SarahNautili Posted January 19, 2016 Report Share Posted January 19, 2016 Is it just me, or is credit income when shooting infantry... completely missing? Unless you land a killing shot, in which case it seems almost like only the person who did the kill gets any credits - and only for the amount of damage they did. Correct me if I'm wrong, there, but that's what *seems* to be the case every time I've played Fissure the last couple days. That's pretty darn frustrating, especially as soviets when an allied medic is in play because it makes actually landing kills that much harder, which means making any credits at all is that much harder. It's rather frustrating. 0 Quote Link to comment Share on other sites More sharing options...
Raap Posted January 19, 2016 Report Share Posted January 19, 2016 (edited) Infantry are currently set up not to generate credits on damage. If I had to guess, this was done due to the introduced health regeneration. It makes Fissure in particular play at a rather slow pace, so I don't think it was a good idea to have it completely removed, personally. With that said, adding it back without adjusting the economy of some maps would only make the economic problem worse, so if this were to happen, it'd have to go hand in hand with map-specific economic adjustments. Possible work-around: Introduce a script that only results in credits upon damage, if you damage infantry with an infantry character and not a vehicle (otherwise Demolition Trucks would be credit farms). Edited January 19, 2016 by Raap 0 Quote Link to comment Share on other sites More sharing options...
danpaul88 Posted January 19, 2016 Report Share Posted January 19, 2016 An alternative is to just add silos etc to infantry maps to boost income for those maps specifically. Avoids messing with the economy on non-infantry maps then 0 Quote Link to comment Share on other sites More sharing options...
Killing_You Posted January 19, 2016 Report Share Posted January 19, 2016 Not to be "that guy," but Fissure has silos. They just go down very early on because they are not in easily defendable positions, and half of them are inaccessible by foot, so they can't be repaired. 0 Quote Link to comment Share on other sites More sharing options...
Pushwall Posted January 19, 2016 Report Share Posted January 19, 2016 You actually get full credits for any kills you make, but there's currently an issue with Sergeants and Thieves where they only give 1% of their intended point/cash reward. This'll be fixed next version, and next version half of the kill cash for infantry will be converted to damage cash. 1 Quote Link to comment Share on other sites More sharing options...
Raap Posted January 20, 2016 Report Share Posted January 20, 2016 Not to be "that guy," but Fissure has silos. They just go down very early on because they are not in easily defendable positions, and half of them are inaccessible by foot, so they can't be repaired. I remember that's why Chop added the 2nd pair of silo's since the first pair I placed wasn't enough. ... 3rd pair of silo's some distance behind the barracks? 1 Quote Link to comment Share on other sites More sharing options...
danpaul88 Posted January 20, 2016 Report Share Posted January 20, 2016 Underground silos in caves protected by walls of flame towers / pillboxes 3 Quote Link to comment Share on other sites More sharing options...
ganein14 Posted January 20, 2016 Report Share Posted January 20, 2016 Underground silos in caves protected by walls of flame towers / pillboxes If you want to go overkill, add tesla coils, a gap gen, and camo pillboxes. 0 Quote Link to comment Share on other sites More sharing options...
moonsense715 Posted January 20, 2016 Report Share Posted January 20, 2016 Underground silos in caves protected by walls of flame towers / pillboxes If you want to go overkill, add tesla coils, a gap gen, and camo pillboxes. Come on lol. Just place the silo 1000 meters underground so it's not reachable. Or attach a credit trickle to the barracks' building controller so there's some money generated while it's up. 1 Quote Link to comment Share on other sites More sharing options...
ganein14 Posted January 20, 2016 Report Share Posted January 20, 2016 I like the idea of a credit trickle for that. As the barracks is the only structure in the map that actually counts, it would help keep things rolling if the other silos are destroyed instead of just devolving into a rifle/techie spam. Only problem would be to keep it from bleeding into the other maps. 0 Quote Link to comment Share on other sites More sharing options...
moonsense715 Posted January 20, 2016 Report Share Posted January 20, 2016 I like the idea of a credit trickle for that. As the barracks is the only structure in the map that actually counts, it would help keep things rolling if the other silos are destroyed instead of just devolving into a rifle/techie spam. Only problem would be to keep it from bleeding into the other maps.If you attach the credit trickle script to the placed building controller object and not the preset, then it would only give credits on that particular map. 1 Quote Link to comment Share on other sites More sharing options...
Coolrock Posted January 21, 2016 Report Share Posted January 21, 2016 Back when I used to play maps like FoI and Fissure, any good team efforts could keep the Silos up for plenty of time to have a decent amount of cash to get higher end Infantry. Realistically, that was the only point of the Silos on those maps. Infantry only maps should never last long enough to benefit from Silos for so long. Maybe I don't know what I'm talking about, but it sounds like a lot has changed in APB that made it unique and fun. "Credit Trickle" shouldn't be needed after the Silo is down. If the team lost it, then that's on them. The matches are perfectly do-able with basic infantry, while not easy depending on the teams. I've played plenty of matches where teams I was and wasn't on, lost to coordinated Rifle Soldier attacks against a team of 4-5 Tanya's and such. 0 Quote Link to comment Share on other sites More sharing options...
Pushwall Posted January 21, 2016 Report Share Posted January 21, 2016 I'm not adding credit trickle - people just need to not ignore their own silos. Maybe I could move the Soviet lower silo closer to their base though so it's as easy to repair as the Allied one is... 0 Quote Link to comment Share on other sites More sharing options...
Einstein Posted January 30, 2016 Report Share Posted January 30, 2016 Underground silos in caves protected by walls of flame towers / pillboxes If you want to go overkill, add tesla coils, a gap gen, and camo pillboxes. Map idea - Fissure9000 /totally kidding 0 Quote Link to comment Share on other sites More sharing options...
harvester Posted January 30, 2016 Report Share Posted January 30, 2016 What about the mega ore silo the soviets had on Assault Seamist? That thing is so cool it didn't appear in the 'm' tab. 0 Quote Link to comment Share on other sites More sharing options...
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