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notDMB

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  1. notDMB

    Spy Crate

    This thread hurts my soul.
  2. It's dirty because it's no skill. You just hold down the mouse button and do ~100 splash damage per grenade until they leave or die. I love the infantry combat in Renegade-likes because it's quick, brutal, and extremely skill based. Except in this game where infantry combat is all about cheesing high explosives or just having a unit immune to headshots. You can still sorta get infantry combat going here on a rare matchup but uh, when I say "quick" I didn't mean "instantaneous." Having automatic weapons that kill in 2-3 headshots, or all the one hit kill rockets, or all the one hit kill regular basic rifles, or the "who needs to aim" high explosives, yeah you don't really get that many skill based matchups. Pretty much if you're a Sydney you can headshot Mendozas and Raveshaws to instagib them and they can't return the favor half as well. I ROUTINELY get destroyed by some players like Pushwall or Pyryle in APB because they're just better than me at the game. But even players that are really good here, I can still beat them in infantry "duels" because there's not actually very many of those, and you only need to land on average 1 headshot to win, unlike in APB where you need 3-5. I suppose this is why I spam the FUCK outta Shockies there since two body shots kill everything except Captains, but I mean, I still get destroyed by good Captains even when I spam that busted to fuck beauty. I'm getting off track. Yeah it feels dirty because I don't feel like I'm earning those kills. Fanatics are totally fun as hell because it's a game of psyching out and patience though. Those guys are totally broken for 300 credits but Mobius infantry are even more broken so I don't feel bad forcing GDI to diversify and do something else besides camp tunnels with a Sydney and click on heads.
  3. I've really only ever used snipers to counter snipe. Since people don't (usually) buy Snipers (cause they mostly suck and have nothing to shoot) I don't buy Snipers here. Sometimes I get a Ramjet just to snipe aircraft as Nod in the rare event GDI is wasting money on ORCA.
  4. What is the actual winrate on Cold River for GDI/Nod? Specifically when it's an actual game, more than 5 or 10 people are playing. It has to be the most Nod-biased map in the game.
  5. This is exactly what I'd like to see. My issue with being limited to these four mostly bad units is that the game just doesn't end if you lose War Factory and Barracks. If it did, I wouldn't care, losing one building hurts but it's not the end. Losing both is awful, at that point you really have no chance of winning, even if there's a Helipad if you're GDI. Nod has slightly better air units for killing buildings. Even still air units either have crippling drawbacks (ORCA Bomber) or don't out damage even a handful of basic engineers repairing the MCT.
  6. IMHO infantry and vehicles should be made as different as possible, not similar. You want them to have different and varied tactics, not be the same things with different models and animations. Okay but why is the difference "completely useless" and "completely broken?" Infantry suck in this game. There's some infantry with cheese potential, but that's it. I actually saw people using Rangers and Home Guard last night probably specifically because I called them out as useless. Guess what happened? I one shot them before they ever even did considerable damage to me. Oh no they did like 2.3 tank shells worth of damage to me good thing I can repair it in 2 seconds with a technician. Autocannon six-wheel BRDM: (You want to remove, or turn into an upgrade option). One of my favourite vehicles Few have discovered that this thing has one of the highest ranges of the Nod weapons. Actually that's my biggest problem with it, and stuff like the Wiesel. On top of just cluttering the space with weapons this thing represents a severe balance issues because such a cheap unit can do so well against such an expensive one. And it all comes down to range. Some ranges just don't even make sense, like the aforementioned BRDM. Why does it outrange tanks? This is such a ridiculous balance issue to even have. Mammoths should outrange everything except artillery, why? Because they're slow and will otherwise get kited. The two biggest reasons the original game's Artillery were overpowered is because the units had the best range and speed combination of any unit in the game. They could constantly duck in and out of cover, or just drive away from you while gunning you down just out of your range. This is actually an old complaint that fell into the back of my mind I had previously brought up to Kaskins. Ranges should be normalized heavily, having all these weird ranges hurts balance immensely. More so than a unit doing a little too much damage for its price tier. The Wiesel wouldn't be half as OP as it currently is if it had 10m less range than your average tank, even with its damage being so ridiculously high. Getting close to an SSM however is pretty hard. Perhaps they could be changed so have much slower missile turn rates and a much higher launch angle, so the 'safe distance' away from them is larger and easier to get into? I think that could be a good change that makes