SKYBOX GOOD, NEW SKYBOX BAD = REMOVED ARTILLERY WITH NUKES.
     
    Last edited: Nov 29, 2007
  4. Opie

    Opie Member

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    QFT. Skybox needs to be raised on several maps.
     
  5. Solokiller

    Solokiller Member

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    The skybox was made like this to make sure the game would not slow down, unless you'd prefer firing once every 2 minutes without hitting anything. Sure, some walls could be removed, but i tried making sure the skybox was high enough to allow artillery, and i ket in mind how artillery was going to be affected when i placed the skybox like that.
    I didn't actually change skybox height in many areas, the areas before the covered areas of the second to last flag are all with higher skyboxes.
    There are annoyingly placed skybox brushes at the last flag, but i've seen arty shells hitting right outside of NF spawn, and getting killed by it.
     
  6. Doobie

    Doobie Ancient Tester

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    Hey solo, I was talking to krenzo, and just make the door in that little side passage one that can be opened. I can do this if you don't want to, but it should be fairly easy.

    Put the button on the back side of the flag and once triggered the door opens permanetly. (will give scouts something to ninja) Once this door is open the BE should be able to cap the flag really fast. It was horribly unbalanced before, but now it should just make things fair.

    Let me know if you just want me to do it. I should have some free time in the coming weeks with x-mas coming up.

    Also now that tanks are so hard to use with sticky nades we should probably increase BE res rate for the last flag.
     
  7. Solokiller

    Solokiller Member

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    That seems pretty easy to do, but i'll need the latest vmf first.
     
  8. Mr. Weedy

    Mr. Weedy I will report bugs on the bug tracker

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    Solokiller.

    When I brought my artillery next to the wall which you can destroy and started to shoot over the wall to keep NF busy on top of that where BE can't get, I couldn't hit it at all.

    At first I tried to shoot higher so the distance between me and the shell would be short but nope, the shells hit the skybox because they flew too high.

    Then I tried as low angle as possible and I managed to shoot over the wall but the shells flew to the last flag, not on top of the hill.

    At least the skybox should be raised at the last flag so arties could actually keep NF players busy on top of that hill because they now have even spawn protection on top of them.

    And I haven't tested this so much that I could actually remember it but if the skybox is too low around the S turns, it should be higher because it helps a lot taking down lvl3 turrets all over those turns.

    I don't like the way that you are forced to use only one method and that's using medium tank with 3-phase engine and HE cannon to take down those turrets.

    I like at options and that's why I like artillery, it gives you more options besides those HE cannon tanks.
     
  9. Shinzon

    Shinzon Member

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    If you let arty hit the flag area AND the hill; NF will be obliderated...

    The ninja button door opening thing seems best
     
  10. Slithzerikai

    Slithzerikai I for one am glad the NF SMG 3 is gone

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    I still think sticky bombs are overpowered on all fronts, and shouldn't even touch the hull- just annihilate plating on one side (or two sides if attached to the correct angle).

    Think of it:

    Heavy dual HE tank with absorbant, coolant, and 6 plates front, 5 on other sides.

    What? $1200 or so?

    Sticky grenade. Instant kill.

    $0
     
  11. Emp_Recruit

    Emp_Recruit Member

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    Who the hell techs absorbant? Anyways, one sticky isn't a kill.
     
  12. Slithzerikai

    Slithzerikai I for one am glad the NF SMG 3 is gone

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    It has been on my fully equipped tanks so far.
     
  13. Mr. Weedy

    Mr. Weedy I will report bugs on the bug tracker

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    I haven't experienced one sticky bomb kills when I have had full 6 armors on all sides of my heavy but it does take down even full composite armor at one side. I think you are left to one plate or 1,5.

    At least not much is left. They are powerful, and that's why you need artillery's support to protect you. :p

    Nah, just kidding. You just have to rotate your turret a lot more and move all the time back and forth and turn and so on so the sticky nades have smaller chance to stick.
     
  14. KILLX

    KILLX Banned

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    Slith, I have only ever seen stickies 1 hit vehicles when it was still low tier tech. as in no research. it has never worked for me or against me with chassis or armor research.
     
  15. Mr. Weedy

    Mr. Weedy I will report bugs on the bug tracker

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    But seriously talking without any on behalf of artillery speaks now.

    If the artillery cannot shoot so that it won't hit skybox at any location, new players for the mod naturally are thinking that the mod is bugged because shells just all in sudden disappear.

    Also even they would know the shells disappear because they are hitting the skybox it is very small solace because now they realized that the artillery which they just bought is totally useless because they can't hit the area were they wanted to hit at it. Also they realize that they just bought an artillery tank which cost 1000 resources and for what? Nothing.

    So really in my opinion...

    The skybox really should be made higher or the artillery should be removed too. It isn't fun to discover that you just spent the last 1000 resources to a tank which is almost totally useless.
     
  16. Silk

    Silk Mapper

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    The ninja backway door is really a nice idea.
    I'm sure someone will be able to open the door pretty fast. It's a good area to be a scout.

    Also: if there will still be a window there, make sure you can't jump+prone through it anymore.
     
  17. KILLX

    KILLX Banned

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    weedy, what type of artillery cannon do you use? with dual standard cannons, its rather easy to hit nearly anywhere, it just require well thought tank placement.
     
  18. Solokiller

    Solokiller Member

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    I added the door yesterday, discussing how to place it with Krenzo. The button is inside the bunker, once pressed the door opens for 1 minute, then closes. The button is locked for 2 minutes after pressing it.
     
  19. Private Sandbag

    Private Sandbag Member

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    you're complaining that your nuke tank can't kill someone that has to litterally sprint up to you? despite the fact that even with standard engine you can reverse faster they can sprint, it's somehow unfair? what about even after them reaching you they have to place TWO grenades against a vehicle that almost the slightest movement to touch them will kill them, and that if the tank recognises the first grenade go off all they have to do is hit either forward and/or backwards to either escape or run over the target, thwarting 90% of attacks on a nuke tank.

    attacking any vehicle faster than rocks and more armed than an APC will most likely result in your death. I don't quite understand how the fact that you put money into a killing machine able to efficiently destroy anything at the game from any range should also be immune to anti vehicle weapons

    the only thing that bugs me is that scout sticky grenades ARE suicide. has anyone ever seen one used on a commander map that has lead to bonus to your team, other than the 100 damage which somehow killed a smoking APC I saw one time.
     
  20. Avair

    Avair Member

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    sandbag, grens kill vehicles not riflemen
     
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