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der Papst

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Posts posted by der Papst

  1. Our government (Bavaria) takes COVID very seriously. They even ordered the homeless to stay at home :biggrin:

    (The headline literally says "The homeless shall stay at home too")

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  2. This bug exists since at least a few weeks:

    If you build a 183mm Stage II in GDI's War Factory at mt. bog, it spawns either invisible or underground. You can sometimes enter it but you can't drive it out of War Factory (as it should normally do by itself)

    It's destroyed when the next vehicle is produced.

  3. 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.

  4. 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)...

    Screenshot_20200112_013605.png

  5. 42 minutes ago, Voe said:

    Half Nod's vehicles are invisible

    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.

    42 minutes ago, Voe said:

    all Nod tanks outrange their GDI counterparts, T-62 doesn't have a counter

    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

    42 minutes ago, Voe said:

    AT Commanches are stealth and KO every GDI vehicle in a single clip.

    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.

  6. 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:p

  7. 20 hours ago, dblaney1 said:

    I think we need to just reduce the HP back to 100 like it used to be. That way a single mine kills them again. 


    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?

  8. 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 :c00l:

  9. On 12/20/2019 at 7:55 AM, Threve said:

    Pion/banshee/Koksan. I’ve had a lot of success with these vehicles.

    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.

  10. 6 hours ago, Raptor29aa said:

    Also aircraft work well on ships if you don’t slow down. Or if the boat is really big there are blind spots you can hide a tank in to kill it.

    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 :p

  11. 20 hours ago, Guard55 said:

    It was a well played maneuver. Shame that it ended it all.

    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.

  12. 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.

  13. 9 hours ago, Threve said:

    The problem with dynamite was that is was a $1,000 to constantly suicide with a respectable amount of armor unto a structure with no announcement or hint a dynamite was planted (mind you two dynamites could be planted). This is vastly different than a $5,600 credit sucide rush that is announced to the whole server. While money is very plentiful on maps, there is still a $4,600 credit difference.

    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.

     

    Quote

    How would this work on small maps. What would be the range for this AI dog? Would there be a limit on how many could be built? What would be the price? If the limit was one or two to prevent people from spamming this who would be in charge to build this crucial structure? 

    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.

     

     

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