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You left spawn without any weapon and had to pick one up.
It sounded fun at first, but it really wasn't.
me sorry oops
#Support Comp Mode
https://www.youtube.com/channel/UCN4YhM6jUB2MxVj8i3b9rhw
how about this for the armory, fill it up with a few of each type of enemy weapons but allow all classes (except maybe sniper role) when choosing your kit. This way grabbing weapons there is just a cool factor and not a unbalancing one.
Well... one can dream, right?
I think this could work. Following the rules or risk/reward of course. Say outpost had an armory that was in some central location that forces both teams to a push ..... kind of like .... dare i say, League of Legends ishhhh??.
Alternatively, since one team is fighting for the stronger RPK, make the armory favor one team and let the other side spawn with an M249.
More general map feedback: that tri-level choke is the game's first serious attempt at an area that's truly about vertical engagements. It felt to me like grenades played a really huge role there that overpowered line of sight dynamics. I think stretching that space out, leveling out the area a bit by reducing the angles involved in looking from one height to another, would help it play a little better and reduce grenade strength a bit.
The flappy doors... Hoo boy. It's hard to think about them without going straight to the slide animation, seemingly the best way to attack through them. As a concept, I think they work alright, particularly if you guys can get the destruction and physics interactions you want to add to work. Unfortunately, without those extra mechanics, it's a lot of sliding around (and it still feels like players just dodge bullets sometimes when they do that, even if it's a perceptual thing with players changing speed quickly etc).
Especially as a FLO, I felt like assault needed more options. I felt like my choice was either go to the armory fight or go to the grenades-murder-death-cliff. At least defense can choose to play passive as an option and feel like they're still playing the objective/mission. An extra route would probably help.
I like this idea but would prefer if it was just one random weapon out of all the weapons in random spots in that room per round. So one round it could be a sniper rifle the other round it could be an enemy weapon ak105, next round it could be ar etc...
Yah how many times was the objective actually completed to win the round. I don't see it very often all's it ever is when I am defense is Assault camping spawn all round not even caring about objective. This make me think of a match I played the other day when bomb was planted and I'm needing a revive about 5 feet or so from the bomb and the bomb is literally about to explode everyone on the other team is dead and the last person on my team revives me instead of defusing the bomb so once I get up I go defuse bomb and it explodes when I am about 66% complete. So had he of not revived me and just went straight for the defuse we would of won the round and not lost the round. This is what revives are teaching the new players. You def need to think about some kind of tutorial for new players.
The Gun Room needs to be reworked. To hard to maneuver.
Should be allowed to climb on anything that is climbing height. If people fall off that is their own problem.
I actually really like the overall layout and flow that happens *after* assault has primary control of the vertical choke. Some changes to help push the gameplay closer to this layout for where engagements occur could make it feel less hectic. From there, the layout works really well with nice options for coordination for either side:
I do think it'd help to have a connection from defense mid to armory so that assault can coordinate an attack there from two angles without being forced to get through armory. Without any changes on that side, planting Y is very difficult.
She volume ... it is not linear .. and really gives a good impression of realism that can give us the impression of really beings above (which could be in the other maps) ..
then the armory is a very good idea ...
also apply to all the maps ... like that the first to arrive first served ....
For the defense it can be a lack of parts more .. which can circumvent the attack strategy or a higher point ....
http://www.americasarmy.com/embed/bugreport/