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.