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Everything posted by Nodlied
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IT'S @Killing_You
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The question is, where is the Irishman?
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Pfft, I take offense to that.
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APB also has infantry gameplay that supports dogs better than AR. Jumping is only part of the equasion. It merely shows how a dog and the infantry unit interact with one another. It's a jumpfest to nowhere and everywhere which, like normal gameplay, relies on doging, but, unlike normal gameplay, it doesn't rely as much on aiming as it does on finding the lucky hit. And as I said, jumping is only part of the jump-click-knifefight, which is only a part of what the unit brings to the game. There's no reason to get upset about losing to a lower tech unit or even the unit that you counter. The issue with the dog is that it is extremely one sided. It can reach you extremely quickly (which it should, else it'd become worthless in the field) no matter where you are. Combine that with what is a battle that you are destined to lose unless you get lucky, and you will soon get annoyed with the dog. Even while playing one yourself, the fun will soon drop once you begin to notice how easy it is to score kills and disturb half of the enemy team (on Dune Patrol) with just a 200 credit unit. One could somewhat compare it to the old hitscan snipers of old (let alone the V-sniping era). 1. The difference here is that dogs are far too efficient at it. 2. It's not always possible to stop dogs from getting into a base. And it will be even harder once we update the maps. Dogs are very fast, can outrun squads and very quickly find lone targets to (somewhat) spawnkill. This isn't a commando unit that requires coordination to take down. This is a 200 credit unit that can paralyze a team for a few minutes if used correctly. @Killing_You has done this quite a few times. 3. Lowering the health is something we're looking at. However, it didn't really help during the dedicated dev-only dog test we had about a month ago. Rest assured, and as I've said before, we're still working on the dog to ensure that it's a fine unit that's part of the game. It's just that in its current form, it won't reach the live servers.
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It's nice to see all this activity.
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The tests we've had that have included dogs so far have shown that my the conclusions in my earlier posts are in fact sound. You know when there's a dog in the base, there's nothing to be unaware of. And it does require multiple people to kill if you want to prevent it from doing its thing. Even dedicated dog VS infantry tests with the dev team have ended in the same conclusion. It's broken in its current form. However, making it easier to kill won't be the sollution either. The devs and I have already mentioned that we're working on new mechanics as well as different ideas for the dog in order to make it fit the game in a balanced and fair manner. The two things that you have mentioned have already been taken into consideration.
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Dogs as they are implemented right now are unfit for gameplay. Which is why we're doing our best to develop new versions of the dog. It is true, as Verti and Coolrock put it, that the dog is extremely fun. At least for the first few games. You can run around, woof, and bark at enemies and kill them. But after a while, you discover that they are not as fun as one might first believe. This engine has real trouble when it comes to melee weapons. The dog has had a few internal balance changes already, but one of the changes fixed the issue with the unit. Currently, a dog either dies (unlikely to happen due to its deserved speed and its size) before it can get to you, or a dog closes in (which is usually the case) and initiates phase two. Phase two of dog gameplay is to bite the enemy infantry to death. However, due to the way infantry units and melee weapons are handled, both players will start jumping around to evade either the bite or the bullets. This results in a knife fight where players jump around while the dog spam clicks the attack button while the infantry unit sprays and prays. This is, after a few times, generally considered to be unfun and most feedback supports this. Even then, most times, the dog outright wins (which should be ok in many situations). However, that is not all. The initial version of the dog didn't have an AOW attack. Rather, it had a specific point where the bite would land. This caused issues with units such as the GI and Guardian GI, which can deploy and, when possitioned correctly, be became invulnerable to dogs, as dogs couldn't get close enough to bite. This was solved by the introduction of an AOW effect to the dog. This, in turn, meant that it was pretty much GG for any infantry the moment a dog got close, which it generally did. We lowered its damage output to see if it would balance the dog. Let's just say that it didn't. Infantry, even expensive dedicated anti-infantry ones continued to drop like flies after the dog-infantry knife fight whenever a dog was part of combat. This, however, isn't the only issue with the dog. For example, the map RA2_DunePatrol (soon to receive a massive update, you heard it here first!) doesn't have any base defenses. There's always a player on Dune Patrol that immediately purchases a dog, which is then used to rush the enemy base with. Once there, it starts a rampage killing all infantry in the base, including ones that have just spawned. Due to its speed and attack power, the infantry generally don't stand a chance, which causes a ton of disruption and player deaths. It takes a good coordinated squad to take one down and even then dogs are capable of simply eating through all defenders inside the buildings. This is a ton of direct and indirect damage for a 200 credit unit and even low-skilled players are capable of pulling it off repeatedly. This especially has caused a lot of frustration on those that are on the receiving end. It has also become the go-to unit for clearing your base from infantry. A few GIs or a Tanya that have managed to get to the weakpoint of your warfactory? Why buy three desolators or a Boris to fight them when just one 200 credit dog can deal with the invasion without problems? Most feedback from the people playing the dog acknowledge that it breaks the game in its current form, and that is despite it being useless against buildings and vehicles. We are working towards introducing multiple new dog concepts that will hopefully turn the dog into a balanced and fair addition to the game. We will test all of them but the current version will be shelved.
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Thank god for killing who?
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If I'm even scum. (I'm not.)
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I prefer to work with town, thank you very much.
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Oh how wrong you are.
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-1 for not posting Luigi and his Poltergust 3000.
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Just a question though, the D2 end mentioned a nose waiting for the to-be-lynched. But I have no neck. How can one even hang me?
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Mind listing who they are? ¬_¬
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You were very adament about being a specific counter to iLTS at the time. You didn't imply that you were a true jack of all trades at the time, and even if you did, I probably disregarded it due to the entire SPC vs SPC 106(?) thing going on. Two roles which, flavour wise, are against one another and you claiming that you're a dedicated counter to Snipe meant to me that you two couldn't be on the same team.
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Night actions are not the end all and be all. You have the time to discuss all sorts of things, including what the living shit happened to Jeod and who's responsible for that.
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What you are supposed to do is to put pressure on somebody that you counter, especially if you know that you are town. As many said before, town countering town doesn't make a lot of sense. (I brought in town countering town in the hopes of me being able to claim town if necessary, which it wasnt.) So what if you die? Town is expendable. You would have done a good job. Instead you were afraid, afraid of death. To me, that instills a different objective. I was wrong in the end, but I didn't know that at that point.
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What if both are lying about their neutrality. I mean, I'm not even going to defend myself anymore. You don't trust me, that's fine. I die, I lose, eh. But shouldn't you lads at least start focussing on something else? You are wasting time on the player that has by all means and purposes been lynched already.
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Very late into the day, at which point a ton of time had already passed since the first appearance of you claiming that you were to counter iLTS. I even raised that yesterday, telling you that it's very bizarre how you wouldn't vote up your counter immediately. You claimed to not vote due to fearing iLTS's vengeful ability, even after Snipe had made it clear that he'd go after Verti. It took a lot of us to somewhat force you into voting him later in the day. I'm repeating myself by now. If you don't want to understand what happened, fine, be my guest, but don't blame me if this behaviour bites you in the arse in a future game.
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That wasn't really necessary since the lynch targets have been painted on my back since the start of the game. (Especially after D2 where I just managed to survive due to RNG.)
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Ignoring everything to the contrary? There wasn't anything you did or said that disproved my standpoint.
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It was what happened.
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Weird ass behaviour during specific circumstances. Yours being not voting on iLTS when appearing as a dedicated counter, plus your unconstructive behaviour in general. That's why I considered you to be highly suspicious and thus grounds for further investigation.
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What. How is me going after you for good reasons a specific objective? õ_o