All Out War II: X -R8: Now with Rhinos, Lightning Troopers, and more!

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Should destroying enemy buildings also deduct enemy tickets?

 
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CloudFlash
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RE: All Out War II: X -R7: Experimental balance patch.

#121

Post by CloudFlash » Thu Jun 19, 2014 2:03 pm

jdagenet wrote: Adding different types of grenades seems pointless to me.
The regular grenade is already strong enough, why would you need another grenade to choose from?
For multitude of theoretical and optional side effects, of course!
A tiberium grenade, for example, would be rendered useless if thrown at somebody with chemical proof.
Indeed. Same goes with chemical sprayer, tiberium rifle and tiberium crystals. It's just a rule by now, don't throw tiberium at tiberium brigade.
A smoke grenade would be pointless as well because honestly, why would anyone use it and would anyone use it? The stealth suit offers far better camouflage than a smoke grenade ever would.
Unless the smoke would be visible only for the enemy team, while you and your teammates would be able to see through it as if it wasn't even present. Also fuck yea team actions with smoke grenades.
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Catastrophe
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RE: All Out War II: X -R7: Experimental balance patch.

#122

Post by Catastrophe » Thu Jun 19, 2014 4:41 pm

Making smoke visible for only one team is very easy to do.

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RE: All Out War II: X -R7: Experimental balance patch.

#123

Post by Lollipop » Fri Jun 20, 2014 8:12 am

I would rather have it be very transculent for the one team, as they would need to see it to be able to take advantage of it :\
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RE: All Out War II: X -R7: Experimental balance patch.

#124

Post by Konda » Sun Jun 22, 2014 12:45 am

- Killing players gives you varied amount of experience now.
* Formula is: 25 + ((VictimExperience - YourExperience) / 4) + (VictimKillSpreeCount * 5)
* It will give you 25 exp no matter what.
I am not 100% sure if I understand what this means. I am assuming you meant that the minimum XP points you're going to get is 25, regardless of the formula's output, because, according to the formula, if you are commando rank (3250XP) and your victim has just joined (0XP), you would receive -787 XP after killing the victim.

If we switch the victim's XP with the killer's XP, someone who just joined and killed a commando would get an XP jump of at least 837 XP. I find this very interesting as it enables people who joined late to catch up with the commando-ranked guys who played from the first minute. Though I think it should have been briefly noted that large XP jumps are now possible with this new way of gaining XP, for many people who don't want to analyze the formula.

Also, what exactly is VictimKillSpreeCount? Is it the number of 5-kill streaks the victim has during the game (the variable name would suggest it's counting the victim's killing sprees, and a "killing spree" is announced after 5 kills in a row)? Is it the number of players the victim killed during their life (the period between spawn and death)? Is it the number of 5-kill sprees the victim had during their life?
Last edited by Konda on Sun Jun 22, 2014 12:52 am, edited 1 time in total.

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Catastrophe
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RE: All Out War II: X -R7: Experimental balance patch.

#125

Post by Catastrophe » Sun Jun 22, 2014 1:51 am

Yes, you will gain 25 xp at the very least, victim spree count is every kill the person has while still alive. So if he were on a 3 kill streak, the killer would gain 15 more xp.

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RE: All Out War II: X -R7: Experimental balance patch.

#126

Post by Konda » Sun Jun 22, 2014 11:42 am

I see, thanks for clarifying that.

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RE: All Out War II: X -R7: Experimental balance patch.

#127

Post by AOW2 Feedback Giver » Sun Jun 22, 2014 9:13 pm

- Utility/Builder can no longer pick items up.
Why? Between this and the mine nerf Util is run into the ground. Why not just get rid of c4 box and full refill if the only complaint the one or two people complaining about the (very rare) util C4 rush was the only "problem" with the Util class? Now you can't even heal or pick up "ammo" for the build gun.
- Shock Rifle range reduced from 1100 to 1000, and damage *slightly* nerfed.
- Gattling gun / Jetpack gun damage slight nerf.
More "Why?"s.
Shock rifle pre-nerf could still be bested by an SMG(!) pretty handily, partially because shock rifle shots don't always count reliably.
Nerfing the gatling/jetpack guns is an even worse move, as they were practically worthless before! The accuracy makes them useless outside of SSG range; even worse than the Machinegun that's also quite garbage. (At least you fixed the infinite ammo that one had.)

