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Posts: 15 to 21 of 44

- S-Guy
- Sith Apprentice
- Offline
- From: The Attic
- Registered: 2007-11-12
- Posts: 745
Re: Rate 1.3
Well, I'm just going to throw this out there, and I think this is the way it was before: For the trooper sensors, you can only have 2 out at a time, and you can resupply them, but if you deploy another when 2 are already out, one of them disappears, and they will die out after a certain amount of time. Either that, or you can only have 2, no resupplies, but they don't die out after awhile. 
Curses, foiled again! 
- From: Cambridge, UK
- Registered: 2007-09-30
- Posts: 104
Re: Rate 1.3
Overall I like the fixes, although there's still many changes I'd like to have seen, but I can only live in hope for future releases  Favorite changes: 1) Bombing on Ryloth (love it). 2) Weapon accuracy (makes it all that bit more fun). 3) Heavy's rockets do more damage on starfighters (they do, don't they?). 4) The E-E-E-E-Ewoks (lets see some Ewok corpses next!). Main Gripes: 1) Slow mine deployment for Support - at first this seemed like a good idea, to stop people leaping around, spamming mines at you whilst you tried to shoot them, but now it's just bloody annoying. It's not clear what you have to do, do you have to hold fire down longer, or keep pressing fire repeatedly? And once you get the first mine off the second one drops instantly after, so you usually waste a mine in utter frustration. Surprised the testers missed that. Lowering the count to two mines and making them non-replenishable is nerfing them more than enough, please put the deployment back to normal in the next release. 2) Heavy's rockets are still pants against vehicles (still takes about 6 rockets up a walkers arse to kill it). But no matter how many more changes are still to be made, it's still by far the best BF mod around.
- From: Grong, Norway
- Registered: 2006-07-25
- Posts: 5,192
Re: Rate 1.3
4) The E-E-E-E-Ewoks (lets see some Ewok corpses next!).
Indeed. A nice touch when they could just have slapped down a death bubble . 1) Slow mine deployment for Support - at first this seemed like a good idea, to stop people leaping around, spamming mines at you whilst you tried to shoot them, but now it's just bloody annoying.
I say keep it. You make a mistake once, perhaps dropping two mines or whatever, and then you know the delay is there. Surely that's not such a huge burden? Oh, and I say mine delay should stay. It's a great innovation that keeps players from using mines as makeshift hand grenades and for that it has my gratitude. 2) Heavy's rockets are still pants against vehicles (still takes about 6 rockets up a walkers arse to kill it).
They're meant to be. Encourages teamwork and makes combat vehicles feel like actual combat vehicles, not tin cans. One of the main things I hated about tanking in BF2 was how antitank kits were highly effective against tanks and everyone could spawn with them. I'm no dev, but I have a feeling that either the rockets will be made **** against vehicles and unlimited, or PR-ishly powerful... and limited/pickup kits, which the devs loathe like the plague and will probably never implement. My personal favorite change has to be that heavy vehicles are now locked .
"One of the bitches actually gave birth while she was attacking, and her puppies joined in on the carnage." --the awesomeness that is Boatmurdered.
- From: Dublin, Ireland
- Registered: 2007-10-01
- Posts: 1,308
Re: Rate 1.3
I dislike it. First strike can be a very fast paced game- it takes all of 3 seconds for an officer HW specialist and support troopers to rig up an eweb nest. I used to use mines to secure a doorway as our squad advanced on my way to a CP. Now that we can't resupply them, you have to be really selective about where they go- only 2 per life and i don't intend to die soon. Another way I would use them is to cover a retreat. If a squad opened fire I would duck round a corner and jam a mine on the wall and retreat to cover that corner. First guy who charges blindly into my trap blows up and indicates the rest are soon to follow. The delay in setting them up makes impromptu booby traps much harder to do- So we are hanging on to those mines longer because we don't want to waste them... but we are also not getting as many chances to deploy them because the set up time is long...
''Its over. Angel won.'' RSF Gurd
- From: Grong, Norway
- Registered: 2006-07-25
- Posts: 5,192
Re: Rate 1.3
Another way I would use them is to cover a retreat. If a squad opened fire I would duck round a corner and jam a mine on the wall and retreat to cover that corner. First guy who charges blindly into my trap blows up and indicates the rest are soon to follow.
And that's one of the reasons the delay's there, I have a feeling. First strike can be a very fast paced game- it takes all of 3 seconds for an officer HW specialist and support troopers to rig up an eweb nest.
Technically it can, but in reality it takes a bit longer. You have to place the E-Web/MKII, tell people you need a shield, generator, and bacta canister, wait for the Medic, Support, and HWS guys to arrive, and then wait for them to deploy their stuff and for the HWS to adjust the shield so that it's set up correctly, with the gun protruding out and the gunner safe under the shield. Laying of antipersonnel mines, likewise, should take a sec or two, simple as that. As I already said, they're not hand grenades with prox fuses, they're mines.
"One of the bitches actually gave birth while she was attacking, and her puppies joined in on the carnage." --the awesomeness that is Boatmurdered.
- From: Dublin, Ireland
- Registered: 2007-10-01
- Posts: 1,308
Re: Rate 1.3
Safe-Keeper wrote:..... One of the main things I hated about tanking in BF2 was how antitank kits were highly effective against tanks and everyone could spawn with them.
Anti-tank weapons being effective in an anti-tank role? How dare they. Pishaw and flim-flam I say. Next we'll be hearing claims that anti-personnel mines can kill personnel effectively ....Oh wait...  Safe-Keeper wrote:My personal favorite change has to be that heavy vehicles are now locked .
Indeed. The main Imperial anti-aircraft procedure used to be grabbing the rebel T-1B or speeder... now its putting your head between your legs and kissing your arse goodbye. It's not a perfect system, but its better than the imps racing the rebs to their own stuff.
''Its over. Angel won.'' RSF Gurd
- SamZi
- FirstStrike Tester
- Offline
- From: Finland
- Registered: 2008-07-15
- Posts: 447
Re: Rate 1.3
9/10 I don't like the targeting blocks but I guess you're not gonna take 'em out so why bother complaining more. I have gotten a bit used to them already. What I really want changed is the frags getting resupplied when you can't do that with the medic's grenades. What's the reasoning for that?
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