Trial it for a week cos some of us dont have that much time to play
Errr, wrong sorry, cant make any promises regarding how long the current trial will last for.
I think it would be good to have the changes in place until at least 01/02/10 (Next Monday).
This would give most people from now and across the weekend to test things out and to give some feedback.
BRB GOING STEN WILL EDIT WITH FEEDBACK
Thanks for your help blusky, Appreciate it, Cheers ๐
Game Is For Pew Pew And Forums Is For QQ
since FG has been doing less damage than default you should make it do more damage than default to say sorry to all the covies out there
This was changed after a LOT of complaints from people saying the FG was nerfed.
Fg42 is insane. Close combat = dead.
Sten damage doesn’t really ‘feel’ that overpowered now that it’s been buffed pretty hugely – not enough people play it for it too be tested properly. It’s probably having the fragility of 110 HP compared to 150 or whatever medics have.
half your skill is in your config
Fg42 is insane. Close combat = dead.
Sten damage doesn’t really ‘feel’ that overpowered now that it’s been buffed pretty hugely – not enough people play it for it too be tested properly. It’s probably having the fragility of 110 HP compared to 150 or whatever medics have.
So in summary, would you suggest turning FG42 down a notch or two. Leave Sten as is currently and up the Covie HP a little bit more than 110 ?
Game Is For Pew Pew And Forums Is For QQ
Not sure really. The cvop class is fragile for a reason. I’d leave fg42 as default(…even though it feels OP) and sten increased (mp40 DMG) but the cvop HP the same because as I said – they’re fragile for a reason. All classes have their ups and downs (yes, even medics).
I think it needs to be tested further.
half your skill is in your config
Not sure really. The cvop class is fragile for a reason. I’d leave fg42 as default(…even though it feels OP) and sten increased (mp40 DMG) but the cvop HP the same because as I said – they’re fragile for a reason. All classes have their ups and downs (yes, even medics).
I think it needs to be tested further.
Thanks for spending the time with testing the covie class and weapons changes blusky and your feedback.
Lets see how things for now and I’ll wait for more feedback and comments. Again thanks for helping with testing.
Game Is For Pew Pew And Forums Is For QQ
Fg42 is insane. Close combat = dead.
Sniper rifle is insane. Long range = dead.
The point is that you have to get in close to use it effectively which isn’t always easy. I love playing noobs who use it at even short & mid range because you just have to strafe them and they run out of ammo (20 bullets goes quick). I’ve noticed people going “ffs f**kin FG!” after I kill them with it but hey, the point is I was at point blank and got 4 headshots on you, not that the gun is amazing. In a mid-range duel vs an mp40 you’re pretty much boned. I say if anything take it up a notch.
Sten feels about right now, medics still have way more health and the sten overheats.
What is missing from this equation (i.e. debate) is the fact that majority of better players stack on axis side with medic…THIS THROWS THE GAME OFF BALANCE.
Seriously some of the debating is soo skewed its not funny…totally missing the above important point. Nothing will stop axis (a mostly defending side) get stacked with meds and any change you try to do to other classes, weapons and such will always cause people to QQ about the medic class.
IMO implement XP reset, set limit on medic class, lower regen of medics and self heal, no adren, keep the weapon settings how they are and watch how the better players will start to go covie, fieldy and rnade. Alot of you guys are complaining that all of the changes will have an adverse effect on the medic class YET all of the changes that were made STILL make medic class most widely used and still AXIS overpower the maps with stacked medics…go figure whats wrong here…………
Ive played medic throughout mostly all of the changes that were implemented from people QQing and everytime I found myself on the upside on most occasions…reason being simple: stacked defending team with better players who mostly go medics.
medic class is by far the most utilised, mainly not to support team mates but to self heal and get fraggs.
That’s a bold assumption…. There are actually some of us who play medic to heal teammates, and don’t get “fraggs”.
As Frogma already said, you’re blaming medic class for the fact that often better players play medic….
The one thing that ruins ET is players obsession with not dying…….making them too cowardly to run out of allies base and actually attack.
Day in day out I watch that, and it’s often why Axis “stacked” or not will win…. No damage or class changes is going to help !stats whores ๐
Sorry went off-topic ๐
Cheers.
Try not to become a man of success, but rather try to become a man of value. — Albert Einstein
There are actually some of us who play medic to heal teammates, and don’t get “fraggs”.
Ahhh Amacide, I got mad man love for your rez, Your the only medic I dont tap out on when the counter gets to 1
I can sit back and wait knowing you will rez me and not run pack pack past me not giving a frell about me.