Another weapon balance issue comes in the form of: SSG does more damage to players than rockets. Rockets seem to do around 37 damage to the SMG class (health seen going from 100 to 63, direct impact hit) while the SSG reliably OHKs even heavily armored players.

Airstrikes seem to still do very low damage (infantry players can stand/run right through the line of bombs and survive) and halt as soon as the plane sprite touches any form of tall object, like a building. Tiberium and Napalm airstrikes seem to do even less than the regular bomber, despite costing significantly more.

Money seems to come in significantly slower than before, as without spending time refining an individual player isn't likely to get much cash. Being able to buy the "endgame purchase", powerup crate, at the endgame is a significantly more difficult thing to attempt, for example.

More minor issues are:
Rifle HUD still has ammo count for the grenade launcher secondary fire.
Matches are still 90 minute TDMs unless teams are incredibly unbalanced.
Renegade (2030, etc.) maps still exist.
People are going to complain about the chainsaw very soon because a couple people found out how to combine it with the Scout class and actually have some modicum of success with it.
Last edited by AOW2 Feedback Giver on Sun Jun 22, 2014 9:16 pm, edited 1 time in total.

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RE: All Out War II: X -R7: Experimental balance patch.

#128

Post by De-M-oN » Sun Jun 22, 2014 9:19 pm

why? Because the gatling is bad for the SSG Deathmatch guys and so they say it is op.

And they have success with it - like you can see.

listening to community good and well, but some things should be decided by dev if something is op or not

Catastrophe : Did you really think the gatling was op? I dont think so. And it wasnt. Its just because the SSG people have problems with rapid firing weapons and they vote to nerf it.


You could make the SSG even more powerful like it is already - they wouldnt complain.

That you removed the random damage I dont like as well :/


Again the question:

If the gatling was in your opinion op - what is the SSG then??

Anyone who voted for gatling op - please answer me this question!
Well, look at this - I can much easely kill guy with Laser Chaingun for example with gauss class(or any laser armor class) and smg. Much harder to kill Laser C (I loose about 8 times from 10) with Artillery class, which is actually suppose to be more effective against laser armor classes. In that case, I think if Cat keeps LaserC more powerfull, then damage from explosion to laser armor should be increased (or speed of projectile increased, or radius of splash damage, or decrease speed of laser chaingun class).
See, now laserC is dominating on a long range - there is no alternative, like gauss, or artillery or rifle - and thats lame.
I would say one of this
then damage from explosion to laser armor should be increased (or speed of projectile increased, or radius of splash damage
I would say the first
damage from explosion to laser armor should be increased
sounds well.
Because beside of your statement, the original laser chaingun did low damage - and the class has low speed as well. The most player never use it in its omega damage.
_

And please remove the range limit of the shotgun. Why does it even have it? Spread is there for a reason. Never understood why the shotgun has a range limit?
Last edited by De-M-oN on Sun Jun 22, 2014 9:32 pm, edited 1 time in total.

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RE: All Out War II: X -R7: Experimental balance patch.

#129

Post by Catastrophe » Sun Jun 22, 2014 9:38 pm

AOW2 Feedback Giver wrote:
- Utility/Builder can no longer pick items up.
Why? Between this and the mine nerf Util is run into the ground. Why not just get rid of c4 box and full refill if the only complaint the one or two people complaining about the (very rare) util C4 rush was the only "problem" with the Util class? Now you can't even heal or pick up "ammo" for the build gun.
Because the whole point of the util was to defend your base, not go into the enemy base and solo kill a building. This is a team game.
- Shock Rifle range reduced from 1100 to 1000, and damage *slightly* nerfed.
- Gattling gun / Jetpack gun damage slight nerf.
More "Why?"s.
Shock rifle pre-nerf could still be bested by an SMG(!) pretty handily, partially because shock rifle shots don't always count reliably.
Unless you are purposely distancing yourself against someone with a shock rifle (which is a legitimate tactic), the shock rifle will own submachine gunners any day.
Nerfing the gatling/jetpack guns is an even worse move, as they were practically worthless before! The accuracy makes them useless outside of SSG range; even worse than the Machinegun that's also quite garbage. (At least you fixed the infinite ammo that one had.)
Ok, I am going to reveal my alias just this once to show you that the gattling gun is op.

