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NodGuy

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Posts posted by NodGuy

  1. 3 hours ago, NodGuy said:

    Can't wait to see the videos from this event. We need more people to make awesome montages.

    Actually, to incentivise this, perhaps there should be an award for the best montage. People submit them and the community votes on their favourite. It might bring more people in if they see high quality montages. 

  2. 8 hours ago, Voe said:

    Removing headshots, because you get one shotted, and then reintroducing one shotting V2s at the same time?

    Apples and oranges. You shouldn’t compare a Shock Trooper/Volkov being OHK by, say, a Rocket Solder/Light Tank with a V2 OHK the free, basic character. Besides, I’m only half serious. 

     

    4 hours ago, ryknow69 said:

    Pretty much this ^^^

    Having a V2 1 shot my freshly bought Artillery before I even fire a round occurred thrice on the first gamenight. And as a field mechanic, I took plenty of deadly splash against the V2's.

    The Artillery can also OHK the V2, it’s just more difficult and only a couple of players can do it consistently. I think it’s more of a problem with the War Factory exit ramp being exposed to the direction of the enemy. I’m looking at you, Pipeline. 

  3. 25 minutes ago, moonsense715 said:

    I was just reminded: vehicle weakpoints. Either communicate them blue in the face or they should be removed. I just got to know even some top APB players didn't know about its existence and therefore it is a hidden feature and an unfair advantage for those lucky to somehow know about it.

    Actually let's see if the problem can prove itself: how many of you don't know what this is?

    I don’t even know, except that I think shooting the rear does more damage. Are there other points? I’m in favour of just removing it, and I say remove the headshot multiplier too. If I get OHK’d when I’m a Shocky or Volkov one more time due to a lucky shot I’m going to lose it. 

    9 minutes ago, sith_wampa said:

    V2 and Mammy missiles need increased damage and splash. 

    V2s are already very squishy. Dying from a singe rifle soldier should almost never happen, yet if the V2 doesn't land a difficult perfect shot on the first try, they are likely dead.

    I agree. I liked it better when the V2 could defeat rifle guys with one splash-damage shot. 

  4. 2 hours ago, Nodlied said:

    It is ''Comrade'', you dunce.

    Yeah! I actually changed it so he says Comrade once again. Scorched Earth and the way he says it is cringe. I also took away the unique lines from the Sergeant/Starshina, Capitan/Kapitan, etc. and gave them the same generic sounds as the Rifle Infantry.

  5. 8 hours ago, cnclol said:

     

    And Soviets not having mechanics is also a not fun thing. Im not saying you should add them to Soviets, but an allied vehicle can be just infinetly repaired for free so repairs for Soviets in the sd for free or just give soviet vehicles more hp in general to balance them not being repairable for free as the allied ones tho. (just my sugestion, i personally thing mechanic is op, idk if anyone shared my opinin tho)

    I've always said that Mechanics shouldn't be allowed to drive vehicles. It's unfair to the Soviets that you can be in a tank and attacking an Allied tank but all that allied player needs to do is go behind cover for a sec to heal his tank. I do this a lot and I always feel like a piece of shit but hey, winning's winning.

  6. 1 hour ago, ChopBam said:

    Oh you're right. We shall cease development immediately and all storefronts will be closing with a sale.

    That's what we need! A 'going out of business' sign that is up at all times. We're not actually going out of business, but it will bring people in. I may or may not have gotten this idea from You Don't Mess with the Zohan.

  7. 12 hours ago, FRAYDO said:

    I for one am beyond glad that ore-field entrance has been axed. Even when you see it coming, it is no fun as a Soviet player to stand guard there only to be gunned down by the superior Tanya. I saw a gameplay video with KOTG and that exact scenario played out. Swirly rightfully anticipated the Tanya/Spy sneak because that's what Silverlight/PXD2000 (or literally any duo of Allied players who know to cheese that route) always do without fail, and it's a guaranteed success. Even in the narrow corridor that it plays out in, no Flamer or Grenadier is a good enough deterrent.

    Yes, there is a rewarding thrill to pulling off a covert op. Cheesing that route was ridiculous, and this cheese happens without fail and there is absolutely no fun in standing guard against that. I can't wait to see how KOTG plays out now with this change.

    did-someone-say-cheese.jpg

     

    I agree with you. I too am excited to see how KOTG is now with Silverlight on the Allied team.

  8. 16 minutes ago, Killing_You said:

    sonally, I have an alternate solution; Leave the dogs, but introduce the Kennel. Have it be a small, low health building that starts barking whenever enemies are near- including Spies. Less of an active defense that would be frustrating to deal with, and more of a passive defense that's basically an alarm system. This would be a nice boon to Soviet defenders without doing their entire job for them. Yes, the Kennel is barking up a storm, but at what? Is it a spy sneaking around, or an enemy Tanya? Where are they hiding? How do you deal with them? That, comrade, is up to you!

    I kind of like this idea. I wonder, would there also be a team chat alert for the Soviets? What's the distance you can hear the sound from?

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