them more interesting, rather than just nerfing them. Yes and no. While they certainly deserve to not be able to outrun tanks, their biggest issue is just being pinpoint accurate with tracking. If they actually had to aim they'd be well worth 1200 credits because they'd not be able to hit tanks at max range anymore. They'd retain their use as great anti building but need to actually be closer to deal with tanks in large part. I don't even think they need a damage nerf as a whole if they no longer tracked because tracking is bullshit. Increasing their price to 3k doesn't actually fix anything, it just delays the game about 5 or 10 minutes more until Nod reaches critical mass on SSM maps. They just need to not track, maybe get a speed nerf even, and I think they'd be balanced. But I do also think they should do less damage to heavy tanks even still. It's something like 200-300 armor damage per salvo which is ridiculous. Two of them can kill a Mammoth before it even gets into range and cost the same as one mammoth, less than some variants.
  7. SSMs are completely broken at 1200 credits. This is undebatable. Which is why no one will try to argue against this point. Same with Banshees. Keep making minor nitpicks and ignoring my actual key balance issues I have though.
  8. Oh wow, Red Tide are good at cheese? Tell me something I didn't know, they're great on the worst map in the game and terrible everywhere else. Why? Because they one shot free infantry. This never matters. Nobody uses infantry in this game except for a small handful the Red Tide is worthless against. They're building snipers, that's it. Any cheese strat works in that regard but cheese strats only work because nobody expects it, as you said. If that strategy suddenly becomes common and expected it ceases to work. That's why it's called cheese and "unexpected" as you said. And yes look at who those Tank Commanders are. One person who's extremely good at this game and actually knows Tank Commander dynamite is a one shot. The vast majority of the playerbase doesn't know that. And why would they, honestly? Why would a tank commander have a one hit kill charge? There's two, maybe three people in all of the community that routinely uses dynamite, everyone else who even bothers buying the unit does so for the awful regeneration they give. You also say my stats are bad but I'm one of the newest people to this game and I routinely top my team with tons of kills, and I could do better if I just spammed SSMs and point whored, or got a Pion and point whored, but I don't want to do that. The only bullshit units I enjoy using are the Goliaths and Fanatics. Actually respond to my main points, how about, instead of looking at two of my extremely minor issues with redundancy and "they're fine but what they're good at is irrelevant because infantry suck and half the things in this game one shot people so having a one shot rifle isn't exceptional it's just the mark of something even worse if you can't one shot with a headshot." That screenshot Testament posted feels dirty because I got a solid 8 kills with one grenadier. I would have died in 0.3 seconds in a real fight doing nothing except I was just lobbing grenade down a hallway and killed 4 Sydneys and 4 or so other infantry, but seriously, those things are complete and utter cheese, I already highlighted that in my main post.
  9. To sum this whole thing up into one smaller, relatively concise final thing, I'm not actually doing GDI right now because I'm sleepy but most everything that applies to Nod also applies to GDI that wasn't mentioned to be an area GDI is lacking in: 1. There are far too many useless or redundant units. I believe that by combining some of the less useful units together, and on the whole buffing infantry against tanks, the meta can be changed so that buying a Flamethrower is something you do because you're organizing a flamethrower rush, not because you're suffering from alcohol poisoning. 2. The SSM and Pion greatly disturb the balance on any map with large, clear sight ranges, turning almost any map where this is the case into a guaranteed Nod victory. The last game I played featured no less than 8 SSM's all happily pounding away at GDI's tight, defensless base with no counter or reprieve to be had. This happens all the time. I fully believe that if a Nod team used nothing but Wiesels and SSMs, and basic Stealth tanks, their winrate would actually improve on most maps. 3. Banshees and anti tank Comanches have near uncontested dominance in the skies. In conjunction with Nod having quite potent anti air vehicles on their own, this actually has left GDI extremely lacking in the air. GDI has to defeat Nod with weight of numbers because pound for pound, Nod air is just wholesale better. Sensor Arrays are actually quite pricey due to needing near constant replacement at the front line. This all goes back to GDI requiring significantly more teamwork to win, whereas Nod has the tools to allow Lone Wolves to excel, or at least not be a bother to their team. One guy misusing a Shield can easily lose the game for GDI, one guy trying for the sixteenth time to nuke the barracks is probably eventually going to succeed. One guy dicking around in a Banshee can easily destroy 20k credits in vehicles before the GDI team coordinates and ambushes him, and that's assuming they even do that.
