Mod Updates

AnniDv6
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Re: Mod Updates

Post by AnniDv6 »

The objectives on those maps never played well anyway. They are tiny and open maps so you either end up with the switch being taken over and over and annoying everyone or nobody bothering to take it all map. I've played that map so many times and I've never seen the objective defended and fought over as the time winds down. Some maps really just don't need an objective, these maps having one would be like putting an objective switch in the center of Dangerous Crossing, there's just no point.
perrinoia
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Re: Mod Updates

Post by perrinoia »

I disagree. The sensors help you see enemies past the fog. I frequently see people setting up lasers right behind the control switch, and near the sensors. If you can keep enemies on their side of the map, they can't whittle down your defenses.
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perrinoia
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Re: Mod Updates

Post by perrinoia »

It only takes a couple of laser turrets and vortex turrets to keep spawn rushers at bay, but a titan can make short work of them, so defending the middle of the map keeps the heavies on their side. The slight slope to the center of the map is just enough to conceal turrets.

It's also a good idea to put an air base in the center of the map, because it provides you with an Arial platform to put turrets on, which will catch the enemies I'd they try to jump pad over your ground turrets. It also distracts them from the mission objectives, as they almost always fall for the bait and try to rape it. If they don't, you can use it as a good sniper platform, or a midpoint inventory station.
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DaRk
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Re: Mod Updates

Post by DaRk »

Airbases need to be destroyable again.
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KILROY
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Re: Mod Updates

Post by KILROY »

Sounds like to me this needs to be decided by the majority of the people who play by a vote to determine a better outcome.
perrinoia
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Re: Mod Updates

Post by perrinoia »

I agree with DaRk, but I also think we need to bring back drop ships and portable generators.

I'd also like to see more uniform deploy checks... The minimum and maximum LOS distance for deploying varies for each deployable, and sometimes it's nearly impossible to find the sweet spot between too far and too close.

"too close" should be based on the size of the object, so you can't get yourself stuck in your own deployable, and too far should be far enough that you don't have to jump to deploy on most ceilings.

With the exception of too close and too far from yourself, I think all deploy restrictions should be removed for objects that can be forked. If you can move it with your pitchfork, there's no reason to say "too close to another blastwall", etc...

Lastly, I want deployable snapping... Currently, if you deploy a turret cover, it will orientate itself to the surface you are looking at, but if you deploy it directly on a turret (or another turret cover), I think it should match position and rotation of the turret.

Oh wait, I just had another idea... When dismantling defenses with a pitchfork, if you grab a turret with your pitchfork and try to boost it, it should turn back into a deployable pack item, which you can pickup and redeploy.
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DaRk
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Re: Mod Updates

Post by DaRk »

I was thinking about being able to fork boost detpacks away, then decided against it. Would be terrible, but funny to boost detpacks from a distance at the enemy, but would suck to be on the other end.
perrinoia
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Re: Mod Updates

Post by perrinoia »

Yeah, no... I love that idea... It's not much different from baby nuke, except, using a little teamwork, you could spam launch detpacks across some maps.
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Fixious
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Re: Mod Updates

Post by Fixious »

I propose a hot-potato scenario. Two builders boosting a detpack at one another. The first to drop it explodes into tiny bits.
perrinoia
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Re: Mod Updates

Post by perrinoia »

You sir, deserve all of the monays.
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