Nqss[RUS] wrote:just played dev build , seems that 1p is fine , instead of 2p
At last we achieved a compromise on this truly Shakespearian question: "2p or not 2p?" )))
Nqss[RUS] wrote:just played dev build , seems that 1p is fine , instead of 2p
Nqss[RUS] wrote:and how exactly it will leave them useless? it will cost power , not additional REQ , just power which is gathered by combines without much effert , since they must build power generators and power getting gathered as it is , it is measure to prevent spam of manhack , even in small numbers those things are dangerous and can kill several rebels easily , not to mention that they are insta created
Nqss[RUS] wrote:there is measure againist them? like what?
Nqss[RUS] wrote:why am i suggesting this? i want this game to be balanced , i dont see any profit or anything of this project or make this game for myself to be comfortable to play with my own faction , i dont care about those things. I do care about actual balance and i have ability to play with strong player to see if its my fault or game balance. Losing doesn't mean that game is unbalanced , but if there is such thing , it must be considered
Yurtex wrote:Well 1r 1p for manhacks doesn't influence any how.
HEVcrab wrote:I played a match with Yurtex, the turret and mine spam spoils the game.
I think each metrocop should carry 1 floor turret and 1 set of 3 mines (the same for rebel engineer and the mines), having to resupply at the armory (munition depot).
To avoid spamming turrets at the base, cooldown of 35 or even 60 seconds should still be present for mines and turrets.
Another idea: sending engineers for scrap is really risky, so maybe they should carry more than just 1s a time?
Say, about 4s...
Nqss[RUS] wrote:actually i discovered that armory is better choice then garrison , since , well , it will take much more time before you get SMG metrocops
Or you have to take the manhack away with smg upgrade
HEVcrab wrote:After some test matches, I think the following balance tweaks should be done:
3) Buildings (including turrets) should take 25% damage from bullet and 50% damage from pulse, not to be so vulnerable.
Yurtex wrote:Make sense, will add reason to build more powerful units like RPGs and Striders.
HEVcrab wrote:Yurtex wrote:Make sense, will add reason to build more powerful units like RPGs and Striders.
5) The shotgun upgrade should cost 1r 1s for rebels, to make shotgun more interesting (currently there's not much sense to get shotguns instead of AR2s).
BTW, Sandern, you said that shotgun fires 7 pellets...well, how can 32 total damage be divided by 7, if damage is integer? Amount of 8 pellets per shot is more logical, the probability of more pellets hitting will be greater, and also more bonus against light (+2 for 8th pellet) will be given.
Sandern wrote:HEVcrab wrote:Yurtex wrote:Make sense, will add reason to build more powerful units like RPGs and Striders.
5) The shotgun upgrade should cost 1r 1s for rebels, to make shotgun more interesting (currently there's not much sense to get shotguns instead of AR2s).
BTW, Sandern, you said that shotgun fires 7 pellets...well, how can 32 total damage be divided by 7, if damage is integer? Amount of 8 pellets per shot is more logical, the probability of more pellets hitting will be greater, and also more bonus against light (+2 for 8th pellet) will be given.
Damage is a float. So indeed, each shot does a damage of 4.57142857143
Return to “Suggestions and Ideas”
Users browsing this forum: MSNbot Media and 5 guests