  10. I forgot about the air units but as far as Nod is concerned there are three air units in the game. The Anti Tank Stealth Comanche. The Banshee. The useless things. The Banshee is full stop overpowered, it can take on anything. SAM sites, ORCA Fighters, ORCA Bombers (lol), AA Gun tracking actually just misses the thing, it can fly straight into a GDI Chaparral, kill it, and then fly back to base, while the base still has anti air defenses and the Chaparral fired first. Don't tell me it can't do this, I sat there and watched it happen, impotent to stop the raw destructive, unholy demonic power that is the Banshee. Holy crap seriously nerf the hell out of these things. Less ammo, less damage, less speed, right now its drawbacks are minimal. The deadliest thing to a Banshee at the moment is a mix up between the AMX 90mm and a basic GDI Rifleman. AA Specialists don't fire fast enough to kill them. And GDI's dedicated anti air vehicles are awful. The Stealth Comanches aren't particularly good, but they are invisible. Since whoever shoots first wins in an air battle, since once shooting starts you can't maneuver or flee or evade or dodge, or do anything except hope they have less shots than you, or a degenerative muscle disease that causes them to jerk erratically, the anti tank Comanches can prey on ORCAs much like an Eagle does a field mouse. That and they can get close enough to snipe ground vehicles, whereas ORCAs, while certainly powerful offensively, are made out of wet paper, broken dreams, and $5 lobster defensively, meaning a single 600 Credit Wiesel can turn a 2500 Credit ORCA Fighter into scrap metal in about 0.4 seconds. Actually this is more a problem with the Wiesel isn't it?
  11. T-54 is fine and basically where the Black Hand Light Tank should be as far as cost effectiveness goes. The SSM should not have tracking. The SSM should do about 35% less damage to heavy vehicles. There is effectively no reason for Nod to not spam these things because they are completely and utterly busted and GDI has no actual counter. No the Shield Generator is not a counter, it is a hinderance. It is an admission of defeat. Once a GDI team resigns into getting a Shield Generator they are admitting defeat, because Shield Generators are horrible for defending. They block your defenses, they block your allies, they allow for the enemy team to coordinate their fire all on the same target as they try in a futile attempt to leave the shield generator, all while Nod SBH and Stealth Tanks and heavy armor uses the shields that are protecting the base to simply get in their range they previously didn’t dare until the SSMs took down the AGT. Now the shield generator has the choice of dying to the SSMs or the Stealth/heavy tanks pouring in. You can juggle the shield to try to punish Nod, but that only lasts as long as your armor does, which isn’t long at all. If the AGT can shoot at them, they can shoot at you, or the wall you’re hiding behind, and Nod has all the time in the world. A shield is an offensive weapon that must be allowing a push forward, but sometimes, often times, that push is impossible. The SSM big gay make it actually worth 1200 Credits the thing fights like it’s worth 3000. G6 Howitzer is fine. What the fuck is a Microwave Tank? Never heard of it. What the fuck is a Tick Tank Firebug? Never heard of it. Actually no someone used one of these once. Once. The