Image

Yes, I am the guy with 116 frags mainly from the gattling gun and laser chaingun.
Another weapon balance issue comes in the form of: SSG does more damage to players than rockets. Rockets seem to do around 37 damage to the SMG class (health seen going from 100 to 63, direct impact hit) while the SSG reliably OHKs even heavily armored players.
The person you shot directly must've had some form of armor upgrade because I know for a fact rockets should be doing over 60 damage in that scenario.
Airstrikes seem to still do very low damage (infantry players can stand/run right through the line of bombs and survive) and halt as soon as the plane sprite touches any form of tall object, like a building. Tiberium and Napalm airstrikes seem to do even less than the regular bomber, despite costing significantly more.
Yeah I never got around to buffing air strikes unfortunately, still on the todo list.
Money seems to come in significantly slower than before, as without spending time refining an individual player isn't likely to get much cash. Being able to buy the "endgame purchase", powerup crate, at the endgame is a significantly more difficult thing to attempt, for example.
Idk man, currently the money system is pretty broken because getting enhanced refining will give the harvester a total of 550 credits for one tiberium.
More minor issues are:
Rifle HUD still has ammo count for the grenade launcher secondary fire.
Matches are still 90 minute TDMs unless teams are incredibly unbalanced.
Renegade (2030, etc.) maps still exist.
People are going to complain about the chainsaw very soon because a couple people found out how to combine it with the Scout class and actually have some modicum of success with it.
Thank you, noted. I've tried the scout + chainsaw thing, it was effective for about five minutes until people realized how to counter it. It was pretty fun haha, but yeah the speed bonus will be lowered and I'll make it so that tiberium harvesters cannot purchase chainsaws.
Did you really think the gatling was op? I dont think so. And it wasnt. Its just because the SSG people have problems with rapid firing weapons and they vote to nerf it.
Considering it's only 400 credits; yes it is quite op.
If the gatling was in your opinion op - what is the SSG then??
The only thing that's unfair about the SSG in my opinion is the low price of only 200 credits.

PS: The mine reduction for the util wasn't a nerf. It takes only 3 mines to kill a player, so now placing mines is more efficient. It's actually a buff.
Last edited by Catastrophe on Sun Jun 22, 2014 9:42 pm, edited 1 time in total.

De-M-oN
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RE: All Out War II: X -R7: Experimental balance patch.

#130

Post by De-M-oN » Sun Jun 22, 2014 9:46 pm

Then raise the prices.

But making another pea shooters makes the game boring. We have already enough pea guns.

Or increase damage of the weapons with lower damages. More overall damage would fasten the matches, would make the guns more fun to play with and you could defend yourself better in enemy base to get a beacon for example successful.

But making the overall damages of aow even lower is also misleading to destroy a base easier to get less TLMS endings.

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RE: All Out War II: X -R7: Experimental balance patch.

#131

Post by Catastrophe » Sun Jun 22, 2014 9:51 pm

I am not gonna raise the price of SSG because nobody voted for it. Also I'm not gonna go buff every weapon in the game... Just no...
Last edited by Catastrophe on Sun Jun 22, 2014 9:51 pm, edited 1 time in total.

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RE: All Out War II: X -R7: Experimental balance patch.

