15 (edited by gaurd502 2008-09-21 11:53:26)

Re: Ryloth Mines Feedback

FSDev| TALON wrote:

The idea is to use all dark Imps and spec op camoflauged Rebs to make best use of the dark, otherwise the Rebels would have an unfair advantage with all the Imps running around in white armour. That said. Hmmm, perhaps we could introduce the Shadowtrooper? eSame as a Stormtrooper but with black armour. Hmmm think more on this I shall.

mabey you could use those stormiess TY2D2 made http://forums.fsmod.com/viewtopic.php?id=8193

http://miniprofile.xfire.com/bg/sh/type/0/gaurd502.png
http://stats.fsmod.com/sig/medic.gurd502.png

Re: Ryloth Mines Feedback

Naw, we'd want to do the proper lore accurate version, though TY's were very nice.

http://img.photobucket.com/albums/v600/TALON_TAW/TALONSIGNEWB-1.jpg
http://stats.fsmod.com/fssig.php?player=Talon-UK
http://stats.fsmod.com/sig/pilot.Talon-UK.png

Re: Ryloth Mines Feedback

I'd like to say that I was in favour of giving the Zippers to officers instead of the Medic, but as Sam said, currently the medic is very hard to use - it suffers horrible armmo problems, and if the zipline is taken away then there will be very little incentive to use it.

Keep it with the medic.

BlackIntel Game Leader
DUKE815: Teamwork's complicated.  I've found that ramming a Lambda with a Y-wing at full boost is most effective.

18 (edited by Safe-Keeper 2008-09-21 20:22:20)

Re: Ryloth Mines Feedback

Couldn't the ammo be given to the medic to balance him? Sounds like a good tradeoff to me.

   Oh, and Blitz, what's the deal with this plateau here, the one I'm standing on in this screenshot, which for convenience's sake I shall call Kayak Dog Plateau:
http://i147.photobucket.com/albums/r292/safe-keeper/suggestionplateau-1.png

Seriously, there's a bridge leading to it from "Plateau a", and you can get there from the northernmost CP, but there's no real reason to be there and I don't think I've ever seen anyone there, either. Sure, it lets you get to the bridge leading to "plateau a" enabling flank/sneak attacks or whatever, but there's no real reason to try that either as you're sure to be spotted on your way over the bridge. Pretty much the only reason to be up there seems to be to enable you to scout out/suppress the Upper Flag.

If you altered the map slightly and made the spire across the chasm a plateau higher than the Upper Flag, accessible from the CP, and bridged the gap from Kayak Dog Plateau, there would not only be another reason to be there, and another way to attack the Upper Flag, and the ability for the Upper Flag Garrison (which I shall for convenience's sake not call Kayak Dog Garrison) to go up there for a high ground advantage which shouldn't make the map too unbalanced.

"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: Ryloth Mines Feedback

The layout came from woody and I just mapped it so Im not sure what he was thinking there.

http://www.fsmod.com/stats/fssig.php?player=FS_BLITZ
Someone tell Bandu Ron Paul won't win!

Re: Ryloth Mines Feedback

Well, you can use ziplines to get down, but I don't know if that was the idea.

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