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Everything posted by des1206
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Did anything happen to the server lately? The game suddenly started lagging pretty bad about a week ago for me. Nothing changed for me in terms of my PC or internet.
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How about we give APC its 360 turret rotation back? Idea is the driver could push "," and make its passenger an effective gunner.
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Medic being OP isn't a problem of its weapon. Or else you would be saying a bunch of rifleman in your base is OP. He's OP if his healing ability stacks. (Does it?)
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Sorry for all the posts lately, heard Pushwall is doing a patch, so I wanted to get all my thoughts in. One thing I have noticed with how people use the Chinook is that they almost always fly really close to the ground. This makes sense. While Hinds often fly high to find their targets, chinooks just need to get their passengers safely to their destination. Flying this way provides more stealth, and more importantly in the case of being shot at by the RS the nook can get to ground fast enough that everyone will survive. The only negative is potentially getting ambushed by other vehicles at ground level (i.e phase/ranger/apc) that would not have reached the chinook if it flew high. However this is not the way the chinook is meant to be flown! Can we increase the chinook's descending speed (currently very slow) so pilots are more comfortable flying the nook higher in the sky, knowing if RS starts shooting it can quickly descend and save the passengers?
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Allies could also use a more dedicated anti-infantry vehicle that can better deal with shockies and Volkov (ranger doesn't have the health), maybe the more health idea isn't so bad.
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- Can we give the APC a horn? I think all it often takes to form an infantry rush is a call to action from the horn. - Can the engineer's mine detection ability be given to the APC as well?
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Anyone else feel these two units are very situational and still underused? Early game infantry rushes just use the supply truck these, and so does late game when your team dominates the field. There is also rarely any incentive to an APC rushes given how many Allied vehicles out there are +1. Maybe give the APC a way to not just refill, but "overcharge" infantry armor once they are inside for awhile? The medic has a nice healing rate and good anti-infantry, but his anti-vehicle dmg is abysmal, and anti-MCT dmg is worse than the rifleman. For $500, can I at least get a weapon that does rifleman or officer equliivent damage to vehicles and MCT?
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I love how many times Pushwall had to repeat that new models/codes are not possible anymore, yet people just ignore him and keep on throwing out new ideas.
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Oops, wasn't thinking when i posted this! I was talking about the HM version shown in our delta trailer!
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Can we include Hell March in the Assault Seamist map? It would really pump both sides up in this time intensive mission.
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Even so, I wonder if that's enough for people to start choosing them instead of Starshinas. Quick thought, is it possible to make set on fire for a few seconds the places flamers hit? If so it would make interesting strategies in terms of area of denial.
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Right now the Grenadier is mainly used as either a turret/pillbox destroyer (great at that since engineer can't repair without dying), sieging from afar infantries (not so easy) or buildings (small damage, but good for pointwhore). To make him a bit more useful without eclipsing other Soviet infantries, can we make his small splash damage affect vehicles and buildings as well? This way, he can really fullfill the "annoying base sieger" role easily. He can also hit retreating Allied vehicles better or maybe even expose a phase tank or MGG with his large splash range.
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Since the Kapitan currently has less dps vs. Officer (I know it's intended to compensate for weaker Allied infantry), in the interest of fairness can we let the Kapitan run a little faster than the Officer? I mean, those trench coats look pretty heavy. If you really want to make things interesting you can lower the Kapitan's health by a tiny amount too and boost his speed a little more. Soviets want speed to catch those fast Allied vehicles/infantry while Allies want more firepower/survivability vs. heavy Soviet armor/infantry!
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I've ran a few tests on the Flamethrower. It turns out that amongst all regular Soviet attack infantries, the flamethrower does almost the least damage vs. building exteriors (5. Kapitan 4. Flamethrower, 3. Nader/Volk, 2. Shock, 1. RPG trooper), as well as vs. MCTs (4. Kapitan, 3. Flamethrower, 2. Starshina, 1. Shock ). Tip: Flamethrower vs MCT does the same damage as RPG vs. building exterior. I feel the Flamerthrower is eclipsed by every other Soviet infantry these days. The guy just doesn't have his battlefield niche. When infantry rushing a building, we pick Starshina for the higher health, lower $, faster speed, great secondary, easy kill vs engin, and higher dmg vs. MCT. If Tanyas come, it's starshinas on defense as well. In the field, Kapitans have higher health and better range (outrange pillboxes too). RPG trooper are great vs vehicles and building exteriors (also outranges pillboxes). Grenadiers are when you want to outrange all allied defenses, kill mechs, or siege bases for points. But when do we use the flame guy other than infantry-only-maps? C&C Flame guys are always slow, exploding on death, mediocre vs. vehicles, but excellent vs infantry and buildings. The APB one is all those except the last part. (Sometimes they have high health too like the Nod Blackhands). I can see his current unique role as "Can not damage MCT nearly as fast Starshina (~9 sec difference killing bar), but does not have to choose between fighting off defenders vs. damaging the building". While this is true, the flamer's current dmg. vs building is too low to worth bring him onto a rush team in a game that rewards quick building destruction. Therefore, can we give him more damage vs. building exterior to be close to or equal to RS damage, but no change vs MCT? This way, any infantry rush will always bring along a flamer to defend against attackers while not sacrificing killing the building. He will also not overshadow any other infantry this way. Starshina is still better vs. MCT and killing single engin/tanya, Nader's got range, Officer has health and range, RS still anti tank/air/building, Shock still best at almost everything.