#132

Post by roman6a » Sun Jun 22, 2014 10:51 pm

AOW2 Feedback Giver wrote:
- Utility/Builder can no longer pick items up.
Why? Between this and the mine nerf Util is run into the ground. Why not just get rid of c4 box and full refill if the only complaint the one or two people complaining about the (very rare) util C4 rush was the only "problem" with the Util class? Now you can't even heal or pick up "ammo" for the build gun.
I agree, it's badly balanced in the first place, although the so you call 'very rare' util c4 rush is very common in 5v5 and 3v3 matches as there's less people defending and it's much easier infiltrating. It's incredibly hard to defuse afterwards due to a single person being able to shit 5000 charges of c4 fury at a building in less than 30 seconds.

The whole 'can't pickup shit anymore' doesn't fix it, infact it cripples the class due to it still using ammo and needing backpacks if you want to do contineous building on your base or in-field (with caches, minirefs, etc) builder either needs to have his building gun use no ammo or make him pickup shit again so he can actually help defend and assist on field. Also not being able to pickup anything means you can't get health in field, so you're pretty much walking dead man if someone dares to glance at you with a pistol due to you not even being able to heal in your own base with medikits.

The mines nerf is something i like though, makes it easier for actually infiltrating with multiple people instead of always needing stealth to infiltrate 99% of the time just so you can actually disarm those lyin' balls of death and fury that utils like to plaster everywhere on the base.
AOW2 Feedback Giver wrote:
- Shock Rifle range reduced from 1100 to 1000, and damage *slightly* nerfed.
- Gattling gun / Jetpack gun damage slight nerf.
More "Why?"s.
Shock rifle pre-nerf could still be bested by an SMG(!) pretty handily, partially because shock rifle shots don't always count reliably.
Nerfing the gatling/jetpack guns is an even worse move, as they were practically worthless before! The accuracy makes them useless outside of SSG range; even worse than the Machinegun that's also quite garbage. (At least you fixed the infinite ammo that one had.)
But why should an SMG- a $0 weapon and class -be able to outmatch a $800(!) weapon and class with tier 3 armor+laser resistance? the range nerf was needed due to the shockrifle being basically a laser autoshotgun but goddamn the SMG really needs a nerf.

I agree with the gatling gun not needing a nerf, it was nicely balanced back in omega-to-R6, a suppression weapon that is better than the SMG and the Machinegun but harder to use due to it's spread, however the Jetpack gatlinggun really needed a nerf, it is really a super powerful weapon in the hands of a faster class that can FLY and dodge shots by fucking with how the engine handles height changes and flying by basically skipping and teleporting in the air, the class itself is a nightmare- as it should be due to it being the elite bullet class (asides from the commando) but the fact that he ALSO has a gatling gun makes it way too powerful. He should be a pain in the ass to fight due to his mobility, he shouldn't be a M1-to-win unhittable bullet shitspewer of death and destruction.

Sadly the fact that most maps that are being played are bottleneck maps that rely heavily on the usage of close range weapons (aow02, aow20, etc) doesn't help with balancing close range weapons. The gatlinggun and its class are really underpowered at ranges farther than mid/close due to slow run speed and gigantic fuckton of spread.
AOW2 Feedback Giver wrote:Another weapon balance issue comes in the form of: SSG does more damage to players than rockets. Rockets seem to do around 37 damage to the SMG class (health seen going from 100 to 63, direct impact hit) while the SSG reliably OHKs even heavily armored players.
IIRC the rocket trooper was buffed recently to nearly obsene levels of damage (being able to reliably 2-shot almost every class, 1-shot most classes with firepower upgrade, requiring 3 shots at the most to kill explosive-armoured classes). But i do agree with the goddamn bullet classes -like the SSG- being too powerful for their own good, there needs to be a bullet class resistance armour to counteract these classes as they're basically ignoring all types of armor (minus armor upgrades), being ridiculeously cheap and outperforming almost every other gun in their field of work while having absolutely no weaknesses.
(Hello flamethrower, you cost $400 and still deal less damage than a $200 SSG at your own range? Gee wouldn't it be great if you were actually able to kill that guy? I mean you do cost more and you're supposed to be more powerful than that thing is at close quarters...)
AOW2 Feedback Giver wrote:Airstrikes seem to still do very low damage (infantry players can stand/run right through the line of bombs and survive) and halt as soon as the plane sprite touches any form of tall object, like a building. Tiberium and Napalm airstrikes seem to do even less than the regular bomber, despite costing significantly more.
I agree with this, wasting $2500 just to have a little slideshow of bombs falling on people and it not even being able to kill the goddamn sniper that has been sitting on the hill since the start of the match is depressing, perhaps more damage per bomb? maybe a rework on how it works would help with some of the high-ceiling maps.
AOW2 Feedback Giver wrote:Money seems to come in significantly slower than before, as without spending time refining an individual player isn't likely to get much cash. Being able to buy the "endgame purchase", powerup crate, at the endgame is a significantly more difficult thing to attempt, for example.
Seems to be intended and i am in favour with money being slower/harder to obtain due to this being a RTS-FPS hybrid. The main reason weapons cost $$$ is because you need an economy to keep your army fed and armed to the teeth to outgun and beat the enemy, HOWEVER, the economy system in omega and early versions of AoW X is balls on head retarded. I mean in the first five minutes that the advance harvesting research is bought almost everyone that isn't buying mechs gets up to $5k(probably more) and forget that they have to defend harvesters or that there's an economy system at all! (AND THIS IS JUST WITH ONLY ONE DEDICATED FREE TIBERIUM HARVESTER DOING HIS JOB, MIND YOU). $550 Cash per refine is extremedly high and breaks the balance of some weapons costing more to perform better.

