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Everything posted by Alstar
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Right now fighting as grenadier requires a bit more planning and prediction where will your enemy go - and throwing grenades right there. Earlier you could simply throw grenades at legs and score kills - now it acts as a normal grenade. And i like it.
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I prefered C&C4 Mammoth. Didnt look lame and was actually useful with it perks.
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Medic being OP was a problem of its weapon aswell. And it was a bunch of riflemans who can heal each other. Healing effect doesnt stack afaik
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Alright, so medic. Someone made important point about Gamma, where medic teams were simply broken and unstoppable. This changed during start of delta, when difference between medic and rifle infantry weapons was colossal to point where it was no longer viable. Later on after MP5 update medics once again were unstoppably broken, suddenly 5 medics healing each other in your base and happily taking out everything on their way, be it tank, infantry or building. After it got patched, from my POV medic is very often used unit during both assaults and defenses - i can also notice people taking med/medic combo to the fields. I like Pushwall's APC ideas. Sounds like good enchancements for this underused unit.
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Guess i will have to get use to V2 straight shot again :x I tend to snipe people at max range but if it will help with stormy valley issue then it sounds good.
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It was one of those "Awesome but impractical" perks of golden wrench. Disarm charges are fullfilling this role better.
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Then how about this: Include 2 copies of Complex, one with tier 3 and other kept without tier changes and make players play on Tier 3 version for couple of games, then gather feedback. In case if changes will not be any better, we could easily revert this by replacing tier 3 complex with normal one in rotation. I know it might sound like a stupid idea, but i thought like writing it out, no matter if idea will be approved or not.
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It didnt work out. Undisarmable LB/Tanya attacks on coil anyone? About zama, im amused that allies are often capable of demoing the tesla coil. Even in big games, i look carefully to spot any sneaky demos, then allied distraction attack comes and in same time demo. But i agree, soviets have way more attack possibilities on this map. That turret on hill is probably biggest weakpoint because if its destroyed, soviets can simply siege from hill - and allied tanks have hard time getting there.
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Tesla coil feels to be least of problems. True, it denies two of four tank entrances to base, but recently i see rocket soldier teams (sometimes successfully) taking out coils from safety of tunnel. Honestly, complex case would need POV from couple other players, not only me. Okay, edit, tesla coil can cover 3 entrances, counting the one under bridge aswell.
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What about Complex? Yesterday we had another game where soviets simply blocked all atacks without problems and kept Allies at bay. After one tank attack the only thing i seen were arty on bridges and attempts to sneak in with tanya/engi. Until server crashed.
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Modular bridge allows you to make it as long as you want. And Coastal actually have bridges of different lenght
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And that would probably ban them from Fissure for being too broken. Not like they are already.
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There is small issue with Stormy valley tho, soviets can still use V2's to destroy pillbox and AA gun close to infantry only passage. Pacific Threat change = RIP Alstar's thiefing around 2016-2016 Issue about Coalstar Influence - You are capable to arcfire through hill on bridge road to damage enemy team bridge with both Arty and V2, tested it personally. Also lately noone ever takes middle road, unless a) allied bridge is destroyed and V2's roll out to slam rockets all across the allied base or B) Soviet war factory is destroyed and they dont expect much resistance. Most of games on my guarding V2 duty are boring because noone is passing through middle anymore simply because its not worth at all. Complex - Ths chokepointy map is definitely in soviet favor, even after removal of mads/demos. Single tank can stop entire assault, soviet base is mostly inaccessable due to AP mines and it feels like allies are very often pushed into defense. Only attacks i observed from them lately (because it keeps putting me into soviet team) are ranger with tanya/engi inside, which usually ends in death of both thanks to guarding heavy/tesla tank.
