22 (edited by Safe-Keeper 2008-07-30 19:10:18)

Re: Rate 1.3

Anti-tank weapons being effective in an anti-tank role? How dare they.

Read my entire post.

I've got nothing against strong AT weaponry as such, but in moderation. I tried BF2 again some time ago and found that tanking consisted of driving into combat, doing next to no damage at long range due to the lack of a zoom function, and getting blasted in seconds at close range due to AT kits being everywhere. Nah.

You can't have your cake and eat it, too. In my view, AT kits should be strong and limited (PR, in other words not gonna happen) - or weak and unlimited (FS).

Regarding targeting brackets, they have actually been in there from the beginning, and the only reason they weren't there come 1.2 is that... we goofed 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: Rate 1.3

11/10 nuff said!

First strike, playing from day one: SirKillsalot30

Resident Metal Gear Solid fan

Re: Rate 1.3

I haven't been able to spend a lot of time with 1.3, yet. My internet connection has been unusually bad these past few weeks, so going online has been guaranteed death for me, and major lag for everyone else. lol

However, I have been fiddling around with it in LAN mode (by myself *cries*) to get at least some feel for it, and I gotta say I'm loving what I see so far. Unfortunately, I can't get a true feel for it until I play it online with others (with a GOOD connection). I must say, I'm shocked the servers have been fairly empty as of late. What's wrong with everyone?! DON'T THEY KNOW HOW FREAK'N AMAZING THIS MOD IS? wink

There are still many ideas, features, tweaks, etc. I would love to see implemented to benefit FS' gameplay and lore accuracy, but most are either too difficult, too time consuming, or are technically impossible to implement given the limitations of BF2142's engine.

Artificial intelligence is no match for natural stupidity.

Re: Rate 1.3

mechag2 wrote:

I must say, I'm shocked the servers have been fairly empty as of late.

I disagree, since the release, theres been pretty much a constant populated server (or at least 20 players) and its been quite fun smile 

I still havent played much ryloth, dangit!! I have played the Rhen Vars like 5 times each though...which is fun...but MORE Ryloth for me kplsthx!!

Re: Rate 1.3

While I've played the original five maps to death, it's amazing how little I've gotten to play the new ones. I think that until I did after 1.3 was released, I'd never played a full round of Ryloth hmm . This was mostly due to connection issues giving me a 1000+ ping, and partly because of testing, but still.

As for more features... we've all got plenty of ideas, be it new weapons, classes, gameplay features, maps, vehicles or other stuff. Here's hoping some of it gets implemented and that we see more good releases of First Strike smile !

"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: Rate 1.3

Re: the delay in deploying PMs. I thought it was a bit much considering they've been nerfed right down to 2 per life anyway, but if there's going to be a delay, why not make it a realistic one?

How about a two-stage deployment: place and arm? Set it up so you have to, say, right click to deploy, then left click and hold for a short period to arm it (similar to deploying and arming explosive charges in ET:QW). Simply looking like you are doing something as you deploy the mine would probably be psychologically less frustrating than standing there like a prawn, waiting for your PM to stick...

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Whilst I can understand players' frustration at anti-air missiles that don't lock on properly, I fail to see why anyone witters on about it taking too many rockets to take down an AT-ST. The walkers have three weak spots that mean they can be taken out in short order by any of the standard primary weapons. Simply get behind the walker and shoot into either one the black exhaust vents in the 'pelvis'; i.e. the bit immediately above the legs, or if you can draw a bead on it, the balljoint with the head. My favourite weapon for doing this is actually the Officer's DL-44 blaster pistol, as it doesn't overheat in the process; the ME Speeder gun is probably the quickest, though, if you can get in position. I've never bothered trying, but I imagine a rocket hit in one of these critical weak spots would bring equally rapid results.

Obviously, a walker with a good squad watching its back is an absolute pig to deal with, but all too often they're out front on their own and that's when they are highly vulnerable...

Some similar critical weak spots on all the armoured assets would be nice – if indeed it hasn't already been done for 1.3.

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The Starfighter HUD indicators were present in 1.2. It was the 1.25 hotfix what busted it! I'm in two minds about them. I'd got quite used to living without them, but it did make the TIEs unfairly hard to locate. (That said, Stormtroopers have to run around in very obvious white most of the time...) I'd much rather see the back of the red chase icons, which lead only to endless circling.

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I'm still coming to terms with the changes. I still like my support class, but I think I preferred the Bowcaster and MG-15 the way they were. The MG-15 now shoots slightly below the red dot in zoomed mode, by the way. I've also noticed some hits on prone targets not registering; i.e. you can seeing the target flinching from the impact, yet no damage is done. That didn't used to happen.

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I'm not going to rate this patch. It is what it is, but the game is still awesome and I will adapt to the changes – and then adapt again when 1.4 is released!

http://www.fsmod.com/stats/fssig.php?player=RabidJohn
http://sigs.2142-stats.com/RabidJohn_player_555.png
Mmm... vanilla!

Re: Rate 1.3

Team speicific vehicles were a bad idea when presented, and now a bad idea in play.  This is Battlefield, not some Lore true shite RPG.


Nothing like making it across the map on foot to realize that you're still gonna' be afoot against freshly spawned walkers and tanks.