Although the fact that most people only buy the holy grail $200 class of shellspewing nightmare doesn't help. It also is a bit sketcky how a free harvester with a $450 chainsaw is able to outperform a $750 advanced harvester on speed... Seems kinda RETARDED if you ask me.
AOW2 Feedback Giver wrote:More minor issues are:
Rifle HUD still has ammo count for the grenade launcher secondary fire.
Matches are still 90 minute TDMs unless teams are incredibly unbalanced.
Renegade (2030, etc.) maps still exist.
People are going to complain about the chainsaw very soon because a couple people found out how to combine it with the Scout class and actually have some modicum of success with it.
-bug, catastrophe go fix that please.
-playerbase wants that, nothing we can do unless we make extremedly radical changes on how shit is played, and might not even get played because of it, needs further discussion.
- ??? ?? the playerbase likes those maps, let them have at it (even if they suck and lag to death).
-chainsaw really needs that speed buff removed, it din't even need a buff in the first place! like what the fuck catastrophe. You're trying to balance the damn thing, not make everything OP like if this was GVH with instakill melees being better and faster than everything else.
Last edited by roman6a on Sun Jun 22, 2014 11:10 pm, edited 1 time in total.

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RE: All Out War II: X -R7: Experimental balance patch.

#133

Post by De-M-oN » Sun Jun 22, 2014 11:04 pm

but goddamn the SMG really needs a nerf.
Why? Imo its already very weak :|

With the removal of random damage it is sure already more weak now.

What is about this?
And please remove the range limit of the shotgun. Why does it even have it? Spread is there for a reason. Never understood why the shotgun has a range limit?
Last edited by De-M-oN on Sun Jun 22, 2014 11:06 pm, edited 1 time in total.

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RE: All Out War II: X -R7: Experimental balance patch.

#134

Post by roman6a » Sun Jun 22, 2014 11:32 pm

De-M-oN wrote:
but goddamn the SMG really needs a nerf.
Why? Imo its already very weak :|

With the removal of random damage it is sure already more weak now.
In your opinion =! what it actually is

Although yes, the SMG among other weapons, have been nerfed in damage due to now them being on static values, the speed and performance of the weapon makes it too powerful even comparing to another class that cost more than it ($300 machinegunner, which is BARELY a -slight- upgrade to the SMG despite the class being slower and the gun itself being slower to fire as well, or at least that's what the animation portrays). It is a cheap, free weapon that everyone gets once they rank up like if it were an improved pistol. But it is able to topple and being more versatile than other purchaceable weapons with its speed and firepower. it's too good for a free gun.
De-M-oN wrote:What is about this?
And please remove the range limit of the shotgun. Why does it even have it? Spread is there for a reason. Never understood why the shotgun has a range limit?
I like how you like to push things that haven't been responded to you several times by asking people that aren't even related, but okay, sure.

