Re: 1.3 Patch Announcement

You've gotta be kidding me. How does that make any sense? ("Here he goes again.")
You should be able to get grenades back from anywhere that you can reload, just very slowly. Like, one grenade every 15 seconds. And if anything, I would think trooper needs both a little nerfing and a little de-nerfing. De-nerfing could be done for the shotgun. Sometimes I'll put a whole clip into someone, and they still won't be dead. Even if I'm close. I think besides myself, I've only seen about 2 other people using shotguns. Nerfing should be done for the default rifle in the trooper layout, since sniper does a good job of killing me, but not enough to get excessive. With the default rifle though, I see EVERYONE using them. EVERYONE. On a team of 12 yesterday, (yes...the same one with only one medic, which I can't get out of my head.) MOST people were trooper. And almost all of those had the default rifle. We had one medic, about 2 support at the most, and a couple of officers. The rest were ALL troopers. Needless to say every time we got killed, or every time we ran out of ammo, we couldn't get reloads, and we couldn't get revived. sad

Curses, foiled again!

http://stats.fsmod.com/sig/medic.S-Guy.png

23 (edited by Safe-Keeper 2008-07-26 18:19:36)

Re: 1.3 Patch Announcement

The Imperial shotgun is indeed in need of some beefing, yes. The Rebel one is just fine - awesome in fact. Nothing clears buildings like a Rebel with a shotgun, perhaps with support from Medics lobbing sonic grenades.

Needless to say every time we got killed, or every time we ran out of ammo, we couldn't get reloads, and we couldn't get revived sad

"We"? It seems to me that if there was a shortage of support units (HWS, Support, Medic), the sound thing to do would be to respawn as one of those classes when killed hmm . If you didn't, you can hardly complain that no one else did, can you?

"One of the bitches actually gave birth while she was attacking, and her puppies joined in on the carnage."
--the awesomeness that is Boatmurdered.

Re: 1.3 Patch Announcement

S-Guy wrote:

You've gotta be kidding me. How does that make any sense? ("Here he goes again.")
You should be able to get grenades back from anywhere that you can reload, just very slowly. Like, one grenade every 15 seconds. And if anything, I would think trooper needs both a little nerfing and a little de-nerfing. De-nerfing could be done for the shotgun. Sometimes I'll put a whole clip into someone, and they still won't be dead. Even if I'm close. I think besides myself, I've only seen about 2 other people using shotguns. Nerfing should be done for the default rifle in the trooper layout, since sniper does a good job of killing me, but not enough to get excessive. With the default rifle though, I see EVERYONE using them. EVERYONE. On a team of 12 yesterday, (yes...the same one with only one medic, which I can't get out of my head.) MOST people were trooper. And almost all of those had the default rifle. We had one medic, about 2 support at the most, and a couple of officers. The rest were ALL troopers. Needless to say every time we got killed, or every time we ran out of ammo, we couldn't get reloads, and we couldn't get revived. sad

You're just as much a problem. It's people like you who are too stubborn to change class for the sake of the team, that are the reason for having so few medics. 80% of the time I go medic. I'll admit though, I'm not very good at it because I like being in the midst of the combat tongue.

Founder, User, and Supporter of the First Strike Wiki!

25 (edited by Safe-Keeper 2008-07-26 18:18:23)

Re: 1.3 Patch Announcement

Dammit, I see TIEPilot beat me to it tongue .

"One of the bitches actually gave birth while she was attacking, and her puppies joined in on the carnage."
--the awesomeness that is Boatmurdered.

Re: 1.3 Patch Announcement

anything being done to help non pilots on space maps or will that be left till 1.4+?

Re: 1.3 Patch Announcement

Trooper is an important class- it combines elements of recon and assault from vanilla.
The bulk of a team should be trooper - 50% or greater. The rest is specialist support like anti-tank and medics and re-supply.

On FS this only changes because the at-guns are weak- specialists aren't all that special... so the balance changes a bit.

also theres maps like 'plains', where it doesn't really matter what class you are, as long as you are inside a tank (support getting a preference here, along with heavy).
Still- the majority of an army should be people who can kill stuff, the rest of the guys support the killers.


On locked vehicles- I can see WHY, but don't agree. Tank cave being a wonderful example of a spawn point where 1 guy spawning and leaping into a tank ruins the covert unit that managed to get in there.

Still- at least the rebs have less to fear from imperial speeder thieves big_smile

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''Its over. Angel won.''   RSF Gurd

28 (edited by Safe-Keeper 2008-07-26 19:16:59)

Re: 1.3 Patch Announcement

Disagree strongly. What class to choose depends 100% on the situation, and it's not like every single class in FS is a killing machine. This article details a lot of various ways to set up a squad, and as you can see from the screenshots, a few of them have been tried out successfully. I remember holding Palace Ruins for the longest time on Mos Espa and winning by attrition with the "Foxhole squad" under Jafar's lead. The setup of said "foxhole squad" doesn't involve the Trooper class at all, but is built around the Officer and his repeater and the HWS class' ability to place shields in an overlapping dome.

Note to self and Jafar: Have to find a map suitable for the Sniper team wink .

"One of the bitches actually gave birth while she was attacking, and her puppies joined in on the carnage."
--the awesomeness that is Boatmurdered.