remove the RPG and replace in with a real weapon

Discussion in 'Feedback' started by Mr.Bungles, Jul 19, 2008.

  1. PintSki

    PintSki Member

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    don't like how the gren class is ?? play another class, solved

    your suggestion is nothing less then making a vehicle sniper and like scouts they take the fun out of the game play by being overpowered and then some
     
    Last edited: Jul 19, 2008
  2. Shinzon

    Shinzon Member

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    The only thing a gren needs right now is better scaling to late game, and that can be done just by buffing the gren upgrade...

    No need for new assets, or anything else... Just a script tweak...
     
  3. PintSki

    PintSki Member

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    or a com that researches gren upgrade which is the scaling for late game,so no need for scripts, just ask the comm
     
    Last edited: Jul 19, 2008
  4. arklansman

    arklansman Member

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    <filler>
     
  5. communism

    communism poof

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    Every rank a grenadier gets should boost his rpg damage up maybe 5 or 10, that would balance late game
     
  6. Mr.Bungles

    Mr.Bungles Member

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    actually, communism's suggestion could be good.
     
  7. Dubee

    Dubee Grapehead

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    Yeah.. Lets make the skilled people even better... :rolleyes:
     
  8. communism

    communism poof

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    Works for me ;D
     
  9. Aquillion

    Aquillion Member

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    The problem is that that penalizes people who join midway into the game... and the entire team, if their grenadiers happen to be people who joined midway into the game.

    I don't think infantry levels should add significant amounts of power (even the second turret that engineers get is almost too much for me.) This isn't WoW; players should be focused on achiving goals for the team, not on pointwhoring to reach level 70 and get the phat lootz.
     
  10. Shinzon

    Shinzon Member

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    QFT;

    It would be interesting if the classes got "Squad Abilities" on top of the officer ones, like an unlock that affects the entire squad within a radius, much like the current one around an officer. We need more mechanics to encourage sticking together instead of lone pointwhoreing...
     
  11. Aquillion

    Aquillion Member

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    It would be interesting to have a mechanic where entire squads gain levels, instead of just individuals. Maybe this would grant a better squad aura, or increased abilities to everyone in the squad, or whatever.

    Dunno if it would work, though. I don't think the existing squad powers / squad auras have been hugely effective for the most part.
     
  12. Empty

    Empty Member

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    Say if a squad accumulates 10 points, while they hold that 10 points they have an extra 10 hp if a group of more than 2 of them is within 20 meters.

    So on escort with 60 point squads, we have health upgraded squads running around.
     
  13. Tovarich Cookie

    Tovarich Cookie Member

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    I AM NOT A GEEK.
    i am a level 16 paladin.​
     
  14. Unit 1126 PLL

    Unit 1126 PLL Member

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    I am amused that you think there is no tank that can survive a direct hit from an AT weapon.

    Take, for example, the Soviet RPG-7, that rarely harms American tanks in Iraq, or the RPG-9, which rarely harmed Israeli tanks in Egypt.

    Or the Israeli-used American-made LAW, which succumbed to the reactive armor plating on the Egyptian Soviet-made tanks.

    There are alot of anti-tank weapons that don't one-hit-kill tanks. Most of them are infantry weapons. Hell, even tanks don't always one-shot other tanks (M1A2s vs. T-54's excepted). Even Helicopters, the bane of tanks, don't one-shot tanks.

    As for the Empires aspect: free weapon doing major damage to expensive tanks = bad for empires. Everyone would use the free weapon, no one would use expensive but easily lost tanks.
     
  15. Metal Smith

    Metal Smith Member

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    I think that getting 40 points as engineer is getting a significant amount of power. 2 turrets, cameras/radars, and their skills. What needs to happen is that all classes get some sort of boost at 40 points. Not many people, maybe 5~ in a full 30~ man server will make it to 40 points per team, maybe. giving those people an extra 15-20 damage with RPG won't hurt anything. Giving Riflemen an extra clip of ammo per weapon wouldn't hurt either. Or giving scouts permanent walking camera/radar effect.

    Those kinds of things need to be added IMO
     
  16. Aquillion

    Aquillion Member

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    What I was saying was that I think that, in fact, the 2-turrets thing is too much power. Sure, we all love to get it, but I don't feel individual people should get that much of a boost over other people -- I don't think that a player who just logged on should be at any really meaningful disadvantage against a player who has been pointwhoring since the map began.

    Skills aren't so bad, because you get one skill when you start. But IMHO the extra engineer turret is a problem; I would rather see it changed to unlock for the entire team when the comm researches some specific item (it probably wouldn't be worth researching on its own, but it could come with researching level 2 or maybe level 3 turrets, say.)

    Basically, in my opinion, the only purpose of skills and other bonuses for points is to encourage players to help their team and play well; beyond that, the impact that individual player points have should be minimized as much as possible. The more minor and cosmetic personal-unlocked bonuses can be, the better. Making them too good just encourages point-whoring and reduces the importance of strategy, skill, and teamwork in favor for MMORPG level-up BS.