Because the spread is pretty much 'nil, i believe it just has an added vertical spread to couple with the other guns in all out war but for what it seems, it just is on par with the vanilla doom shotgun. The thing having infinite range would just call to use shotgun-sniping tactics which is contradictory for a close-range weapon. Perhaps a little range increase would help? Maybe a speed increase of the class? It IS a free $0 weapon, it's supposed to suck so to actually encourage you to buy other weapons. But if you have nothing else to buy or you have no cash to buy things with (Poor of you if you or your team din't defend the refinery or tiberium harvesters), it might as well be actually viable in some cases and be able to kill at least someone unaware of you... which it is able to! You know, it actually takes skill to kill with it, but it is in no way a completely useless weapon. It is garbage enough to make you not want to use it.
Last edited by roman6a on Sun Jun 22, 2014 11:34 pm, edited 1 time in total.

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RE: All Out War II: X -R7: Experimental balance patch.

#135

Post by AOW2 Feedback Giver » Sun Jun 22, 2014 11:48 pm

roman6a wrote: The mines nerf is something i like though, makes it easier for actually infiltrating with multiple people instead of always needing stealth to infiltrate 99% of the time just so you can actually disarm those lyin' balls of death and fury that utils like to plaster everywhere on the base.
It would be better if it didn't seem to take longer to lay them, though. It seems to take an additional "burst" of building charge to get a smaller group of mines down. It's better for blocking Barracks doors off than the old set (why does barracks have garage doors compared to everything else having normal ones again?), but from a defender's perspective... you have to reset a mine patch every time someone goes through a door now, while before you could sometimes rely on the remaining mines to still do the job.
roman6a wrote: I agree with the gatling gun not needing a nerf, it was nicely balanced back in omega-to-R6, a suppression weapon that is better than the SMG and the Machinegun but harder to use due to it's spread, however the Jetpack gatlinggun really needed a nerf, it is really a super powerful weapon in the hands of a faster class that can FLY and dodge shots by fucking with how the engine handles height changes and flying by basically skipping and teleporting in the air, the class itself is a nightmare- as it should be due to it being the elite bullet class (asides from the commando) but the fact that he ALSO has a gatling gun makes it way too powerful. He should be a pain in the ass to fight due to his mobility, he shouldn't be a M1-to-win unhittable bullet shitspewer of death and destruction.
I thought the jetpack gun was pretty much the same as gatling, just with flight instead of (kind of useless in practice) flak. Seemed to work that way. It seems so rarely used, but yeah, it's definitely got some issues with lagging around everywhere in flight.
roman6a wrote: Sadly the fact that most maps that are being played are bottleneck maps that rely heavily on the usage of close range weapons (aow02, aow20, etc) doesn't help with balancing close range weapons. The gatlinggun and its class are really underpowered at ranges farther than mid/close due to slow run speed and gigantic fuckton of spread.
Too many SSG-fest maps like aforementioned Renegade 20x0. Probably here to stay because of all the SSG TDMers.
roman6a wrote:there needs to be a bullet class resistance armour to counteract these classes as they're basically ignoring all types of armor (minus armor upgrades), being ridiculeously cheap and outperforming almost every other gun in their field of work while having absolutely no weaknesses.
The worst part is, there already is a bullet resistance armor. It's just... for some reason a rare crate pickup that you can't get in any other way.