Burantino is the price an SSM should be (at minimum) with all the effectiveness of a 500 Credit vehicle. This thing is worthless. The Strvidsesnaganstrudel 155 fires way too fast. What the hell, are the Finns inside on meth? These things maul Mammoth tanks way too easily, mostly due to their immense speed more than their fire rate. They could do with a speed nerf. Oh yeah I almost forgot. The RDF Light Tank. Yeah uh, it’s just a T-54 with half the health and damage at 75% of the price. Remove it, make the Black Hand Light Tank fulfill the Tier 2 armor role. Black Eagles, well I heard they’re being looked at already so that’s fine. Infrared Stealth Tanks are fun. Actually probably overpriced. Ezekiels Wheels used to suck ass and now they’re pretty good. Still can be really awkward to use sometimes. They’re so FAT. 120mm Tick tanks. For when missing all your shots with 90mm wasn’t enough. Is there really no way to fix the aiming on these things? T-35 is a stupid fucking meme of a tank. I don’t ever see it do well, Nod just uses these to dab on GDI after they’ve already won or sometimes to try to defend but just, why? I think people like it too much to even consider changing it, let alone removing it, but it’s still sooooo duuuuuuuuuuuuuuuuuuuuuuumb. Oh yeah the Geko is neat. The Koksan is artillery that isn’t the Pion or SSM so who cares. The Stingray was my baby and you killed it. I will never forgive you. Actually I haven’t used it in a while maybe the armor model got fixed finally. The Tunguska is finally balanced. Almost no one buys it still. The Pion is BAD and you should feel ASHAMED. First and foremost, it and the 36 Inch Mammoth need to be limited to 1 per team. Having two Pions pacing their shots together, or god forbid 3, gives me testicular, anal, liver, and throat cancer all simultaneously, and the super chemo I have to go through then kills me, but I’m too pissed at this to actually die. These things DO NOT KILL REPAIRERS. Perhaps this is because purchase terminals exist right next to the MCTs and there’s no cooldown or damage check on refilling your health and ammo. Just maybe. If you want this thing to end sieges, make it end sieges. 90% of the time one guy just killwhores with it for 10-20 minutes and feels good about his 40-0 k/d and 5000 points because he never left base and probably taped his mouse button down while he masturbated to anime porn on his second monitor. Oh yeah also maybe make the “no base to base rule” actually mean you have to be outside the base, and being 2m in front of the further defenses still counts as “inside the base.” Again, goes back to the same problem with Shields. Actually, it’s even worse, since the Pions splash kills through shields. It’s such a lovely feature it gives me Leukemia. In case you haven’t noticed I really hate the Pion’s current application. It really should be a game ender or just not in the game at all. It doesn’t stop people from repairing, it just kills anyone who tries to leave their spawn to defend. Reduce its splash damage on the edges so it only horribly wounds instead of 100-0’s infantry if you do absolutely nothing else to it, I beg of you. Hey remember that time the Erebus had perfect tracking and one hit killed everything in the game from across the map? I remember. Holy crap I got a lot of kills that game. I don’t really have anything to say about this unit since nobody buys it anymore.
