Jump to content

der Papst

Member
  • Content Count

    28
  • Joined

  • Last visited

Community Reputation

10 Good

About der Papst

Profile Information

  • Ingame Username
    Mobius

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Why is the torpedo boat so damn useless? It's obviously a dedicated anti-ship-vehicle, but the torpedoes are neither fast nor homeing, and if they hit, the damage done is ridiculous. My ideas: Massive buff to torpedo damage, maybe secondary fire with faster and/or homeing torpedos doing less damage than buffed current ones. (Similar to ADATs) You can raise it's price to compensate, that's not the problem where GDI builds 16K$ Battleships. BTW, a long unfixed bug: On the winter map with the big lake (I never know the names of maps...) where Nod has OB and Stealth Generator building, the naval yards terminal says Nod Missile Ship costs 2K, *1,5 w/o PP. But it coasts 3K/4K5 w/o PP.
  2. der Papst

    Razorz

    I think this does not need further comments... (Kickmofo qkicked him when he did it a 2nd time. I'm posting this log in agreement with him as a proof.) BTW: I've never seen this guy (razor) doing anything not aimed at provoking somebody (his own team or the enemy team)...
  3. der Papst

    Nod

    4 tanks and 2 helicopters out of ~50? nope. And they are even detected by def built by pioneers. Compare the effect of a rush of 5 ezeks against 5 railgun mammoths - they cost the same. Infrared costs nearly as much and its dps is a joke. The only things ingame which don't have a counter are GDI's spy and Nod's goliath + stealth generator What makes T-62 so special? 36 inch mammoth is like a (dual? not sure about DPS) Koksan* with very heavy armor and no need to deploy - also no Nod-counterpart, at least it needs escort. Nod's 4K$ heavy tank is comparable to a 2800$ railgun mammoth - more armor but less damage. *One of 36inch's biggest advantage is killing repairing inf in buildings, so does rail titan's secondary fire. I think Nod doesn't have anything doing so but Koksan and Peony <-Edit: i think 36inch/titan vs Koksan/Peony is pretty fair on large maps, powerful rush against long-range attack. On maps without large, open terrain, GDI's advantage increases and Nod's long-range-attack doesn't work Could you please share me this hack you're obviously using? Additionally, they are expensive as hell, detected by conquer-able AA and pioneer-built def, explode when you sneeze at them, even free rifle infantry is a danger to them and Ramjet oneshot-kill them across the map. They are quite good for defending against tier3 swimming vehicles - which Nod simply doesn't have btw, while GDI has at least ADATs and Hover MRLS.
  4. der Papst

    Nod

    Idea for the devs: Please compare the unit balance now to summer 2018, IA felt much more balanced then and had ~40 players nearly every evening if i remember correctly. The game feels quite gdi-biased atm, nearly at world of tanks' almighty-soviet-level
  5. That will for sure balance a unit ignored by all defenses. Nods stealth units are detected by defs built by pioneers while the spy isn't detected even by the obelisk, so wtf?? (which would be useless anyway since more and more maps have no Obelisk while GDI has multiple AGTs) Mines are completely useless against spies with Beacon or TNT. It's fine that beacons are announced to all, but if Nod is rushing (teamwork is not bad, right?) who disarms them? In large bases, 30 seconds might not be enough to even get to a beacon. Additionally, beacons might be hidden in decorations, protected by the spy or mines,... While the spy itself has very low hp, he can bear every arm including PIC and just headshot everyone disarming beacons. GDI is atm very OP - especially on no-fly-maps - and while SIDAM and EZEK have been removed very quickly, the spy is a problem not fixed since months. The only way to balance spies is to forbid them carrying beacons and pick up anything BTW: This is the 2nd/3rd Spy-is-OP-Thread now, why you didn't post this to the other one?
  6. der Papst

    Nod

    And Nod being OP in RC is a sufficient reason to keep GDI OP in IA?
  7. I agree with most of your post, especially with “buy $800 ORCA to kill $12,000 battleship”. I also enjoy using Koksan or 36inch against them when defending my base. I'm just saying: Ships (and not the 12k$ ones, more the cheap ones) are a bit too effective against heavy armored aircraft like Orca Bomber or Banshee The torpedo boat - in the role of a dedicated Anti-Ship-vehicle - should do more damage, you can rise the price to compensate BTW: I would also enjoy a A-10 Thunderbolt at GDI, I would even change my ingame-name to "Morelli" to celebrate that
  8. After rollout of current patch? At least Orca Bomber and Banshee should be usefull against ships, but since last patch all ships kill even heavy armored aircraft like dedicated AA-turrets.
  9. Not any more. The latest patch lead to all ships insta-killing aircraft. The torpedo-boat also needs more damage. it's hard to manouvre for its size, the damage is laughable and it blows up when hit while it should obviously be a dedicated anti-ship vehicle. @cdburner5911: I agree to all of your points but the stealth heli. It's a flying glass cannon which explodes when you sneeze at it - even the default rifle soldier can kill it - and costs 2750. It also can only kill other ambush-stuff like the Hover MRLS - and it plays a very important role against it on maps with water because Nod doesn't have swimming high tier anti-tank vehicles. (while GDI has the hover-mrls and the ADATS, which is in my opinion the best vehicle against ships atm) BTW: !reccomendation cdburner piracy
  10. It was, but it should not be possible. Effect, costs, necessary effort to counter (remember: Obelisk, powerplant and nearly all secondery defenses were active) are far more OP than Ezek and Sidam have ever been.
  11. 3 times more people voted to change. That's not close, that's overwhelming
  12. 12 vs 4 persons voted to change the map. What's the problem?
  13. We just had a great battle on Winter assault with great teamwork on both sides. Also PP tunnel has been mined and fortified. All buildings where mined as good as possible - limit again It ended by a spy-placed beacon on podest in Conyard which was impossible to get in time - even though i have been a technician in a Comanche. Most people had over 20K creds, so it has ofcource not be a problem for the GDI Spy to spend 5600 creds for blowing up the whole nodbase at once. Introduce a usefull defence against this shit or nerf it. There MUST NOT be a unit who just walks by all defenses and places something which kills a whole base and ends the game.
  14. 1000$ to kill a SAM/Turret or 5600$ to kill a main building - I still choose the latter. The announcement is useless if no one is in range to disarm it - and this is not a random decision. The spy can simply wait until no one is in range. I imagined it as a specialized MSA, so it should work like it. Maybe not built by pioneers as i said before but as a deploy-able vehicle built in War Factory. No limit, range has to balanced versus it's price. Another problem is, the spy can simply go around its range of effect. Being a stealth unit would prevent this.
×
×
  • Create New...