roman6a wrote:It also is a bit sketcky how a free harvester with a $450 chainsaw is able to outperform a $750 advanced harvester on speed... Seems kinda RETARDED if you ask me.
I kind of like the fact that you can boost speed with the chainsaw, both for normal classes and the harvesters. I think part of the reason people don't go harvester (other than the urge to just kill kill kill kill kill) is the class is unbearably slow.
Catastrophe wrote: Because the whole point of the util was to defend your base, not go into the enemy base and solo kill a building. This is a team game.
Then get rid of the refill and c4 pack, and allow the util to pick up health and ammo packs so it doesn't take 12 hours to build shit because you're stuck in the "1 ammo, wait 15 seconds before you can do another 'burst' of building, repeat... ok 2 turrets down 18 to go and oh fuck I have mines and ravens and sandbags and mini ref and aldsfkjad;slfkjdasfldas" (only a slight exaggeration) and the "I got shot now I have to A. go to spawn room B. use health stim inventory item if possible or C. just die because util isn't allowed to pick up medkits for some stupid reason" situations.
You can't say "it's a team game" in one breath and immediately restrict the abilities of the main team-player class in the next and expect people to not think it's a stupid idea.
Again, if it's the C4 spam ability (that I must reiterate was complained about by one person on the forums, with resistance given to his idea, before you nerfed util) that's the problem.... get rid of the ability to restock C4 from the guy. Don't make the whole class gimped.
Catastrophe wrote: Yes, I am the guy with 116 frags mainly from the gattling gun and laser chaingun.
That's nice and all, but I don't see how one person doing well with a weapon nobody ever uses justifies a nerf. Laser chaingun, sure, as that doesn't have spread to deal with... Actually, how many of those kills were from the laser chaingun, PlayaJuan?
Catastrophe wrote: The person you shot directly must've had some form of armor upgrade because I know for a fact rockets should be doing over 60 damage in that scenario.
I was the target in this case, actually. Gunman, no armor upgrades or anything. Just hit with a rocket directly, lost only 37 health.
Catastrophe wrote: Idk man, currently the money system is pretty broken because getting enhanced refining will give the harvester a total of 550 credits for one tiberium.
I guess I'm being put on the "nobody wants to harvest" teams lately then, because I haven't really gotten a chance to benefit from this kind of thing.

As for the SSG thing... Of course "nobody" voted for nerfing, as all the "I wanna play TDM but the zandronum deathmatch servers end matches too quickly" SSGers likely rolled out in force against the idea when the poll was up. The fact of the matter is it does more effective damage than the sniper, the gauss, the missile launcher, the artillery cannon (isn't this a 50mm explosive?), mech weapons (excepting direct hit with ion/nuke and possibly 100mm, and volley of rockets), etc. More OHKs than any of these, even with high-level armor on the target. That's.... kind of broken, no matter what way you look at it.

There's also the matter the gauss destroys all mechs with ease despite costing very little in comparison... but that's another balance issue entirely.

Catastrophe
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RE: All Out War II: X -R7: Experimental balance patch.

#136

Post by Catastrophe » Mon Jun 23, 2014 12:10 am

AOW2 Feedback Giver wrote:
Catastrophe wrote: Yes, I am the guy with 116 frags mainly from the gattling gun and laser chaingun.
That's nice and all, but I don't see how one person doing well with a weapon nobody ever uses justifies a nerf. Laser chaingun, sure, as that doesn't have spread to deal with... Actually, how many of those kills were from the laser chaingun, PlayaJuan?
Don't remember. But for sure most of it was from the gattling gun.
AOW2 Feedback Giver wrote:
Catastrophe wrote: The person you shot directly must've had some form of armor upgrade because I know for a fact rockets should be doing over 60 damage in that scenario.
I was the target in this case, actually. Gunman, no armor upgrades or anything. Just hit with a rocket directly, lost only 37 health.
The guy has to be lying or you might've not observed correctly. You can test this yourself, there is absolutely no way a gunman can take -only- 37 damage from the rocket launcher alone.

AOW2 Feedback Giver wrote:
Catastrophe wrote: Idk man, currently the money system is pretty broken because getting enhanced refining will give the harvester a total of 550 credits for one tiberium.
As for the SSG thing... Of course "nobody" voted for nerfing, as all the "I wanna play TDM but the zandronum deathmatch servers end matches too quickly" SSGers likely rolled out in force against the idea when the poll was up. The fact of the matter is it does more effective damage than the sniper, the gauss, the missile launcher, the artillery cannon (isn't this a 50mm explosive?), mech weapons (excepting direct hit with ion/nuke and possibly 100mm, and volley of rockets), etc. More OHKs than any of these, even with high-level armor on the target. That's.... kind of broken, no matter what way you look at it.