    Additionally, the point system penalizes individual players for arriving in mid-game, and penalizes entire teams if there's high turnover and they end up with many players who joined mid-game. A squad of players who all reached 40 points should have no meaningful advantage against a squad consisting of players who just joined; I think that that is self-evident. All these suggestions for OMFG-WOW new advantages at 40 squad points ignores this; so does, for that matter, the existing extra turret engineers get at that point. For that reason, I feel it should go.

    Victory should be decided by which team has a better strategy, which players work together better and are more skilled overall. It shouldn't be decided by who has the first players to reach a power level of OVER 9000!!!1
     
  17. Lollum

    Lollum Tester++

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    Even a player with 200 health dies fast.
    Also, I say increase the RPG-damage by 5-10 damage per rank. This fixes the lategame issues against heavy-tanks.
     
  18. Empty

    Empty Member

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    Health upgrade lets you survive an extra bullet.

    Considering the ROF on rifles, that's not much.

    Do want skill based damage upgrade.

    Come on, don't give me that Empires =! WoW crap, engineers get 2 turrets and more walls, scouts hide faster. So why don't grens and riflemen get buffed?
     
  19. Aquillion

    Aquillion Member

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    You don't get what I'm saying. I'm saying I don't like the engineer getting two turrets at 40 points. Since you didn't read my previous post closely enough to notice it, I'll repeat it here: I think the second engineer turret at 40 points (and to a lesser extent the other advantages you noted, although they aren't as major) are bad features that should never have been added, and I am in favor of removing them. I feel their immediate removal would improve gameplay.

    Your points should not have a big impact on the game. They're just there as an incentive, as a very small perk that gives players a bit of customization while rewarding a few behaviors we want to encourage (like reviving, healing, building, and so on.)

    But that reward should be kept as minor as possible. If you make it too large, you encourage 'point-whoring' -- you encourage people to simply do whatever earns them the most points, regardless of whether or not it helps their team. Not all classes earn points equally fast, and not all strategies are going to earn points equally fast; this will be true no matter how much time is wasted on balancing points (and honestly, the devs have much better things to do than to try and balance points.) For this reason, the only effective way to limit point-whoring is to minimize the advantage granted by points, and particularly to minimize the advantage granted by excessive accumulations of points.

    Skills are thankfully kept in check by the free skill mechanic; that ensures that no matter what advantages a skill gives, any other player could match the same advantages if they choose their free skill intelligently. That is the only reason I like the skill system as it is; likewise, the rapid decrease in importance for your points beyond your second skill is, to me, a very very good thing that should be considered a vital feature of the system as it stands. Points should not be a big deal, and earning them shouldn't help you very much; they're not supposed to be the focus of the game.

    If you want to be stronger, you should have to focus on grabbing more refs; if you want more turrets, you should have to find another engineer to help you. If you want extra ammo or health? Get an engineer to supply you. Want to do more damage to infantry/tanks? Get a rifleman/grenadier. Any skills or point-based perks that help you in anything like this are, inevitably, going to decrease the importance of this teamwork somewhat... and, therefore, it has to be balanced against it, and only added (or, in the case of the extra turret, left in) when there is a major reason to do so.

    Additionally, as noted, a player who joins midway through a game should not be significantly at a disadvantage. Their choices might be very slightly more limited, but they get the free skill immediately, and if they choose intelligently with it they can do anything anyone else can.

    The 40-point advantages rip this wide open. They add nothing to the game; the minor advantages of skills are more than enough to encourage players to do the tasks that earn them points already. Like any special advantages, they diminish the importance of teamwork, player skill, comm strategy, and all the things we want to matter in the game for a stupid system of levelling up to kill other players. The diminishment isn't huge, no -- but it's completely pointless. Given that they compete with very important things like strategy and teamwork, why should any special advantages beyond those already offered by skills be allowed to exist in the game?

    I think a very strong argument needs to be made if they are going to be kept. Nobody has made that argument for the engineer/scout 40-point advantages; for this reason, I feel they should be taken out. And certainly nobody has made an argument for repeating the mistake by adding even more of them for other classes.

    The only reason people keep bringing them up is because of the big mistake of the Engineer 40-point advantage; but it should be fixed by removing the Engineer / Scout advantages, not by breaking the game further by adding new ones.

    I do not think anyone should get a special bonus for reaching 40 points; I think the engineer one should be taken away (and instead, the ability to get a second turret included as something granted to the entire team at once, by research or whatever.)
     
    Last edited: Jul 23, 2008
  20. Metal Smith

    Metal Smith Member

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    So if i work my ass off helping my team build the bases, get defenses up, etc, I shouldn't get that extra turret?

    TBH, I love having those 2 turrets. It's a point of pride really. like showing off what I've done for my team. The more you do for your team, the more fun things you should be able to do. super hide, turrets, walls, it's fun stuff.

    If it was based purely on skill, I think I'd rather play DoD, because there is no uniqueness to it then. Having to earn your ranks by helping the team is fun.
     

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