Mesa deadzone fix [message #404897] |
Thu, 01 October 2009 21:53 |
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Spoony
Messages: 3915 Registered: January 2006
Karma: 0
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General (3 Stars) Tactics & Strategies Moderator |
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can someone knock up a quick fix for this so we can start balance testing it right away?
i think it will give GDI the edge, but it needs testing... may as well do it while we're waiting for the rest of the features to be finished.
Unleash the Renerageâ„¢
Renedrama [ren-i-drah-muh]
- noun
1. the inevitable criticism one receives after doing something awful
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Re: Mesa deadzone fix [message #404910 is a reply to message #404897] |
Thu, 01 October 2009 23:49 |
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Goztow
Messages: 9738 Registered: March 2005 Location: Belgium
Karma: 13
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General (5 Stars) Goztoe |
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I concur. This could actually help balance, IMO.
You can find me in The KOSs2 (TK2) discord while I'm playing. Feel free to come and say hi! TK2 discord
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Re: Mesa deadzone fix [message #404992 is a reply to message #404991] |
Fri, 02 October 2009 12:25 |
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Spoony
Messages: 3915 Registered: January 2006
Karma: 0
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General (3 Stars) Tactics & Strategies Moderator |
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there are three deadzones.
1. the bridge.
tanks on the bridge can't properly attack ground targets.
- they can't properly hit buildings
- they only do half damage to tanks
- they don't do splash damage to infantry
2. side path near the airstrip pad.
- tanks can't hit the airstrip ramp
- tanks only do half damage to any nod vehicle behind the wall
- if you shoot the turret, there's a weird situation whereby you do half damage to the turret and full damage to the refinery (!?)
3. infantry area between the two refineries
- grenadiers and rocket launchers can't properly hit the airstrip ramp.
this also happens on the hourglass hill, which should probably be fixed too (for example, if an arty falls back down the hill past a certain point, a med tank on the hill only does half damage attacking it, which basically means the arty can be kept alive by the driver's tech on his own, which would not normally be the case)
Unleash the Renerageâ„¢
Renedrama [ren-i-drah-muh]
- noun
1. the inevitable criticism one receives after doing something awful
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Re: Mesa deadzone fix [message #405017 is a reply to message #404897] |
Fri, 02 October 2009 13:32 |
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Dover
Messages: 2547 Registered: March 2006 Location: Monterey, California
Karma: 0
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General (2 Stars) |
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I'd support this if we also changed the AGT being able to attack inside the mesa, and the ob not being able to do the same.
DarkDemin wrote on Thu, 03 August 2006 19:19 | Remember kids the internet is serious business.
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Re: Mesa deadzone fix [message #405030 is a reply to message #404897] |
Fri, 02 October 2009 14:44 |
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Dover
Messages: 2547 Registered: March 2006 Location: Monterey, California
Karma: 0
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General (2 Stars) |
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A possible solution would involve completely re-arranging the Nod base, so the airstrip is closer to the mesa (Maybe to the current power plant location?) so the harv comes at a time closer to GDI's, and moving the obelisk more toward the back of the base to both improve the angle of attack into the mesa and help with snipers off the the right that are currently out of the obelisk's influence (Unlike the AGT).
Of course, that's beyond TT's scope.
DarkDemin wrote on Thu, 03 August 2006 19:19 | Remember kids the internet is serious business.
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Re: Mesa deadzone fix [message #405060 is a reply to message #404979] |
Fri, 02 October 2009 18:02 |
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BLûεl4βêL
Messages: 178 Registered: September 2008 Location: Netherlands
Karma: 0
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Recruit |
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Nune wrote on Fri, 02 October 2009 13:37 | mesa is already a gdi map anyway most of the time.
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LOL i used to !gameover NOW as GDI, i loved playing as NOD - fucking arty pressure is bs
...bow to your #1 ranked warrior
Quote: | by Whiskey @ clanwars.cc
Legend has it, that long long ago before the tiberum wars, Havoc and Sakura conceived a love child in the backseat of a GDI Hum-vee. 9 months later, IsItInYou popped out and headshot them both, then nuked their refinery.
how did the baby get a gun?! rgGh probably
so the baby spectated both his parents and drove home from the C&C_Hospital.mix in the humvee parked outside?!
3 wisemen came bearing gifts: credits, tiberium, and murr, whatever the FUCK that is. IsItInYou was nailed to the obelisk, but respawned 3 days later and performed miracles.
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Re: Mesa deadzone fix [message #405063 is a reply to message #405038] |
Fri, 02 October 2009 18:32 |
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Dover
Messages: 2547 Registered: March 2006 Location: Monterey, California
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General (2 Stars) |
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liquidv2 wrote on Fri, 02 October 2009 15:53 |
Dover wrote on Fri, 02 October 2009 15:32 | I'd support this if we also changed the AGT being able to attack inside the mesa, and the ob not being able to do the same.
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that has little to no effect on the outcome of the game, and gdi seriously needs help on the map
it's easy to say "Mesa is unfair because the GDI defenses can fire into the tunnel when the Nod ones cannot", but in reality it doesn't matter much if at all
you have to actually play renegade to understand
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GDI? Needs help on Mesa?
I lol'd.
DarkDemin wrote on Thu, 03 August 2006 19:19 | Remember kids the internet is serious business.
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Re: Mesa deadzone fix [message #405071 is a reply to message #405070] |
Fri, 02 October 2009 19:08 |
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Spoony
Messages: 3915 Registered: January 2006
Karma: 0
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General (3 Stars) Tactics & Strategies Moderator |
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AGT shooting the nod harvester really doesn't make much difference. it's only the machinegun and it's only for a couple of seconds each way.
in fact the harv fight is actually more even on mesa than it is on other harv-maps. (field, cityfly, wallsfly, under, and canyon) - because there's less space to use GDI shooters. and GDI needs the early-game advantage cos meds are more expensive.
Unleash the Renerageâ„¢
Renedrama [ren-i-drah-muh]
- noun
1. the inevitable criticism one receives after doing something awful
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Re: Mesa deadzone fix [message #405072 is a reply to message #404897] |
Fri, 02 October 2009 19:11 |
Homey
Messages: 1084 Registered: February 2003 Location: Canada
Karma: 0
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General (1 Star) |
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Nod wins on J1 with a 1.4 to 1 ratio. So yes, it's a Nod map. Pointsfix has little effect on the outcome on this map. Likely because it's a map with a lot of building whoring and killing which works out the same with either pf/pb. A GDI advantage could be useful, at least on the airstrip side. The cave is alright, but with an arty you can aim down (like you do on hourglass) and hit the wf and splash right into GDI's base. Works with meds too, but not to the same extent. I think it should be fixed so you can splash down.
Homey
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Re: Mesa deadzone fix [message #405113 is a reply to message #405060] |
Sat, 03 October 2009 05:08 |
Jamie or NuneGa
Messages: 954 Registered: June 2007
Karma: 0
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Colonel |
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¤BLûεl4βêL¤ wrote on Sat, 03 October 2009 02:02 |
Nune wrote on Fri, 02 October 2009 13:37 | mesa is already a gdi map anyway most of the time.
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LOL i used to !gameover NOW as GDI, i loved playing as NOD - fucking arty pressure is bs
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mesa is freaking boring as gdi but two teams of decent players gdi can usually do just as well as nod if they can get control of the cave.
p.s @ spoony you can splash infantry if you shoot about 30 meters away from em. But its just luck if you do.
Jamie is a guys name in Europe...
[Updated on: Sat, 03 October 2009 05:08] Report message to a moderator
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