  12. Fast Attack Vehicle – Battle Taxi, takes way too long to reload. T-70 – Remove. Transport Truck – Why does it not have Light armor and 200/200 Health? The deployed thingy that’s actually broken and unpurchaseable. Fine I guess. Six-Wheeled BDRM – Just have the MG variant and the Laser cannon variant. Autocannon could be an upgrade for the base BDRM. BDRM-AT 2 – Fine. BM-24-7 - Remove. BDRM-2 – Remove. M110 Howitzer – Remove. Yeah I know this might get some flak but it’s just a poor unit on multiple metrics. T-90 – Remove. T-34/D-30 – Remove. Harvesters. Can someone actually explain why there’s two? I know it’s thematic and neat to have but it’s just so specialized having two feels incredibly redundant. Mobile Stealth Generator is actually a Gap Generator. This is annoying. Change its name. Wiesel 1 should cost 1000 Credits or have its 20mm Autocannon do about 40% of the damage it currently does to heavy vehicles. Its range should also be reduced about 10m. It’s too fast and kites heavy tanks way too well. Don’t make it slower just make it worse at engaging from the front by reducing its range. SU-85 you know what, I’m just gonna say remove all the WW2 vehicles from the game. They’re *sorta* neat as far as theme goes but they’re all practically worthless, and the ones that aren’t are entirely outclassed by slightly more expensive vehicles. Put them on a specific “early war” map or something where you can only buy T-34s and Crusader tanks and that’d be cool. Having a T-34 in the same battle as a Railgun Titan is goofy, even by C&C standards. ZSU-57-2 can stay though. Bradley is fine. Both are. They’re actual glass cannons. Devils Tongue and Black Hand Flame tank, yeah the BHFT is not in any universe worth its 1600 Credit price point, just gonna say that. I think the Devil’s Tongue should have its price dropped even more because it too is pretty mediocre. Black Hand Stealth Tank should cost 1200 Credits. Infiltrator is fine, but just combine the 700 and 800 Credit ones into one 800 Credit vehicle. Why are Nod Sensors 400 Credits cheaper than GDI ones? Black hand Light Tanks are GARBAGE. They need buffs. Make the laser variant an upgrade of the base one and just combine the two. Shilka is fine but ORCAs are so weak they’re just not ever in demand. Nona exists. No one notices it does. Tesla Tank is too cool to get rid of but it’s not actually good enough to use either when saving a little more money gets you an SSM for you and your buddy. Perhaps drop its price down to a Tier 2 unit as a form of short range artillery fill in support? T-62s are fine. Tick Tanks are okay aside from their guns missing everything due to being so far displaced. I’d rather have a T-62. Phase Tanks are okay? But they feel really overpriced and out of place. Like they should be cheap Tier 2 Stealth and the Black Hand Stealth Tank should be Tier 3. AMX-10RC needs a slight fire rate buff. The Luna exists but it really shouldn’t. The Ontos is cool. The Goliath needs to cost 1500 Credits or have 50% less health.
  13. Basically everything I said here applies to GDI’s direct and indirect equivalents. The issues I have come down to redundancy and splash damage exploitation, so any redundant or overly cheesy GDI infantry gets the same treatment as Nod in my perfect little world. A couple exceptions. Namely, Mobius Suit Infantry should cost 1500 credits. In addition, I’d actually like to see Sydney receive a *slight* increase in damage against vehicles at the expense of being less durable against *small arms fire.* Vehicles are a lot to delve into. One thing I really hate, and probably one of the reasons its so easy to headshot infantry in this game, is how most tanks are hitscan or damn close to it. They also tend to have excessive splash damage and rates of fire, but to be fair that’s just a Renegade feature. The (partial) solution is again, in my opinion, to cull some of the redundant units. Instead of having effectively 9 tiers of vehicles just have four, balance vehicles around the tiers they say they’re a part of. That doesn’t mean only four prices for vehicles, but there should really only be one “type” of vehicle per tier, with two if they specialize enough (like the AMX-10C, it’s an okayish anti tank unit but also ambibious, so it’d be fine to have it in the same tier as a light tank or what have you)
