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VERTi60

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Everything posted by VERTi60

  1. [Vote Cancel] Voe cancelled his/her vote on Nodlied! [Vote Counted] Voe voted One Winged Angel to be lynched! [Vote Cancel] Killing You cancelled his/her vote on Voe! Ok ##Unvote [Vote Cancel] Nodlied cancelled his/her vote on Voe! Time Left: 1 hours, 11 min, 18 sec CVC: Category 5 Hurricane voted nobody Chaos_Knight voted nobody Death_Kitty voted nobody FRAYDO voted nobody Isaac The Madd voted nobody Killing You voted nobody Mojoman voted nobody Nodlied voted nobody One Winged Angel voted nobody Voe voted One Winged Angel 1/10 votes casted so far One Winged Angel has the most votes - 1
  2. Time Left: 22 hours, 58 min, 10 sec CVC: Category 5 Hurricane voted nobody Chaos_Knight voted nobody Death_Kitty voted nobody FRAYDO voted nobody Isaac The Madd voted nobody Killing You voted Voe Mojoman voted nobody Nodlied voted Voe One Winged Angel voted nobody Voe voted nobody 2/10 votes casted so far Voe has the most votes - 2 Voe voted nobody Oh boy, you know what this means. ##Vote Voe [Vote Counted] Nodlied voted Voe to be lynched! ##vote Nodlied [Vote Counted] Voe voted Nodlied to be lynched! Time Left: 22 hours, 57 min, 18 sec CVC: Category 5 Hurricane voted nobody Chaos_Knight voted nobody Death_Kitty voted nobody FRAYDO voted nobody Isaac The Madd voted nobody Killing You voted Voe Mojoman voted nobody Nodlied voted Voe One Winged Angel voted nobody Voe voted Nodlied 3/10 votes casted so far Voe has the most votes - 2
  3. Voe voted nobody Oh boy, you know what this means. ##Vote Voe [Vote Counted] Nodlied voted Voe to be lynched!
  4. Yea vote is enough since we don't have any other votes in this game (we used to have two types of votes in some rpg games then it was important ) Also, bold the actions so they are more visible if I'm not using search or bot.
  5. [Vote Counted] Killing You voted Voe to be lynched! tip: use ##Vote PlayerName
  6. DAY 1 - Game start What a glorious morning, comrades! New supplies and provisions have arrived last night, so more vodka today, da? But what's this? After a quick search of the base, one of your comrades is found dead in a supply closet with a large amount of capitalist propaganda. Our base has been infiltrated by those Allied dogs! General Kukov orders you to find them and execute them! The Soviets win when they have eliminated the Allied threat (all allied players must die). The Allies win when they have managed to dispose of enough Soviets to outnumber them (or equal before plan phase). If there are any Neutrals in game, they will win if they survive until the game ends with any of the fractions winning. If there are any Third Party in game, they will win if they met their special objective. Day Guidelines During the DAY - Battle Phase (24 hour duration), everyone talks and tries to build cases against each other directly in the forum chat. While the Soviets are arguing to try and find the Allies, the Allies are trying to throw everyone off their trail. The goal of the Battle Phase is to find somebody for a Lynch. People will vote for one person they want to be lynched and the person with the most votes will die at the end of the day. Your vote should be in this format: ##Vote PlayerName If you decide to change your vote, you must first ##unvote (player name not required but is helpful) or you can simply vote another player if you already know who. If a majority vote of over 50% is cast on one person, then they will be lynched right then and there, no need to wait for the end of the phase. When someone is lynched, everyone will find out their role and who they were aligned with. During the Battle Phase, players are also allowed to use their battle actions, such as ##shoot, etc. which will be resolved instantly. If the target players dies, he will be eliminated from the game and the game will continue (his vote will no longer be counted). All BP/day actions need to be acknowledged by the mod before they are counted (just simple line to acknowledge so you know it came through, Current Vote Counts (or CVC) will appear periodically to inform you about the time remaining as well as the current vote status). Remember, without the mod acknowledge line, your vote or action doesn't count, so please don't do actions before the previous one was resolved. If it was missed, please use ##TIMEOUT command to stop the game, but only if it's really required (otherwise just repeat your action). All players are required to participate in chat, if one player stays quiet whole phase he/she might get role blocked for the next plan phase. Additional Rules: No quoting mod communication or other out of thread communication. No out of thread communication unless specifically allowed by the mod. No content-posts after death unless allowed by the mod. Whitenoise that doesn't affect the game is fine. Use your best judgement, but remember that anything you say can be taken by the players to mean something it doesn't. If in doubt, say nothing. The same goes if you aren't playing, and double if you aren't playing and have been spoilered. Don't try to break the game. No sillyness like telling everyone to make a roleclaim post and encrypt it, then reveal their encryption keys/methods all at once for example. No saying "my role PM has X characters in it" And if you come up with it, and you're a little too proud of coming up with it as a way to get around the spirit of the game, don't post it. Mods, do your best to prevent this crap in the first place if you