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Anti-Tank on infantry settings


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#21 posi

Posted 05 October 2017 - 04:36 PM

 The weak points of the kit is a long reload,  limited shells. No health ability, and having to position yourself for the optimum shot opening yourself up to fire from other classes.  I may spend 5 minutes fighting for that single kill shot. 

 Planes are very hard to hit with a zook unless they are flying low, slow and in a straight line.  Not bringing one down with a hit is very frustrating.  
 
 When I was testing with the PR Mod, they reduced it to 3 shells also trying to weaken it.  It's my opinion that this kit is balanced but from the perspective of a player who isn't taking death after death in an attempt to play the kit and learn the weak spots on equipment it is often hard to see.  I encourage the players to play all the classes and balance between them.  To spend as much time in a tank as a jeep or a plane.  One of the shifts in the game long ago that I saw happening was a loss of other classes over medic preference.  You can't have a game of chess with just bishops.  Hopefully the settings test is over and no one has been offended by a small adjustment.   

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#22 Hairy Russian Dude

Posted 05 October 2017 - 04:48 PM

Sooooo its staying?



#23 posi

Posted 05 October 2017 - 10:04 PM

  My post was an added vote to restoring it to stock settings.  In other words, I'm with you.

 

  I don't have the final say or ability to change this type of setting.    



#24 Hairy Russian Dude

Posted 05 October 2017 - 10:12 PM

Who does Posi?

Walk us through the process.

Somebody says "Let's make medkits cause a morphine OD on enemies."
Then what happens?



#25 posi

Posted 06 October 2017 - 01:01 AM

I can tell you that I have seen direct input from players and Admins implemented.   I have also seen well planned, time consuming changes removed due to input from players or Admins. 

 

With decisions, disagreements. We defer to rank with higher ranks also assigned different task. 

 

Historically that has been JR Admin, Admin, SR Admin, Core.

 

You are here -->  SR Admin


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#26 Moving Target

Posted 06 October 2017 - 06:53 AM

Posi is a Senior Admin? That explains the old man tendencies :)

Personally, I vote leave the Zook as is, lower expack power (except on the person who dropped it) and more powerful AA

#27 Captain John H. Miller

Posted 06 October 2017 - 12:21 PM

Posi is a Senior Admin? That explains the old man tendencies :)

Personally, I vote leave the Zook as is, lower expack power (except on the person who dropped it) and more powerful AA

 

That has been done a couple (12+) of months ago  together with the nades.



#28 Hairy Russian Dude

Posted 06 October 2017 - 12:53 PM

I don't want to stray too far from the specific topic, but I don't feel ANY weapons need to be nerfed. Nades and packs: just offer less in inventory. Its depressing lobbing a nade at 4 guys around your flag and not kill any of them.



#29 MidgetWithaSpork

Posted 06 October 2017 - 04:03 PM

I don't want to stray too far from the specific topic, but I don't feel ANY weapons need to be nerfed. Nades and packs: just offer less in inventory. Its depressing lobbing a nade at 4 guys around your flag and not kill any of them.

 

HRD,

I can see both sides of the coin on this issue.  At least nerfing nades affects all of the classes except engineer.  It doesn't penalize skill and single out one class like the nerfed bazooka does.  It also addresses, in small part, the nade spam problem.  Noobpack throwing is about the least skilled tactic in the game, so I agree with this one too, either a bit of nerfing the xpack or just turning full friendly fire back on like back in the old days addresses this problem.  I think the xpack adjustment matches the nade adjustment since they are often used in roughly the same manner.

 

But, sometimes I do miss being able to get a 3-fer with a well timed nade.  I'm happy playing w/ this change as every other class of player has to play with it. 


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#30 posi

Posted 06 October 2017 - 08:55 PM

  :boo:  :cannon6ej:   :shoot2:  :slipped:



#31 Moving Target

Posted 07 October 2017 - 06:39 AM

:slipped:


Posi kicked for team killing. 3 day ban.

#32 MidgetWithaSpork

Posted 07 October 2017 - 07:41 AM

Any idea when the nightmare will end?



#33 Captain John H. Miller

Posted 07 October 2017 - 08:02 AM

Any idea when the nightmare will end?

 

Nightmares can end? :o

 

 

My estimation is within a week or two.



#34 posi

Posted 07 October 2017 - 12:31 PM

   Well..  on a side note..   I have have had time to have more conversation and insight to the thought processes behind these small test changes and others.   I was impressed with our always attentive player-base noticing them and even being close in the ratio shift.   

  

   Stock Panzerschreck / Bazooka tables from the giant grid of death.  Oh..  of course those tables won't post with html intact..  sigh,  A person would have to count down .. then across, but you get the idea.  Not editing it.

 

 

head 41
trunk 42
limbs 43
kubel 45
jeep [SPLASH] 46
arty/APC 47
arty/APC 50
tank rear [SPLASH] 51
tank side 52
tank front 53
tiger side 54
tiger front 55
sub [ship SPLASH] 56
under water 57
turret [sub SPLASH] 58
destroyer 59
battleship 60
engines [SPLASH] 61
wings 63
tail 66
wood deck

 

226
CalliopeProjectile 100 (0.3) 100 (0.3) 100 (0.3) 30 (1.7) 100 ( 0.5) 50 ( 1.0) 25 ( 2.0) 100 ( 1.0) 35 (2.9) 26 (3.8) 19 (5.3) 13 (7.7) 9 ( 22.2) 30 (16.7) 10 ( 20.0) 0 0 300 ( 0.3) 300 (0.3) 150 (0.9) 30 (20.0)

 

200
CalliopeProjectile/splash 25 (1.2) 15 (2.0) 10 (3.0) 20 (2.5) 5 ( 10.0) 5 ( 10.0) 5 ( 10.0) 1 (100.0) 1 (100.0) 1 (100.0) 1 (100.0) 1 (100.0) 0 0 0 0 0

#35 Grassy

Posted 08 October 2017 - 08:14 PM

instead of nerfing the settings just adjust the number of rounds



#36 Twilight

Posted 10 October 2017 - 08:01 AM

After some discussion, the test has been postponed. We'd also like to thank you for your suggestions in this thread, have fun. :)

 


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