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Posts: 29 to 35 of 61

- S-Guy
- Sith Apprentice
- Offline
- From: The Attic
- Registered: 2007-11-12
- Posts: 745
Re: 1.3 Patch Announcement
TIEpilot234 wrote: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. 
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 .
I have a sorta excuse for that. X_X I tried medic and support, each for a very long time actually, and I wasn't any good at them.  In fact, I think I only managed to revive 2 people total as medic before I got killed, and as support I never got to help anyone before I got gunned down. The shotgun trooper has turned out to be my best class. Now, I doubt that would be the case for a dozen people...
Curses, foiled again! 
- From: New Hampshire, USA
- Registered: 2007-07-09
- Posts: 753
Re: 1.3 Patch Announcement
S-Guy wrote:TIEpilot234 wrote: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. 
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 .
I have a sorta excuse for that. X_X I tried medic and support, each for a very long time actually, and I wasn't any good at them.  In fact, I think I only managed to revive 2 people total as medic before I got killed, and as support I never got to help anyone before I got gunned down. The shotgun trooper has turned out to be my best class. Now, I doubt that would be the case for a dozen people...
TIEpilot wrote:I'll admit though, I'm not very good at it because I like being in the midst of the combat .
I'm sure your problem is the same as mine. Which for me, is reason for my horrible 0.50 K/D ratio . The thing is, I know how to play the medic. I just [i]don't[i]. Medics should stay back, behind the squad, and behind cover, tossing out bacta tanks to keep the squad healed during and post-combat. If needed, such as when squad members have died, they can provide supporting fire. They can also toss their grenades. If its safe to revive behind cover or after all enemies are eliminated they should. But I like to go Rambo medic... 
Founder, User, and Supporter of the First Strike Wiki!
- From: Grong, Norway
- Registered: 2006-07-25
- Posts: 5,192
Re: 1.3 Patch Announcement
Medic tip: Don't try to revive everyone. If a soldier out of cover is shot down and critically wounded during a firefight, there is literally no reason to run out and try to revive him. Worst case scenario is you get killed along with him. Best case scenario is you revive him and then get gunned down along with him. Do what real medics do - prioritize. Get a bearing of your surroundings and see who needs help the most, who you can save, who you have to sacrifice.
"One of the bitches actually gave birth while she was attacking, and her puppies joined in on the carnage." --the awesomeness that is Boatmurdered.

- S-Guy
- Sith Apprentice
- Offline
- From: The Attic
- Registered: 2007-11-12
- Posts: 745
Re: 1.3 Patch Announcement
TIEpilot234 wrote:S-Guy wrote:TIEpilot234 wrote: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 .
I have a sorta excuse for that. X_X I tried medic and support, each for a very long time actually, and I wasn't any good at them.  In fact, I think I only managed to revive 2 people total as medic before I got killed, and as support I never got to help anyone before I got gunned down. The shotgun trooper has turned out to be my best class. Now, I doubt that would be the case for a dozen people...
TIEpilot wrote:I'll admit though, I'm not very good at it because I like being in the midst of the combat .
I'm sure your problem is the same as mine. Which for me, is reason for my horrible 0.50 K/D ratio . The thing is, I know how to play the medic. I just [i]don't[i]. Medics should stay back, behind the squad, and behind cover, tossing out bacta tanks to keep the squad healed during and post-combat. If needed, such as when squad members have died, they can provide supporting fire. They can also toss their grenades. If its safe to revive behind cover or after all enemies are eliminated they should. But I like to go Rambo medic... 
First of all, SO...MANY...QUOTES! Second, Yeah. Same thing. I really prefer to be out in the middle of the battle, and I have to admit that the reason I went medic was so, A: I could heal myself, B: I could get their cool grenades, and C: I loved the rebel second medic gun. I really did it all for the weapons. Then...I remembered I didn't have binoculars, and I always loved scouting out the enemy lines with binoculars. I then remembered that trooper had binoculars, along with some nice, basic frag grenades. I went trooper, and quickly remembered that I also had smoke grenades. Then, I remembered how TERRIBLE I was with the disentigrator ray. I didn't really feel like being a generic trooper and use the default rifle, so I tried the shotgun, and found I was pretty good at it. Better, In fact, than I ever was as medic. Now, after being in a great squad for that whole time, I remembered I had my awesome little tracking beacons. I started learning to use those for scouting, attacking, defending, everything. After that, well, let's just say I was a pretty good trooper, often getting #1 score. 
Curses, foiled again! 
- Registered: 2007-10-02
- Posts: 237
Re: 1.3 Patch Announcement
I think we all expected you to do something about the prox mines, but on reflection I think what you've done is a mistake. Reducing them to 2 is fine. Making them take longer to regenerate would have been fine. Taking them away and giving them to another class would have been fine. Even removing them altogether would have been fine, too. However, I think making them so it's just 2 per life is wrong, and this is why: Currently, I use prox mines highly effectively as a remote defence for a CP or spawn beacon (as many of you have found to your cost ), replacing them as necessary. The nerfing will prevent this. Currently, some players dive into the middle of a group of enemies throwing out their prox mines as quickly as possible. They almost invariably die, but they usually get a couple of kills as well. The nerfing will not prevent this; in fact, it will make it the more effective of these two tactics, because they'll get 2 more PMs immediately! I am a regular visitor to this forum and an even more regular player of the game. I have seen complaints about the number of prox mines, about not being able to get past them by crawling or crouching, and most of all about the suicidal tactic mentioned above. I've not seen many, if any, complaints about their 'proper' use. One of the basic objects of any FPS is to kill the enemies and try not to get killed yourself. The nerfing of the prox mines, medics' grenades and trooper's homing beacons does nothing more than penalise people who play well and manage to survive. What's done is done, and we'll see how it turns out. Please reconsider this, though, and maybe make these items simply take much longer to regenerate for 1.4. You may well be thinking 'teamwork' up there in your ivory testing tower, but down here in public server land, things don't always turn out as you envisaged...
  Mmm... vanilla!

- Omen
- Banned Forever
- Offline
- Registered: 2007-09-06
- Posts: 692
Re: 1.3 Patch Announcement
How does this have anything to do with patch 1.3?
- Registered: 2007-10-02
- Posts: 237
Re: 1.3 Patch Announcement
Omen wrote:How does this have anything to do with patch 1.3?
Don't know about the preceding posts, but mine has everything to do with 1.3.
  Mmm... vanilla!
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