Re: New Classes/Weapons

Well, there are flamethrowers ("Flame Projectors") in the SW universe, and the Rail Gun sounds cool!
What i was really thinking about when i set this up was customization. Remember in 2142, there were lots of choices, like in recon you had Anti-Personnel Mines and Futuristic C4s, and you could choose between which one to have. In the mod we already have customizable guns so why not add other pieces of customizable equipment?

Curses, foiled again!

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Re: New Classes/Weapons

i agree widat cuz a soldier shouldnt be carrying evryting
takes away from the teamwork aspect

Re: New Classes/Weapons

Not going to get much more equipment unless things aremap specific and there has to be pick up kits if you want to more powerful weapons, but the devs will never agree to that... whatever, seems they are out of the loop, since the other mod, you know the successful ones, had pick up kits, FH, GC,PR,FH2...

Odd...

FS has 1-2 players on at a time, and they also have no diverse combator pickup kits hmm

Odd..

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Andrew Rilstone

Re: New Classes/Weapons

they also dont jet packs or clone wars. or clowns

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Re: New Classes/Weapons

yultemsee wrote:

they also dont jet packs or clone wars. or clowns

...yes, I demand clowns! roll
Still...i don't see whats so hard about importing new equipment for a little more diversity.
I've said this too much...so go look yourself: In 2142 you had choices in equipment besides guns.
Thats their alternative to making more classes. You could choose different types of equipment in the customization screen down to if you want bombs or mines, drones or spawns.

Curses, foiled again!

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Re: New Classes/Weapons

That's impossible for the devs though so unless they decide to rework the classes you will be stuck with this layout forever.

...yay...

I am as bothered as you are, but the devs are stubborn hmm

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"Munchkin: One who, on being told that this is a game about politics and intrigue in 17th century Italy, asks to play a ninja."
Andrew Rilstone

Re: New Classes/Weapons

Safe-Keeper wrote:

Espa is a push map. And Entha requires teamwork in the form of control point defense. If everyone just run from newly captured control points, it just becomes a game of whack-a-mole. <snip> And yes, I agree with Ty, this mod needs more teamwork. I fear we need to simply force it on players more, by limiting equipment and such to people in squads, near their squad members, and so on.

Actually, standard conquest-style maps work better in vanilla because of the Commander.  The entire map doesn't always need as much funnelling structure/stricture if there's someone looking at the "big picture" and telling different squads to stay put.  With a good Commander, he can scan the map, see where the enemy is going and tell Squad Leaders to defend, attack, split up, etc. as needed.

The main reason things become "like whack-a-mole" is because nobody wants to be left out of the action. A competent Commander (not one who goes flying around the map on his own) will find use for each Squad.  Even defenders will stay where he tells 'em to be because he knows there's an enemy assault on the way.

I've done very little Commanding in vanilla, because I really hate the pressure. wink  Because of that, I'd spawn in the uncappable base, and stay there the whole time, trying to give everybody a useful order.  The only reason I'd leave is if I noted a single enemy dropping in behind our lines, and knew I could stop him myself faster than ordering a squad back.

If we could find more "Star Warsy" abilities for the Commander, and could somehow limit him to staying in one place (lock him in a (static) shuttle for attackers, in a command base for defenders), that'd really improve the teamwork, and open up the possibilities for more Conquest maps.

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Today's spelling/grammar tip: There = a (sometimes conceptual) place. "There is my car." or "There is such a thing as magic."  // Their = posessive. "Their meat is full of worms." // They're = contraction of <they are>. "They're crazy!" // "They're trying to put their shoes up there."