Game Is For Pew Pew And Forums Is For QQ
Regardless of the fact that better players play medic, it is still overpowered. The problem being that axis is in the majority of the maps the defending team and I can count lots of times where a team of 7 has 6 medics and usually a panzer or rnade to top it off. Everyone knows its had to beat a med train no matter how good you are, you might be able to pick off one or two (or three or four if your a pro) but whatever the case, if the medics are anyway half decent players they will just revive each other and you are on your ass. IMO medics should just be a percentage of the team like panzer is etc to allow balance along the classes. There would be a lot of backlash I’d say but I reckon since we are trialing new things, I propose that the medics get changed to %50- so that the maximum number of medics is 50% of your team. My reasons being that it forces more people to go fops or engy and (hopefully) be more useful to a team than just shooting the enemy. Sure nothing will stop this and I wouldn’t want to, but it does allow for each team to be more balanced in classes that otherwise probably wouldn’t be played. Another change I propose is to change the bitmask of g_dropHealth to -1, this then means that medics only spout out the number of medpacks they could have if they were alive (aka if they had enough charge for it). This would be good as it is currently just too easy to stroll into the enemy, kill a medic and gib whilst fighting to pick up 5 packs and keep going. Having these adjustments I feel would even it out without having to nef the medic class, just restricting how many get to play it ๐
Cheers
Regardless of the fact that better players play medic, it is still overpowered. The problem being that axis is in the majority of the maps the defending team and I can count lots of times where a team of 7 has 6 medics and usually a panzer or rnade to top it off. Everyone knows its had to beat a med train no matter how good you are, you might be able to pick off one or two (or three or four if your a pro) but whatever the case, if the medics are anyway half decent players they will just revive each other and you are on your ass. IMO medics should just be a percentage of the team like panzer is etc to allow balance along the classes. There would be a lot of backlash I’d say but I reckon since we are trialing new things, I propose that the medics get changed to %50- so that the maximum number of medics is 50% of your team. My reasons being that it forces more people to go fops or engy and (hopefully) be more useful to a team than just shooting the enemy. Sure nothing will stop this and I wouldn’t want to, but it does allow for each team to be more balanced in classes that otherwise probably wouldn’t be played. Another change I propose is to change the bitmask of g_dropHealth to -1, this then means that medics only spout out the number of medpacks they could have if they were alive (aka if they had enough charge for it). This would be good as it is currently just too easy to stroll into the enemy, kill a medic and gib whilst fighting to pick up 5 packs and keep going. Having these adjustments I feel would even it out without having to nef the medic class, just restricting how many get to play it ๐
Cheers
All sounds great to me, WIN :rnade:
Game Is For Pew Pew And Forums Is For QQ
F2 on the 50% med cap. Its going to result in many ppl raging about being automatically class changed during a game when server numbers drop. It’ll be ATB all over again. Also, what class are you going to change them to? Engy? Fops? Covy? Soldier with smg?
F1 to changing the number of med pax contained in dead ppl.
Test.
F2 on the 50% med cap. Its going to result in many ppl raging about being automatically class changed during a game when server numbers drop. It’ll be ATB all over again. Also, what class are you going to change them to? Engy? Fops? Covy? Soldier with smg?
^^^^^ You’ll have so many tears you will drown. Although med whore tears may be the best…..It’s a change that isn’t needed. You can’t force people to do the objective Trigger. Even if you limited medic class similar to panzer – players would still aim for frags as an rnade/fops/fg42 etc etc…compared to doing the obj.
Limiting medics isn’t going to make people do the objective. It’s a public server and the objective (or, winning) is usually at the back of people’s minds.
this then means that medics only spout out the number of medpacks they could have if they were alive (aka if they had enough charge for it). This would be good as it is currently just too easy to stroll into the enemy, kill a medic and gib whilst fighting to pick up 5 packs and keep going.
IMO that’s what makes OZ fun and enables other classes to survive another fight against a medic. This feature is especially helpful for cvops.
The point is that you have to get in close to use it effectively which isn’t always easy.
I have to disagree. Only on maps like baserace where it’s wide open areas is where the Fg42 fails. Otherwise, it’s overpowered because of the hitboxes and maxed XP. It’s like panzer, you can play with your dick and you get kills except this time you get headshots.
half your skill is in your config
-OZ-Trigger Happy wrote:
this then means that medics only spout out the number of medpacks they could have if they were alive (aka if they had enough charge for it). This would be good as it is currently just too easy to stroll into the enemy, kill a medic and gib whilst fighting to pick up 5 packs and keep going.
maybe make it so other medics cannot pick these pack up?
If you wanted to be my friend you wouldnt say i have pooey pants
NickelKroegerBack or GTFO!