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Blujet

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Posts posted by Blujet

  1. I can fly the Yak fine, but the MiG is another story. Because of the ping from playing from NA, combined with the MiG's higher speed and worse handling characteristics compared to the Yak make it difficult to fly a MiG compared to the Yak. In addition, I think that the help section should also mention that the use of free aim allows for off-boresight targeting (there is probably a less jargony term for this that could be used though,) as until i figured it out myself, it made it nearly impossible to shoot something with the MiG while not crashing into the ground/water/trees/whatever else immediately afterwards.

  2. Honestly, I think it may have been a case of a few bad experiences poisoning the well (Hostile Waters Advanced naval buildings being nearly unkillable after the first few minutes, along with it taking FOREVER to get from one base to the other, Siege's grindy nature combined with huge bases that result in it rarely ending in base destruction.) Though I may be wrong, as getting feedback beyond "it sucks" from most people who play seems to be like pulling teeth, judging by the difficulty of getting it for HW/Siege and shotguns.

  3. I feel like what Raap said:

    52 minutes ago, Raap said:

    It is harder to coordinate a teleporting unit compared to a unit you can follow.

    What might be needed, is a way to ping the map for fellow team members, like dropping a icon on it that indicates "go and attack here", or "go and defend this place".

    But in general the game needs a more involving map/minimap system. The Chrono Tank is a good 'first step' but if you ask me there needs to be more integrated into an actual map/minimap system as well, such as building status (replacing the current building status window), and having an actual terrain image 'minimap' instead of a blank radar would be substantially more useful to a lot of players.

    But yeah, that is GUI stuff, and literally only Romanov seems to really grasp those systems.

    Edit: As for unit balance, my initial thoughts on my very brief experience with the unit were, they suck at dealing with Tesla Tanks, which is good as this gives Tesla Tanks some much needed extra value. They also suck at dealing with buildings and this is also good as this gives the other Allied units plenty of value still. What it might need however, is a modest health or armor buff specifically intended to deal with Soviet heavy units, to make it great at handling those engagements properly. This would cement the role of the Chrono Tank as the designated high-threat hunter-seeker unit, something that the Allies didn't have yet (Soviet MiG would be the opposing equivalent there).

    Basically sums up my thoughts, Though I dont not know if it should be made to be a more all-round anti-tank/building unit, or a dedicated tank destroyer.

  4. 1 hour ago, Coolrock said:

    I mainly enjoy it because it got the price lowered on the Phase Tank!

    In all seriousness, I haven't seen it used yet the way I would've expected. I've seen random people use it just to get into the enemy base, but not a swarm to take a building down. I haven't had a lot of time to play much, so maybe I've just missed it.

    I remember the allied team on pipeline organizing a chronorush on the Soviet bar (I was a part of it and this was just after it got added.) we had several tanks in the rush yet we barely managed to kill the bar, and it would have failed if even a single techie was reparing the bar. Granted the chrono is supposed to be a tank killer (I think its supposed to have anti-building dps equal to that of a Medium Tank), yet I don't see it being used that way much. I think it is partly due to it not playing the way that one would expect the chrono tank would (effective against buildings and tanks as opposed to being a dedicated tank killer.) Though if it was as effective against buildings as like say, a phase, I could see it running into problems balance wise.

     

  5. 3 hours ago, gammae102 said:

    Having been in the same match that Raap is talking about, I have to agree with him that Tanya is not a good fit for HW.  I know that that was one particular game with a relatively low player count, but with the ease of suicide rushing with a Longbow or even landing a transport on the Soviet's island, I think it will make it too easy for the Allies to win.  The Soviets can't lay mines to stop her, and they'd basically need to have at least one player on dedicated Tanya defense for the whole game to have any chance.

    I was in that match, and I would say that this is my opinion as well, hell, I didn't know that the ASP got Tanya'd until all the Soviet buildings started blowing up, and I was on the Allied team.