can. Don't give everyone with the same role and/or win condition the exact same wording for example. "Outside influences" such as bribing, threats, promises, whatever falls under the above. Don't do it. Don't be an ass. This includes "bussing" fellow scum/cultist teammates. By bussing we mean revealing fellow scumteam members as scum to spite them or gain townie points. No backseat modding. Unless the game's GM/Mod asks for forum moderator assistance, let them handle it. Especially if they have forum moderator privileges themselves. This is more of a respect/courtesy thing than a rule. Pointing out that the hammer has fallen and noone should be talking until the moderator handles it is fine; deleting posts put up after the hammer isn't. If you signed up for a Mafia Game, you're expected to participate actively. It's up to a GM to setup a minimal post quota for each player so that the game won't get hampered by inactive players. If you know you won't be able to play for more than one day, it is your responsibility to let the GM know in advance. Please don't try to be an Internet detective to find out who was online where and when. Not only is it not a good way of hunting down players, it's also a bit creepy and unfair for the person. Don't base most of your case on someone around "his last online time was X thus he was online at hammer but didn't post/vote" for example. Don't abuse the Board's Voting system - don't upvote/downvote player's posts unless you are allowed from the mod Don't edit your posts in game thread CVC - Cumulative Vote Count Time Left: 23 hours, 59 min, 59 sec CVC: Category 5 Hurricane voted nobody Chaos_Knight voted nobody Death_Kitty voted nobody FRAYDO voted nobody Isaac The Madd voted nobody Killing You voted nobody Mojoman voted nobody Nodlied voted nobody One Winged Angel voted nobody Voe voted nobody 0/10 votes casted so far No votes casted so far
  7. One hour left before game starts. I'll be sending Roles then in your message boxes.
  8. All who would like to have a custom role or one of the default ones, let me know in a PM. Also please players who haven't played a game before - send me your gmail account info in case you'll require an access to a google doc.
  9. We got the minimum 7 players signed, we could use some more if there's interest
  10. If Frank joins the game as soviet, maybe If you're confused you can check how the last game went, it was pretty fun: https://secure.w3dhub.com/forum/index.php?showtopic=415598 The game plan is simple: you sign up, once we get enough players we'll schedule the start (preferably next Friday). You will get instructions about your role (such as what you can do, how and when as well as simple objective) via PM and everything else will be updated in this thread. There are only few rules listed in the OP thread, feel free to ask if you don't understand something. It's always voe's fault
  11. Hey there forum lurkers. it has been some time since we had a Forum game here. If you do not remember or are unfamiliar, we played APB themed mafia game, where soviets in their base try to capture allied spies before the allies can eliminate and outrun the soviets (mafia scum vs town in general mafia terms). Basically I PM players what they are and what their role is, and when the game begins, players try to figure out who is who (or what), based on other players' actions during day (battle phase) and night (plan phase) and act accordingly (vote for players to lynch or try to attack them directly by themselves or use their special role actions). This type of Mafia game was easy to run, usually it lasted a week or even few days in case of forum game version, and it could be also run as chat game too (instead of forum game, where the game lasted around 30 mins up to an hour). Unlike some movie/game themed mafia games I did run, I usually didn't have much trouble with them and since there were no additional lore, video or gfx work, I could to run them almost anytime. With my busy schedule and a lot of other gaming it also fits my taste as well. Let me know if you would like to participate - based on the poll result I'll schedule a game before the end of summer. Usually it doesn't require too much time to participate, but you would need to be active on the forum at least twice a day when the game is run so you won't miss doing your actions (forum game phases last 24 hours up to 48 hours where you need to decide your actions). For each game, I'll need at least 7 players to make the game last for at least two-three days, but the more players the better (up to 10-12 is ideal for each game, for voice-chat version it's 5-10). Game UPDATE: For now I propose The second forum game version could start next Friday 26th of Aug at 10 PM UTC/GMT (subject to change based on feedback). VoiceChat version (on TS) will be scheduled if there is enough interest (they are quick & fun, the last streak was three games per event!) Each Game phase (Day/BP & Night/PP) will last 24 hours max, meaning that if you want to participate, you should check and check each day at least once or twice to complete your actions. Though the more you participate the better, as the game becomes more active and fun. All roles and sides will be randomized before game starts, if you want to have a specific role, PM me in advance. there's a guide how to create a role below. Signed Players: Death_Kitty Nodlied Voe FRAYDO Mojoman Category 5 Hurricane Killing You Isaac The Madd Chaos_Knight One Winged Angel (minimum 7 players, max 20) Game Progress: DAY 1 NIGHT 1 DAY 2 NIGHT 2 DAY 3 NIGHT 3 DAY 4 Game End, Players, Docs & Roles Info Chat (TeamSpeak) Game Progress: Chat version (on TS) not scheduled yet If you're new to mafia forum gaming, or you want to know details how this is played, check the info below. How to Play APB Mafia Chat Game The concept is pretty simple, similar to classic mafia, with few additions. All general mafia standard rules will apply, but the phases will be literary only few minutes short with few little extra rules (bolded). All together one game shouldn't last more than one hour, but it can last only 20-30 minutes as well! The game is about classic RA:APB Base infiltrated by spies. There are Allied Spies (mafia) and Soviet Soldiers (town). The Soviets greatly outnumber the Allies (>=25%). However, none of the Soviets know who the Allies are at first, while Allies start with their own google doc where they can discuss the game anytime they want. The game is broken up into two phases: Battle Phase (classic Day phase) and a Plan Phase (classic Night phase). The phase duration last as 10 min Battle phases, 5 min lynch results/Plan phase + 5 min resolving the night/PP actions (so basically every ten minutes we will have a new phase unless unexpected delays which shouldn't last more than 5 mins). *** During the Battle Phase (10 min duration), everyone talks and tries to build cases against each other directly in the forum chat. While the Soviets are arguing to try and find the Allies, the Allies are trying to throw everyone off their trail. The goal of the Battle Phase is to find somebody for a Lynch. People will vote for one person they want to be lynched and the person with the most votes will die at the end of the day. Your vote should be in this format: ##Vote PlayerName If you decide to change your vote, you must first ##unvote (player name not required but is helpful) or you can simply vote another player if you already know who. If a majority vote of over 50% is cast on one person, then they will be lynched right then and there, no need to wait for the end of the phase. When someone is lynched, everyone will find out their role and who they were aligned with. During the Battle Phase, players are also allowed to use their battle actions, such as ##shoot, etc. which will be resolved instantly. If the target players dies, he will be eliminated from the game and the game will continue (his vote will no longer be counted). All BP/day actions need to be acknowledged by the mod before they are counted (just simple line to acknowledge so you know it came through, Current Vote Counts (or CVC) will appear periodically to inform you about the time remaining as well as the current vote status). Remember, without the mod acknowledge line, your vote or action doesn't count, so please don't do actions before the previous one was resolved. If it was missed, please use ##TIMEOUT command to stop the game, but only if it's really required (otherwise just repeat your action). All players are required to participate in chat, if one player stays quiet whole phase he/she might get role blocked for the next plan phase. *** During the Plan Phase (5 min duration), Allies will have to decide to kill a Soviet player. They must also decide who will make the kill. However, certain people in both the Allies and Soviets have special roles they can use during the night to kill, protect, disrupt, or gather information. Some roles carry a certain risk while others give a little more freedom. When the new Battle Phase begins, everyone will see who has died during the night and find out what side they were on and what role they had. Plan/Night actions are done classic way by the Private Message (PM Forum Messenger, outside the chat), same as resolved action replies. If you have a night action and do not inform me by PM at least 5 mins before the next Battle phase begins what you are doing with it, you do nothing that night. Talking in the chat during the plan phase will be restricted. This is because I won't have time to mod it since I'll be focusing on resolving the received actions (+5 extra mins for resolving). You can only chat in general, but no game-based stuff (accusations, plans, role claims, etc.). Players who won't comply might get role-blocked that phase. *** The Soviets win when they have eliminated the Allied threat (all allied players must die). The Allies win when they have managed to dispose of enough Soviets to outnumber them (or equal before plan phase). If there are any Neutrals in game, they will win if they survive until the game ends with any of the fractions winning. There are also extra guidelines which are posted in the general thread, but let's recap the main ones for those who are new: Try to stick to the timetable Await your Role PM soon before the game starts, if you have any questions, let me know before we start, since after that I won't have time to check PMs The Chat system always displays time intervals for each 5 mins. That's a good way to see whether there is a hammer (end of Battle Phase after 10 mins from start) or new phase starts, since our phases will change in 5-10 min intervals as well... If I'm not present in the chat (crash/outage) when the battle phase starts or is on the way, please wait for me and we'll start over in next five mins (basically game is on hold when I'm not there) If resolving will take longer than expected (PM spam, etc), then I'll notify you and we'll start the next BP in the next 5 min interval Please be civil! No spamming or swearing. It's just a game. Let's have fun! If you are not in the game, please DO NOT post game related stuff in chat! DO NOT discuss the game outside