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I decided to revive this topic with bunch of game stats since last patch. Everyone can feel free to discuss those. All games have more than 5 players and are happening since last patch (23.06) AS_Seamist - total games: 59 Allied wins: 28 Soviet wins: 31 River Raid - total games: 58 Allied wins: 25 (17 by building destruction, 8 by high score) Soviet wins: 33 (27 by building destruction, 6 by high score) Coalstar Influence - total games: 56 Allied wins: 28 (10 by building destruction, 18 by high score) Soviet wins: 28 (15 by building destruction, 13 by high score) Ridge War - total games: 57 Allied wins: 23 (5 by building destruction, 18 by high score) Soviet wins: 34 (8 by building destruction, 26 by high score) Keep Off The Grass - total games: 45 Allied wins: 18 (7 by building destruction, 11 by high score) Soviet wins: 27 (10 by building destruction, 17 by high score) Fissure - total games: 45 Allied wins: 20 (8 by building destruction, 12 by high score) Soviet wins: 25 (9 by building destruction, 16 by high score) Zama - total games: 43 Allied wins: 20 (11 by building destruction, 9 by high score) Soviet wins: 23 (6 by building destruction, 17 by high score) Pacific Threat - total games: 38 Allied wins: 23 (12 by building destruction, 11 by high score) Soviet wins: 15 (4 by building destruction, 11 by high score) Pipeline - total games: 42 Allied wins: 19 (11 by building destruction, 8 by high score) Soviet wins: 23 (9 by building destruction, 14 by high score) Guard Duty - total games: 43 Allied wins: 19 (15 by building destruction, 4 by high score) Soviet wins: 24 (18 by building destruction, 6 by high score) Under - total games: 42 Allied wins: 24 (7 by building destruction, 17 by high score) Soviet wins: 18 (7 by building destruction, 11 by high score) Stormy Valley - total games: 45 Allied wins: 21 (7 by building destruction, 14 by high score) Soviet wins: 24 (10 by building destruction, 14 by high score) Camos Canyon - total games: 52 Allied wins: 24 (10 by building destruction, 14 by high score) Soviet wins: 28 (8 by building destruction, 20 by high score) Wastelands - total games: 40 Allied wins: 13 (6 by building destruction, 7 by high score) Soviet wins: 27 (13 by building destruction, 14 by high score) Bonsai - total games: 42 Allied wins: 16 (10 by building destruction, 6 by high score) Soviet wins: 26 (16 by building destruction, 10 by high score) Complex - total games: 48 Allied wins: 19 (7 by building destruction, 12 by high score) Soviet wins: 29 (14 by building destruction, 15 by high score)
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Looking good, it kinda reminds me now of Speeder Trike since rocket pods have been changed into mortars.
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Snipers were removed for a reason. Back in Gamma days, if you lost factory then you can pretty much leave the game, because enemy team will surely bring at least 3 or 4 snipers and killwhore you to the rest of round. And it doesnt matter that you have volkov/tanya, they die from single headshot aswell. Also, Gamma sniper was too easy to use unlike current and beta one. As for me, sniper changes are good, because right now they require you to git gud if you want to kill anything.
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Balance Is the Shottie too OP for its price?
Alstar replied to des1206's topic in W3D Hub Discussion
Shotgun is a RNG weapon. You can stay far away and hit someone, you can get close to them and still not hit the wide side of the barn. About Serg's alt slug, you gotta be really lucky to hit with that. I dont see a problem with them. First wont gonna happen, since flamer would possibly kill himself with his shots. Allied teams with medics are already a thing on some maps. -
Unless they reveal themselves. Introducing my new favourite unit
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Mods do count? If yes, then... Mantis tank from Mental Omega, for now because i cant reveal 3.3 stuff Cheap price, fast and decent attacker, magnificent voice acting. OUR WILL CANNOT BE BROKEN!
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Unit ranks are not always good at pointing out your best units. Note that topic is about prefered stuff, so you select something what you feel best with, not something you got most kills on.
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I didnt need that cash anyway, all i bought in that match was a volkov, flamethrower and 2 V2's
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Lets go Allied infantry: Thief. Nothing like no-sound of rapid fire Silenced Berreta at the morning. Soviet infantry: Grenadier. After latest changes, this class requires a lot of skill but is very rewarding if played properly. Allied vechicle: Medium tank. I had a small battle to choose either med or arty, but im feeling better with med most of time. Soviet vechicle: You all know the answer. You know why. If not, ask Delta. Aerial: Longbow. I dont usually fly but LB is decent against all threats. Naval: Only (Stolen) Missile Subs. Hi Mackintoke!
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This actually sounds like a good idea. I seen far less MAD rushes than before. Removing friendly fire will allows for MADS to be added to attack groups even as support damage unit, placing one when sieging a base to deal area damage while rest of forces attacks. #Approved.