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Posts posted by Voe
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Stay alive, Vert!
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The root of the problem is that, in its current form, the red tide/home guard is so cheap that you can buy him immediately upon a match start, and blow an enemy building BEFORE they get a reasonable chance to mine the entirety of their base. When the base is mined, you'll need a techie/hotwire to get through.
Red tide/home guard have 1 purpose right now - bumrush the enemy base at the start of a match and knock out a building right there and then. All while being retardedly powerful. Without the need to use an !ammo drop (which you can't afford at that stage). And it's exactly how they're used.
A stupid unit design.
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4 minutes ago, shoverno2 said:
Home guard/red tide - obviously best speed at this job. There's no chance to disarm bombs, as thay not only explode fastly, but even will kill you XD.
Spot on. The stickies can be thrown at the MCT while the enemy is shooting at you. Not only they won't be able to disarm them, the bombs themselves are also likely to kill any upcoming defenders.
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Chad 100 dalla combat unit which can blow up any building in 30 seconds vs. Virgin 400 dalla cannon fodder technician with 1m countdown, disarmable explosives.
Which part is so hard to understand? The cheaper unit with anti-tank nades should be more effective at building killing than a designated building demolisher
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+1
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Ressuply tanks don't work on the driver, for whatever reason, so why would I buy them?
Also, what Threve said. This game is meant to have a bloated economy. You have 48k worth upgrades, 6k tanks, and any meaningful late game unit+infantry combos cost you 4k+ every time. Unless you're driving in an infrared all game, only taking engagements you're confident to win, you are going to die. And then, you do need that money.
For me, !ammo drops are crucial when i lose the war factory. When I need to be sneaky and preemptive with my infantry play, i can't afford the luxury of running back to base every time i run out. Making it more expensive (500 is the cost of another infantry piece, which is often difficult to afford in low-eco games), defeats the purpose of it altogether. If you want to nerf it (and i don't know why would you), increase the cooldown.
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4 minutes ago, Threve said:1
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I am against making heavy infantry unable to drive vehicles. IA is already super skewed in favour of vehicle play (read: infantry sucks conkey dock). Just because a few of them are actually worth their price (Gunner and BHGunners), doesn't warrant a nerf. Moreover, even a nerf is preferable to the "unable to drive alone" "reliance on teamwork" argument, as you cannot rely reliably on something this reliant on other player's unreliability.
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18 minutes ago, Nodlied said:
As stated on discord, I no longer have the time to participate in games. D:
Disgraceful.
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A Vertigo Mafia?
I would never forgive myself missing one
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Looks like me mentioning it on discord finally got people to notice
T62 outranges not just the AGT, but every base defense and non-artillery unit in the game. It's the most broken element currently in IA.
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Any map other than Mt Pass allows for a counterplay to PICs. As Threve says, try pitting 4 LCGs against 4 Mobius Suits and watch the PICs melt. In 5 seconds.
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There is literally nothing better in life than screaming at your dumb teammates in @alphoca's voice
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While there isn't anything wrong with it per se, it's also generally a server killer.
About the stealing and selling vehicles thing, plus the threats, if you guys feel he deserves a 1-2 week ban, go for it. The next time you catch him pushing the boundaries just issue the ban for "repeated offences".
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1 hour ago, Category 5 Hurricane said:
I mean, the guys at Mafia Universe do it so much that they decide lynches by math, and doing anything other than the "mathematically optimal" option is shunned.
I like how mafia was originally meant to be this fun social game of reading people and catching clues. I guess the folk at MU found the "social" and the "interaction" part of the game too difficult
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Congratulations, especially to @iLikeToSnipefor making it that far despite the town making all the right decisions.
You know, i actually verified myself insane Night 1. Had you killed anyone else but me, it'd be over.
At the same time I'm happy how the other townies picked up how absurd my NK was Night 1, from scum's perspective. I was already the best lynch target for Day 1 (had we elected to do so) due to most information being revealed on me.
Also, killing KY Night 2 to force ChopBam into Orange vs iLTS was perfect
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Good luck to all parties
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I mean, we have 1 sane, 1 insane, 1 paranoid and 1 naive cop. Whatever scum does, he has to assume the role of one of them. Sooner or later we'll have 2 people coming up with the same results, and that gives us a 1 in 2 guaranteed hit.
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I have nothing against ending the day right now. Also +1 to iLTS post.
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I'd also like to mention how iLTS/myself and ChopBam/KY reports came in pairs, giving one another a town/scum read. Orange is the only one who stands out
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The players who'd received Scum reading Night 0 should investigate themselves Night 1 to verify for insane/paranoid. Everyone else (ie those who received Town readings) should investigate the targets yielding Scum from Night 0.
And obviously, ##vote Nolynch extends the game for more reports to come in.
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Mine was on iLTS. He's Town.
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Coronavirus (COVID-19)
in Off-Topic Discussion
Posted
You either use a bidet, or have some very smelly living space