of the thread unless you are specifically given permission by me. DO NOT quote private mod communications. DO NOT attempt to break the game. No trying to get people to make toxx clauses, encryption, or fake day actions. Basically, if you're about to post something you're a little too proud of as a way of breaking the game, think twice before posting. Good luck! Player Roles, Flavor & Factions Now as far as flavor and roles go, there's gonna be a little twist, but I'll try to start with really easy and simple settings. The flavor will be the classic Soviet base infiltrated by the allies (we can try different flavors once the pilot is success, or continue with the APB if people wish for it). Now here's the twist. For every game, few roles that might turn up in game will be revealed before the game starts, so you know what you're up against (something like in epicmafia), but there will also be few mystery roles and also, I'll let players themselves to design their roles using some available abilities and combinations, which will make it a bit more interesting. So you can end up picking a role that is already listed, or you can go for the mystery role, or, you can design or your own role. Infantry, vehicles, or even buildings, you name it. This epic concept can make every game different. There will be no crazy roles since I'm going to develop an easy inst-resolving mechanic so therefore the role abilities during night will have certain rules in order to work (what action does what, what is the order for resolving, priorities, action resolving messages, etc). For people who don't like vanilla (=ordinary) roles, you're lucky since I'm gonna put every role some available actions at least. To stay true to the RA: APB flavor, even basic rifle soldiers will be able to shoot others, though ofc there will be a chance of missing or getting your weapon stuck. The only role which doesn't have any special abilities currently is the Neutral Civilian. Other advanced roles will be mostly useful during the night phases where classic investigations, tracking/spying, body-guarding and standard mafia killing take place. We'll see if there will be a need for google docs as well but I can assure you mafia will be able to communicate in doc, at least. Game Specifics: Here is the first role sheet that was used last game, I will upload some more units before next game: As you can see, this game now offers new concept of vehicles and vehicle infantry fighters - the Soviet RPG soldier and Allied Rocket Soldier. These are the only infantry that can successfully destroy the vehicles during the Battle Phase, or damage them during the Plan Phase. All vehicles in the game have special Vehicle Armor - which protects them during the Battle Phase against infantry, except RPG or Rocket Soldiers. Vehicles can also destroy themselves during the Battle Phase, they can be lynched just like any unit and finally they can be killed during a Plan Phase. Of course, vehicles can also become full Bullet proof if there's such a role that can change them. You can pick one of the classic roles that are listed above, but you can also pick the mystery role not listed in this sheet (previous mystery roles won't be available, at least for some time). Only one mystery role is allowed per each game. This role won't be revealed until the actual game ends, and it can have any alignment. There might not be a mystery role in game however, depending on other roles. You can also create/design your own, custom role. Here are the guidelines: As you can see every role has one Battle Phase (BP - Day) Action and one Plan Phase (PP - Night) Action. Your designed role can't have more actions either. Scum players have the Standard Mafia Kill as extra PP action in addition to their own actions but they cannot combine it during one PP. Your designed role needs to be RA or APB flavor with appropriate actions to the flavor (vehicles, animals and structures are allowed). Vehicles are Bullet Proof during during the day except if other vehicle or Anti vehicle infantry shoot them. Buildings are immune to lynching. As you can notice, all BP actions have a "weapon stuck" chance and "kill success" rate (which are two dice rolls needed to execute that action), and PP actions have frequency and usage limits. Here's a formula which limits the unit's actions to have them balanced vs each other: KILL PERCENTAGE = Kill Success Chance - Weapon Stuck Chance (from -100 to 100 by 25% intervals only) -100% < KILL PERCENTAGE < -50% -> Unit is able to perform one unstoppable kill during Plan Phase or very Special rare Action. -50% < KILL PERCENTAGE < 0% -> Unit is able to become BP for a limited duration or perform multiple protect/support actions on others without frequency limits KILL PERCENTAGE = 25% -> Unit is able to perform a scouting/investigating ability without frequency limits KILL PERCENTAGE = 50% -> Unit is able to perform a scouting ability but with limited frequency KILL PERCENTAGE = 75% -> Unit is able to do only one limited PP action which doesn't involve kill, support, protect, scout or investigate actions KILL PERCENTAGE = 100% -> Unit doesn't have a PP action. Here's an example. Let's say you want to protect one player each night (protective action). According to the formula your kill percentage shouldn't be bigger than 0%, which means your stuck weapon chance and success chance should be same. Let's say 50-50. Now for the flavor.You could be a heavy tank, serving as Armored shelter. Now if you want to have one BP ability, your frequency will drop so you can only protect every second phase.