  14. Basic Rifleman - They suck ass die fast and are free. They also murder aircraft. But everything does. Sharpshooter - Not actually terrible. Rather good, I’ve killed a few higher tier infantry with them before. Shotgunner/Anti Tank - Yeah they suck ass, honestly. Mostly because of their really short range. But they’re a free unit so they should. I still have an issue where baserape can occur where the barracks and warfactory are down and the opposing team just spams air units or artillery and refuses to actually end. That’s more its own problem, but having free infantry that can actually pose a realistic threat to air would be really nice just to punish killwhoring. Engineer - Yeah they’re engineers. Nothing to say here. Here’s my suggestions, for infantry just in general. - Anti Infantry/Support 300 Credits Your guys focused on killing infantry, with some ability to damage buildings and minimal anti tank capabilities, be it low damage or short range. - Anti Tank/Support 400 Credits Your guys that can kinda do some damage to tanks but not a ton. Like the Anti Tank Rifleman. - Anti Infantry Specialists 600 Credits Black Hand Elite (the AK-103 is stupidly powerful), and their ilk. - Anti Tank Specialists 600 Credits Nod and GDI both need a mid tier dedicated anti tank infantry. I suggest the Melta for Nod, as it stands the thing is neither strong enough nor on a soldier durable enough to even attempt to engage GDI tanks. - Elite Infantry 1000/1500 Credits Officer – Price increase to 300. Durability increase. Grenader – Price increase to 300. Give SMG, reduce grenades to 15/15 instead of 40/40, reduce blast radius AND infantry damage, increase anti tank and building damage so that they can actually damage them. Increase price, obviously. Red Tide – Price increase to 300. Give them a rifle that doesn’t suck too, so they don’t have one gimmick which is sneaking into a building and instaggibing it with their anti tank grenades. Nod Tank Crew – Remove. Nod Rocket Soldier – Price increase to 400. Give them a big range increase and damage increase to tanks. Right now they’re really great at one shot body shotting infantry, and sniping defenses. That’s it. Nod Flamethrower 1 & 2 – Combine into one unit at 300. Anti tank Rifleman – Price increase to 400, get rid of the scope too. It just makes purchasing actual snipers pointless outside of Sakura. Red Tide Firewarrior – Remove. Nod Fanatic – Price increase to 600. Chem Warrior 1 & 2. Combine into one unit at 600. Red Tide Sharpshooter – Remove. Black Hand Sniper – Price Increase to 600. Petrova – Price increase to 1000. Melta – Make them either more durable or more damaging to vehicles. Maybe both. Also price increase to 600. Stormtroopers exist. No one would cry if they were removed. In fact I’m sure almost everyone reading this forgot they were even in the game. Ballistic Sniper – Remove. Black Hand Machine Gunner – Make him better at engaging infantry, honestly. Some better armor against small arms fire would probably help. Field Engineer – Shouldn’t have proximity mines, should have extra explosives, make them very durable against explosions and they can have a niche as field mechanics who don’t die to stray HE rockets. SBH – Price increase to 600. Reduce alt fire damage against vehicles and/or increase ammo cost to 25. Anti Air Specialist – Price increase to 600. Reduce damage against vehicles by 50% (assuming you actually buff anti tank capabilities of other infantry to compensate for a specialist not actually specializing) Nod Black Hand Elite. A better anti infantry unit than the 200 credit more BHMG. The AK-103 is busted and makes Patch look like a bitch. Consider removing. Black Hand Designated Marksman – remove. Sakura – Fine. Raveshaw. Needs to be 100% more durable against tanks and the railgun should deal 50% more damage. Consider giving him an EMP grenade. Mutant Raveshaw – Should have its price increased to 1500, frankly. Mendoza. Needs to be more durable against vehicles. Comissar is a gimmick anti infantry specialist but doesn’t have any real use outside of its EMP grenade, which should probably be given to a unit that can make use of it, like Raveshaw. I appreciate the teamwork potential, but I see maybe one person use them a week, once a game, and usually because someone is camping a tunnel with a Zippo, not to actually deal with a tank horde or something since the Commisar isn’t in the slightest durable or useful against tanks not right next to them. Suggest removing. Really huge balance suggestion that affects way more than just Technicians. Make multiple repair sources give diminishing returns. Repair stacking extends the duration of games MASSIVELY, and can actually reward teams for bunkering effectively in their base. Sappers and Pioneers could probably do with their stuff costing like 10% less. Tank Commander 1 & 2. Eh. They’re okay where they are probably. Shock Troopers shouldn’t have unlimited ammo that’s just stupid. And should have about 50 more armor I think. Lancers are niche and that’s okay. I would like them to have 25% less bullet drop, however. Some maps make using them almost impossible due to their range limitations. They shouldn’t one shot a building at full health though specifically because of the rare but possible chance GDI gets a Lancer spy crate.
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