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Then maybe a nerf to the Starshina secondary and shotgunners' health to 50/50 can help out the Allies infantry attackers a bit.
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A simple change to let the Phase Transport carry an extra passenger could make all the difference (maybe even OP allies).
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Balance Is the Shottie too OP for its price?
des1206 replied to des1206's topic in W3D Hub Discussion
To help out the flamer, can we make it so that infantry suffering burn damage get reduced accuracy? -
Balance Is the Shottie too OP for its price?
des1206 replied to des1206's topic in W3D Hub Discussion
I guess the flamer is one of those all-around, jack of all trades but master of none units. He's pretty decent against vehicles and building exterior, but not as good as rocket soldiers, pretty decent against MCTs and in close quarter combat, but not as good as Starshinas, pretty decent mid range anti-infantry unit, but not as good as officers. But given his slow speed, maybe up his health/armor a bit to help with survivability? -
Balance Is the Shottie too OP for its price?
des1206 replied to des1206's topic in W3D Hub Discussion
Does anyone still use the flamer? I feel he's overshadowed a lot by other units in the game. For inside buildings, the shotty has higher health, is cheaper, moves faster, has no splash and kills MCT faster. For outside buildings, the RS is better vs. vehicles and buildings than him. -
15% more damage when at the rear, 15% less damage at the front. Also: - Infantry self-heals up to 75% of their health over time now. - APC, Supply Truck and Naval Transport refill armor, with the latter also refill Engin/Tanya C4s - Radar Jammer now deployable - Mammoth Tank tusk missile pretty decent vs. air now, less lethal vs. infantry. Mammys have great traction in climbing hills. - Demo truck can not one shot anything except base defenses and silos. - Grenadiers are now the Soviet artillery on foot. Really long range (out ranges defenses), but bad close up. - Shocks no longer self damage - Volk has to choose between AT or AP, long reload time make him not great as an offensive building. But still great tank hunter and base defense. - Thieves do not appear on radar and steal directly from silos on maps without refinery. - Engineers can detect mines and disarm them using charges. - Light tank only slightly worse than medium tank versus everything, EXCEPT heavy armor vehicles due to new armor system.
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Balance Is the Shottie too OP for its price?
des1206 replied to des1206's topic in W3D Hub Discussion
Just tested it out again. It took 59 seconds for the slug to kill silo, officer took 64 seconds to kill silo. -
Balance Is the Shottie too OP for its price?
des1206 replied to des1206's topic in W3D Hub Discussion
Drop HP/Armor down to 50/50, nerf the Sergeant slug damage vs. vehicles and building exteriors so it's on par with the Officer, also nerf slug effective range. -
Balance Is the Shottie too OP for its price?
des1206 replied to des1206's topic in W3D Hub Discussion
I just did some testing: Sergeant's slug shot is even better than officers when against medium tanks (kills it 3 secs faster) and also against building exterior (killed repair pad a few second faster). Of course, sergeant is better vs. MCT as well. At an effective range of 60 meters versus rifle's ~100m, it's pretty darn good. Don't forget also sergeant runs faster than both officer and rifles. Shotgun vs MCT is actually BETTER than flame trooper vs MCT. I was wrong in my assumption before. This makes shotties the second best projectile infantry in the whole game to kill buildings. Flame trooper's saving grace is that he is better against vehicles vs. sergeant's slug, and he doesn't have to choose between damaging the MCT vs fighting off defenders when inside a building. Is there anyway we can make flamer do less splash damage to himself? -
- For only $100, runs faster than rifleman and officer, has 60hp/60armor. - Really good DPS vs MCTs, only behind Shockies and Flamers (just by a couple of seconds for the latter) in the whole game. - Damage vs. vehicles is actually pretty good too. - Primary's overall range is actually not that bad and effective and medium distance. Sergeant's alt slug makes him actually great at distant fighting. I get most all other infantry are significantly different/niche enough for the shotty to not overshadow their roles, but still for $100 this unit feels like a heck of a bargain. Does this unit need a price boost, or maybe a speed/health/range nerf? For the record in terms of bringing down a building from the inside I would love to see Soviets use more flamers and Allies bring a medic.
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Fun Facts: Shock Trooper does the most DPS to buildings (MCT) and vehicles among all infantries, even Volkov (as long as he doesn't destroy vehicles before he reloads) given his long reload time. So if you plan to assault a base in mass via transport, shocks are the best choice. They also don't have to chose between fighting other infantries within buildings and damaging it. Thieves can steal freshly purchased vehicles too. And is invisible on radar!