  12. well chose a theme (gdi/nod C&C/ra), CPU and game mode and we're good to go. (I would suggest new earth map and q-sync 2 plats either nod vs gdi or RA vs C&C)
  13. Our physics teacher in primary school gave out a RA1 CD in class to the classmates to try out so I played RA1 at my friend's place for the first time (that was back in 1997 so almost 20 years ago). I've tried to install original C&C via floppy discs I got by accident from a relative but I actually managed to finally play the full version after I've already finished RA for like fourth time and various other RTS games. I remember playing my first RTS games from gaming magazines, trying out different things (e.g. Netstorm, TA, KKnD, AoE, Dark Colony,...). By the year 2000, I think I tried more than 50 different ones. I also used to play Dune 2000 when it came out at other friends' place and then managed to get my own copy. After that I haven't played C&C pretty much until the end of high school when I started playing Renegade with my gf (although just single player at first). When I finally got my own internet I moved from online chess and online RTS NetStorm to newly discovered Renalert (APB) - I think it was like 10 years ago. I played it way more than the original renegade online and was my 1# online team shooter for a long time. By that time I've played all C&C titles, replayed a bunch when TFD was released and finished with Generals. My most favorite played C&C games where Yuri's Revenge and Kane's Wrath but the only nostalgia I ever get is for classic RA1 which was my first
  14. Well after reading the latest robo news, it seems like it's true, the RC currency and Cube Depot will be phased out by the new chest and crafting system.
  15. Think of HearthStone. Sometimes you get duplicates, sometimes you get rare items. I think same will happen with RC. Maybe it's a good time to stock on some equipment Mark mentioned that he likes the idea of new players getting random items, because that's how they could monetize the game a bit more now, while new players won't complain about the need of grinding anymore (although actually they will be at the mercy of RNG luck now).
  16. GJ on the MK2. I'll have to re-size my titan sometimes as well. The chest system seems to be pretty straightforward, and it will spice up the reward system. You may even get cosmetics (for free) or random items you wound normally have to grind for as a new player. Sk made a visualization how it could look:
  17. Another C&C build - this time Nod! Hurray for the ghost (cloak) module! I was requested to build a Nod Stealth Tank! So once the cloak module was released, this was the result. You can also check the live streams or building tutorial on my YouTube channel. Details: Nod Stealth Tank (1515 CPU, 25K RR) -Stealth Module -LoML -2 Disintegrators -Nano Constructor This build is also available at CRF as "Nod Stealth Tank" Please rate here: http://robocraftgarage.com/robot/fgjuvF78
  18. Let's make a compromise. He keeps the safety pull ring which he can use as secondary weapon to suffocate the little chicken neck allies (best part is Pushwall doesn't have to hire extra modelers for additional weapon )
  19. When do Allies need a squishy 250$ machinegunner when they can just use a ranger? When do Allies/Soviets need a squishy 300$ rocket guy when they can just use a medium/heavy tank? When do Soviets need a squishy 900$ shock trooper when they can just use a tesla tank? Vehicles are not fit for all the situations that infantry are (and vice versa). Vehicles cannot get to all the places that infantry can. Vehicles are really easy to hit. Vehicles leave infantry behind when they die. A grenadier+V2 combo actually seems like not a bad idea because you're not going to bring your V2 close to the enemy base anyway (unless you have a pretty damn robust escort that also wants to attack things), it's going to be pretty hard to stop sneaky flankers from destroying your V2 even if you hop out with a shock trooper or something, and the more time you spend sprinting to the enemy base to continue attacking when your V2 inevitably dies, the more time the enemy has to start repairing. Also I hear MPRA2 is basically trying to get people to boycott the grenadier now because it is underpowered in his hands (just like, you know, the old one which was also underpowered in his hands). Unfortunately I don't negotiate with terrorists so this is not going to get me to do anything that reasonable people aren't requesting. 