Whats really wrong with 2.2?

Discussion in 'General' started by Jessiah, Dec 14, 2008.

  1. Shinzon

    Shinzon Member

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    I hear this every time a new patch is released, right about now, it's getting way past old... :p

    I fire up Empires maybe once a month, so, who am I to say anything about it, amirite?
     
  2. Zeke

    Zeke Banned

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    if you know how to play ur voice is more than legitimite... i just find serious problems with those who talk about things they completely suck at and then whine when they cant use the gear/feature properely.

    ^^

    (or optionally say everything is great even though some things obviously aint)
     
  3. Cloud

    Cloud Member

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    I don't know what's wrong with me, but i love the new changes.
    For once on canyon we needed the entire team to push the enemy back at the bottleneck points, not just a single superskilled player who can defend one half of the map.
    Although it might've had something to do with the fact that both the commanders were poor, and the teams pretty much remained the same as last map.
     
  4. Shinzon

    Shinzon Member

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    On that you don't have to worry; I have been with Empires since version 1.0; and if you play me, you are bow to have lots of fun. Understand that, after being with the mod for so long, and seeing the iterations and the reaction of people to it, the set pieces start to repeat themselves quite clearly.

    The weapons are fine; I played a couple of good rounds with the new version, straight from 2.12, so even though they fire slower (And therefore seem weaker) I find it alot more fair. In the past I was able to run into a single room and take our 2-4 people no problem, now, they have some time to turn around and shoot me in the face. This cases me to slow down and be alot more carefull than I might have been in the past.

    I like the new changes for having to ressearch the APC spawn, and the unmovable commander in the begning, that adds to Empires. The tank weapons and tank combat in general seems like alot of fun. Grenadiers do their job and hurt tank armor real good, even in late game heavies. Even though I didn't praticipate in the balancing, I must give Kudos to the people that did.

    ****

    Though my personal bias would really like if the RoF on the rifles was increased ever so slightly; certainly not to the previous levels, but somewhere in between what it is now, and what it was in the past.

    But again, that's just my personal bias, other than that I think everything is great. (Didn't play escort as of yet, but that should be quite interesting in the new version)
     
    Last edited: Dec 15, 2008
  5. Alceister

    Alceister Member

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    I haven't been able to play a full round of the game, but so far it's been a hell of a lot more stable on my computer. A bit slow, but I'm tinkering with settings. I set it to Direct X8.1 though, and under that, textures look more pixelated than before. I'm going to try to leave it at Direct X9, and then see how things turn out.

    As far as I can tell from the changelog, I like how the heavy pistol has been replaced, but I will miss the beefy sound it makes when firing. So satisfying to gun down an unattentive Engineer with it. The APC research gives me an idea on vehicles that I may propose soon, or at least during the Holidays.

    I'm gonna need to play a bit more. But I've been distracted by homework and Red Alert 3 lately (Whenever I get a game, I HAVE TO FINISH THE SINGLE PLAYER, or at least until I get bored of it).
     
  6. Zeke

    Zeke Banned

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    i find great amusement in the fact that after bitching about my suggestion you think the RoF should be increased while i simply said the dmg should be increased overall and RoF increased on BECAR...

    Which in other words is pretty much the same damn thing - Faster killing rate.

    I guess ur one of those i mentioned... protect everything and ignoring whats being said type of person... damn prick...
     
  7. Emp_Recruit

    Emp_Recruit Member

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    Using ROF to increase DPS doesn't increase the number of people killable in a clip and has negative effects on accuracy whereas increasing DMG increases DPS and number of people killable per clip while having no negative effects on accuracy. But yeah, sure, they are totally equivalent.
     
  8. Zeke

    Zeke Banned

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    most battles are based in close quarter as of 2.2, so yea they are pretty much the same. :P
     
  9. -Mayama-

    -Mayama- MANLY MAN BITCH

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    We had a Be Carbine like weapon in the testings with a higher
    ROF and it was like the NFAR in 2.12 in terms of superiority.
     
  10. Zeke

    Zeke Banned

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    i didnt say increase the RoF by 40% now did i?
     
  11. -Mayama-

    -Mayama- MANLY MAN BITCH

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    Even small changes make a big difference.
    A higher rof makes you shot more bullets
    in the same area. That makes you hit alot
    more. Even if you increase the rof by 5%
     
  12. Zeke

    Zeke Banned

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    i was thinking regarding that hideous wait time between the use of bursts, not the rate of which each individual bullet being fired in a burst.

    and correct me if im wrong but a increased rate of fire for each bullet doesnt increase the lethality of the wepon in any way?

    except if u cant keep the crosshair on ur target for a split second... :pathetic:

    wepons are still scripted in the same way as HL2 but with new models+sound and a falloff factor added, no?

    if thats the case i fail to understand how the RoF of individual bullets affect lethality since the spreading factor takes effect for each bullet independant on firing speed and is affected by the recoil of each bullet aswell.

    anyway, time to take a nap...i guess ill get my answer when i wake up.
     
  13. Headshotmaster

    Headshotmaster Member

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    Even though I don't have a huge beef with weapons, I do find this bullshit.

    For everyone who was not a tester, let me indulge you in weapon balance tests...


    >>30 people join server
    >>Dev goes "Oh hey, I want every to use this specific weapon, go here, and shoot each other. Fuck the game
    >>28 people leave in the next 10 seconds
    >>A few rounds ensue of a handful of people shooting each other
    >>Devs go "Oh hey, weepwns are awsum"


    We did manage to get some nice games going when we ignored the devs lol...then when they were angry, we left again : /

    this happened quite a few times :(
     
  14. Solokiller

    Solokiller Member

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    If you volunteer to test a game, you don't decide how to do things, you listen to the devs. Or should we starting revoking tester access to everybody who doesn't listens?
     
  15. MOOtant

    MOOtant Member

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    HSM: false
     
  16. Headshotmaster

    Headshotmaster Member

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    We did listen : /

    I guess I'm just venting a bit because you lied to me about fixing push to talk in commander build mode :<
     
  17. Ikalx

    Ikalx Member

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    Sometimes it was Dev fail, it's true...but it's not like we can do anything about that. As Solo said...we don't decide what we do, just whether or not we want to be there...

    Some testers really weren't helpful either though.
     
  18. bitchslap

    bitchslap Member

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    it just need to be more orderly, like first round (to get ppl to join) make it a FFA, then when the svr has 25-30 ppl (or more) start asking bunchs of ppl to test certain weapons. Maybe, not EVERYONE use this, but like BE us this weapon and NF use this plz. IF you don'tlike it then go spec and wait for next round of testing. Things of that nature.

    Also, ppl want to have fun (even while testing [myself excluded]) so it'd be wise to have 'full-on' games in between the repetitive tests to keep the tester base active....
     
  19. -Mayama-

    -Mayama- MANLY MAN BITCH

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    Uh I can tell alot about how the testing was goin if you want.
     

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