There's also the matter the gauss destroys all mechs with ease despite costing very little in comparison... but that's another balance issue entirely.
I am not nerfing the super shotgun, it will stay true to vanilla doom. End of story.

(Though I am willing to increase its' price if there are many requests for this.)
Last edited by Catastrophe on Mon Jun 23, 2014 12:10 am, edited 1 time in total.

De-M-oN
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RE: All Out War II: X -R7: Experimental balance patch.

#137

Post by De-M-oN » Mon Jun 23, 2014 12:46 am

In your opinion =! what it actually is
Your opinion is also just an opinion.

I would say, buff machinegun, stay gatling at old damage, make SSG more expensive and the bullet weapons are balanced. Other weapons should be still balanced with this, but if not, this could be changed.
But you dont want to buff them, so I have to live with the pea guns.

And no random damage which means global nerfing - meh. I wonder how weak the SMG now is. I already wished sometimes to have the shotgun instead of SMG as harvester, but with nerf I would wish this even more.

If the SMG gets nerfed - I wonder how easy the harvester killers will have it then?
I already often buy gatling class, go in spawn room, suicide, get the gatling and go then harvester. Thats a strange solution you have to do to get rid of harvester killers to have at least a decent weapon for them. Sure - free class, but the adv. harvester should be able to defend a little bit better than now. The machinegun is indeed weak. The harvester should stay a harvester though. So the MG is sure ok, but the machinegun itself may be a little bit too weak.
_
For the shotgun: Spread should work. High enough spread and you cant use the shotgun as sniper as well, but having a range limit is bad. Better than trying to get 1 bullet into enemy at some distance, than entirely impossible by design.
As for the SSG thing... Of course "nobody" voted for nerfing, as all the "I wanna play TDM but the zandronum deathmatch servers end matches too quickly" SSGers likely rolled out in force against the idea when the poll was up. The fact of the matter is it does more effective damage than the sniper, the gauss, the missile launcher, the artillery cannon (isn't this a 50mm explosive?), mech weapons (excepting direct hit with ion/nuke and possibly 100mm, and volley of rockets), etc. More OHKs than any of these, even with high-level armor on the target. That's.... kind of broken, no matter what way you look at it.
Infantry can survive a 100mm shell, but not the evil frag grenade^^

So saying : "isn't this a 50mm explosive?" is a farce xD
Last edited by De-M-oN on Mon Jun 23, 2014 12:53 am, edited 1 time in total.

AOW2 Feedback Giver
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RE: All Out War II: X -R7: Experimental balance patch.

#138

Post by AOW2 Feedback Giver » Mon Jun 23, 2014 2:00 am

Catastrophe wrote: I am not nerfing the super shotgun, it will stay true to vanilla doom. End of story.

(Though I am willing to increase its' price if there are many requests for this.)
So the idea is, one person complains about util + c4, change immediately. Multiple people complain about SSG, "nope not changing it"?

De-M-oN
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RE: All Out War II: X -R7: Experimental balance patch.

#139

Post by De-M-oN » Mon Jun 23, 2014 5:45 pm

SSG Harvester killer and roman6a want to nerf the SMG. Just think about AOW02 situation.

SSG Harvester killer - they laugh about your SMG XD

Increasing the SSG Price would lessen the SSG Camping at tibfields especially at AOW02 beginning.

jdagenet
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RE: All Out War II: X -R7: Experimental balance patch.

#140

Post by jdagenet » Mon Jun 23, 2014 5:58 pm

De-M-oN wrote: Increasing the SSG Price would lessen the SSG Camping at tibfields especially at AOW02 beginning.
How much of a price bump are you thinking for the SSG?

You don't want to make it nearly impossible for the enemy team to take over the tiberium field, I mean, that's basically what you want to do -- get an advantage over the enemy team.
<Dynamo_>uh
<Dynamo_>did you just take the thread away
<FusedQyou>Dunno
<FusedQyou>ask the thread

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