250$ machinegunner - is cheap, great for clearing up buildings, good range, excellent at clearing low defences such as FTs from range or cover. Compared to Grenadier more useful overall. Compared to ranger, they are not that easily detectable, can enter buildings, don't have large hitbox, they feel like they have bigger TTK than ranger. I was able to kill the ranger with kapitan btw. Then again you use ranger as a fast transport, so roles are quite different here. 300$ rocket guy - once again more useful as grenadier as he can also fight vehicles other than hit buildings form a far. Not to mention only viable AA in game. Compared to the tank - well tank has highest TTK in game, so you use tanks to fight other tanks or vehicles. Once again different roles. Also the Shock trooper should be anything but "squishy". He seems to hold and take more than the TT, while the TT has better firepower and range. So in this case I would say I would say while roles are very close, it depends on situation (why not use both ) Regarding V2 - it's much better choice on AOW maps than the grenadier (which costs 200 less but is more than 300% less efficient than a vehicle in this case). V2 can travel faster. V2 can clear repair crews with splash, while grenadier needs to go inside (oops he is not suppose to). Skilled players can use V2 to take out vehicles, infantry and even longbows to a degree. Can grenadier do that? No. Grenadier can't do more than a V2, nor any other unit for that matter. He's basically obsolete in his role now unless, once again, you put him on infantry only map where he has a chance at least. I agree here but once again V2 is much better choice. You can't kill a building with one grenadier hitting it from outside, while V2 has better chance. Even kovtillery isn't a thing anymore, kovs are better off going inside and causing more trouble while they are better protected.
  20. Have you actually tried that? I know what is being advocated here, but in reality you won't achieve much with it - on AOW maps you can get better things to destroy buildings, and getting inside is essential sometimes to clear out repair crews or get bonus damage via MCT. Hence Engineer for the same price could actually kill the building, kapitan/starshina on the other hand would have advantage over defenders. On darker maps you don't even see your grenades and the explosion is also small. The damage you do can be easily out repaired. Also since when do soviets need a 500$ squishy 50 HP building artillery (where you can just use v2 or any better infantry), which is now completely useless in all other areas where the old grenadier was actually useful.
  21. Those are the main issues. You don't know when it explodes and if you are in safe distance. Now as for the techie argument, If I wanted to fight techies, I would bring captain or starshina into the building, not the current grenadier. Why would I want to use pistol if I could use something better. And if somebody likes to use grenadiers on hills or something as artillery, he can expect something more "tough enough for the job" to come after you than a lonely techie. Preferably in a vehicle or a copter. So there, the gun is useless (unless you're a pistol pro and you want to prove it with every infantry which has a sidearm). I've tested the grenadier on AOW maps, he's not worth the price tag at all. Any other infantry unit could inflict more damage or at least they are better of defending themselves. Maybe on infantry only maps it could be a good choice to harass enemy barracks or silos from far - although that's nothing new. Look the Flamethrower should be the highest tier anti infantry unit in the game (for soviets, excluding hero units) - it shouldn't be limited to close range but also mid range. The projectile speed and accuracy could be improved, splash could be set higher, maybe slower ROF as trade-off (aka the changes grenadier got instead). I'm not saying the flamer needs an overhaul though but if we need an overhaul than it would be more logical for flamer than grenadier (which was meant to be low tier anti infantry/splash damage guy).
  22. Right now after playing the grenadier I would really suggest to reduce the splash at least in half (the big splash radius is un-intuitive, most of the players will kill themselves before even attempting to learn how the big range is), lose the makarov and make him cost 250 max. So to at least make him a viable option compared to other infantry. Then we'll see. I still think the one unit which should be improved in range is the flamethrower though while keeping the grenade close to mid combat (artillery mode option-able). Well said.
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