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JigglyJie

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Everything posted by JigglyJie

  1. Just an observation made as I played a match on Pacific Threat a while ago and I was wondering... would cutting the Thief from this map be too much? Reason being the game we played resulted in victory to the Allies simply because they kept stealing from the silo. I mean, it's not hard to sneak in and get to that outer silo, you don't show up on radar as well. The Soviets couldn't even do anything to stop them simply because their money was constantly swiped and then utterly destroyed. I suppose you could cut the Shock Trooper here too, I guess? (since there's no reason to buy him, really...)
  2. Favourite map would be Hostile Waters despite the gripe(s) I have with it. I love the idea of a naval and air assault combination. Plus it's cool to launch infantry assaults wherever possible too. Least favourite would be, hrm, Stormy Valley, I guess. Disliked previous versions of it, still kinda meh. Mostly because it retains the "kill ref to win" situation. Plus the ore distance is horrible, especially now they give reduced income. (actually, given the distance, would it work replacing the ore with mixed ore/gems?)
  3. Regarding Hostile Waters... nothing major other than some minor stuff. Like the base defences are a bit all over the place and kinda useless in their current locations, I was thinking would replacing (or adding?) the outer defences on the tiny icebergs with AA guns/SAMs on them? Right now the lone pillbox/flame tower on each side is laughable and can be completely ignored. If this was to happen, it'd mean it'd be worthwhile to bring capital ships/subs to allow helicopters in and thus cannot be ignored. My major greivance with this map, however is that once your Barracks is gone, there is absolutely nothing you can do to re-take the middle, it's optional and probably intended, but it kinda sucks that your enemy is most likely going to have a huge advantage, which you can't do a single thing about it. Perhaps wrenches can be found in the crates or something?? Finally, would it be too much to ask for the map just be a tad little lighter? I find myself squinting really hard at times (if only Hinds/Longbows had spotlights!) EDIT: I'm actually thinking that 30 minutes might be too short for this map, you rarely see anyone winning by base destruction... would making it 40 minutes be too much?
  4. Under is already the most soviet-biased map How so? Ever since the coil got knocked down to flame towers (now 1 )the Allies are attacking more often. You even changed it so the Soviet dome faces towards the tunnel. Plus there's also the issue of the AI ore truck struggling to get up the hill outside the base. If the Allied dome-pillbox remains operational, you can't utilise that tunnel. I'm not even sure where this Soviet bias angle comes from? Like I say, what's wrong with making the Allies bring a Spy along in their naval assault, that would actually give them other things to do, too. I thought you couldn't have land, sea and air altogether due to some limitation?
  5. Yes, this map is rather horrible to play on. The Allied base defences are rather clumsly placed (and too numerous) whereas the Soviet ones might as well just be nonexistant. The Soviet Service Depots are also in bad locations as well. But what really rattles my cage is, is why the Allies can still access the island even after the bridge is down (there's a small path on the right side of that pillbox with infantry) but the Soviets can't at all. Granted that lighthouse idea is coming back, it's still not really enough, especially if a Mechanic can just waltz on in and repair the camping artilleries. Also on another note, please do something about the (not so) secret door underneath the Soviet Barracks on Under. The Soviet's can't really do the same but if it stays, at least turn it into a Soviet only door so that the Allies must bring a Spy along. I mean, just why would anyone place a regular door facing towards the sea where Allied troops can just waltz on in.
  6. It does still happen, albeit not as much but yeah that can work too. Ramps can work as well I suppose. I did think of this but problem with the latter, is that it would exclude Spies and other Allied infantry from stealing, so you'd probably have to do the same for Allied ships (even though they have no problems in that regards) for fairness, I guess.
  7. I've wanted to post this for a while but I've never really thought about it much until navy got re-introduced and there's just a few things that just niggle at me that's kinda important as it actually puts me off using the Soviet navy at times. 1.) As far as I'm aware, you still have to jump on the sub and then press E to get in. This in itself is highly irritating, especially if you've got lag and then you fall off and it's pretty much gg. I've tried simply walking very near it (and even then you can still slide off the platform and die) and you can't enter them like how the Allies do. Can this be changed in anyway? 2.) If nothing can really be done about that in a feasible way, then can we at least have ladders in the docking/creation bay so that infantry can easily get out and try again without having to spawn in a really far away building? (Again, something the Allies don't have to worry about) Plus, maybe a small grace period in that area so fallen infantry won't start drowning immediately. (emphasis on small so it can't be abused)
  8. No, from actually harvesting you got a small trickle of money everytime you scooped up resources, it was on par with a 2/s silo. (or slightly less) I knew you got points for delivering resources, but I didn't actually know you got a bit on the side money from delivering too. I mean the distance is worth it, I just meant is it actually worth it going for it considering you're locked to T1 where things are less expensive and your ore income is quick and enough to supplement that.
  9. I always harvest whenever possible but I noticed that you no longer get a small trickle of cash when you harvest now, why is that? And yeah, the gem fields on KotG and RidgeWar are generally not worth it. Same with Guard Duty, really. If you are able to get three dumps with just ore by the time the gem load comes back, why bother at all? Pre-Delta you could just go for ore or ore/mixed gems because of how much they gave you but now there's a reason to get gems since money value (and cheaper ore trucks) was reworked. Making the gem field even further away would be a bit boring and less incentive to go for them if you can just get 3 dumps of ore before the first load of gems even comes back.
  10. Hit and miss. I honestly prefer the old Grenadier but with some tweaks. This one, whilst it has nice splash, is certainly not worth the $500. I find myself dying to my own grenades than my own target. It's good for defending but it's horrible for assaulting, the building damage is negligble so I'm not really sure what this units purpose is now. (Not that the old one had much to begin with... but he had good mobility, which coupled with the instant explosion quickly dispatched lone guns roaming around)
  11. I like DM type maps, makes a nice break from near constant AoW. It's why I kinda want Antlion and Luna back, even CamosCrossing was a nice twist. On a different note, I'm fine with the majority of maps, except that it's too easy to lose the Barracks on Hostile Waters and it kinda sucks when you can't do anything at all to capture the middle. Same applies to Pipeline with the oil (except the Barracks is easier to defend). KotG I think also has too many trees near the left base entrance, makes navigating a nightmare. Either remove a few or spread them out further, it's too easy to get stuck and since the Allies have a smaller frame in general, they are able to exploit that advantage without too much retaliation.
  12. A few I have in mind; 1.) Fjord/Classic_Fjord, I recall some guy was remaking it but they've disappeared. 2.) Metro, loved that map. 3.) Camos_Crossing 4.) ToTheCore. 5.) Ivory_Wastelands, maybe. Perhaps make it a tad smaller or remove the Missile Silo, it was almost impossible to disarm flares. Also, any chance of Antlion returning, what was wrong with it in the first place? Thought that was an all right map. Same with Luna, that was fun too. Makes a nice break from constant AoW.
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