  6. 11 hours ago, Pushwall said:

     

    (Please note that this is purely a test of something one of the mad scientists in scripts came up with and is not guaranteed to show up in APB because tracking mortar-rockets are probably insanely OP given the current statistics that the LAW boasts)

    This immediately reminded me of a similar trick in BFBC2

    You could even lock on behind a rock or building, however, you needed to hit the target with a tracer dart gun first before locking on (this dart gun replaced your side arm.)

  7. 4 minutes ago, Pushwall said:

    There's the thing though, something I've noticed from the recent times I played it is that if the naval building doesn't die in the first 3 minutes, then it never dies - it's far too easy for the defenders to spam golden wrenches and LSTs are never going to get close to the enemy base once ships and helis start taking to the seas/skies. Adding frontal base defenses back will only make it impossible for the naval building to die period. 

    In that match both buildings died, the only reason the soviets won was because I was repairing the sub pen non-stop (I never left the base), and their NY died and completed the chain reaction first because of it.

    EDIT: the match also didn't have a ton of players, and the entire allied team attacked (I don't remember the NY ever being repaired.)

  8. 7 minutes ago, Raap said:

    As for HW, a notable lack of feedback might indicate that the map has not been played much since the last revamp it received. Maybe just switch it back into rotation manually when the population is 20+? 

    I think this may be needed, as I have only played it 4 times since the revamp, one of which devolved into "who can rush down the other side's naval building first?"

  9. My main problem with Siege other than the problems mentioned earlier is that (at least when I have played) the match was basically decided as soon as one team snipes a building with the cannons (usually the RD. And I've seen it done by soviets more than the allies, though that last bit could just be the games that I have played as the balance stats shows the allies winning more than soviets so *shrugs shoulders*.) Then the team that got their building sniped usually loses due to not being able to get enough points to make up for the loss of a building or kill one of the other side's buildings. More often than not, I've often seen one side control the middle of the map and when that happens, it was extremely difficult for the team on the backfoot to take it (though the bridges have helped as it provided an alternate attack route, however it usually does not help enough turn the game around, as it is either ignored or rendered irrelevant by the other side having aircraft. Thus removing the element of surprise or stopping the attack completely.)

    TL;DR My main problems with this map are that it is basically take the middle or die and that it is near impossible for the team on the backfoot to make a comeback.

    All of this is from my experience with the map, so feel free to take any part of this with a grain of salt. And I have not got enough time on Hostile Waters to get a feel for any problems it may have.

  10. 6 minutes ago, VERTi60 said:

    Hear my warnings, unbelievers. Carried to your minds by the power of the Prince of Excess himself. We have raised altars in this land so that we may sacrifice you to our gods. Veterans of ten millennia of unholy war wait to grind you beneath the treads of their mighty boots. The chosen of Khorne hunger to add you to their bloody tally. The Blood God himself has marked this land, and will claim your skulls for his throne. There is no hope in opposing the inevitable. Put down your arms, unbelievers, and bow before the forces of Chaos Undivided. 

    BEGONE HERETIC!

     

  11. To answer your first question, I am a vanilla town, no night targets. I also have a Dayshot ability. To answer your second, Jeod said that he was a Necron, and that he was looking to add Dark Apostle Verti60 to his collection. As soon as he mentioned that he was looking for someone to add to his collection, I immediately thought he was Trayzn the Infinite, as he is a Necron whose main schtick is collecting notable people and objects throughout the galaxy to add to his collection.

    If you want more info: http://wh40k.lexicanum.com/wiki/Trazyn

  12. 2 hours ago, Category 5 Hurricane said:

    I also want to add, as my lack of knowledge on the source material might mean I'm missing something important, my report on Nodlied included that he may be loyal to the emperor, but may not be loyal to town. Now obviously that made him Third Party, but I'm not sure if there are other implications. Those of you who have flavor knowledge, does that tell us anything useful?

    This may mean that he was loyal to the emperor, but not trust everyone else, however, a night kill ability for a commissar does not make sense, as the whole reason they execute people is to make an example of them. So I don't think this tells us anything of use that we don't already know (TP alignment.)

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