Landmine TB/TK Damage
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This is an international forum. PLEASE speak ENGLISH! If you have problems with english, please try to post in english and repeat the post in your motherlanguage.
Re: Landmine TB/TK Damage
Medics are nerfed too. No adrenaline.
Re: Landmine TB/TK Damage
Like i suggested ages ago: limit fops to level 3 and increase the team fops charge. You'll have more airstrikes and no more 20 second arty spams, only regular arties.ALL classes should have their chargetimes reduced now that server is full with 13 vs 13 and sometimes 14 vs 14 players every night. The fast chargetimes cause complete and utter spamfest on maps like Goldrush with its small narrow spawn exits.
For the record: i'm not agreeing with monty. Our opinions just coincide by accident.
Re: Landmine TB/TK Damage
Fops skill is limited on goldrush to 2 or 3.
Re: Landmine TB/TK Damage
Well it's settled: Everything is fine. Carry on.
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Re: Landmine TB/TK Damage
Yes, and Monty agrees with 1st map only (Goldrush) being limited to fops skill 2. However, there are still a plethora or riflenades and mortar shells flying towards the spawn exits on Goldrush. This spam was manageable back when Hirntot rarely had more than 12 vs 12 games... but now it's 14 vs 14 almost every night - sometimes even 15 vs 15! These extra players makes a huge difference, both in terms of spam and the amount of blocking and consequential raging going on at narrow passages (not mentioning any of evirdrevo's 200 nicks here). Like with China, you've failed to adjust for this increase in population. What we have now is chaos, especially on small maps like Frostbite that were never intended to host 14 vs 14 games. The logical solution would be to decrease charge times for all classes by 10-15% and see how it goes.
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Re: Landmine TB/TK Damage
Level 3 fops is needed to counter engis with flak jacket and packs of rambomedics with 150 health - otherwise they just run right through it.evirdrevo wrote: ↑Sat Mar 21, 2020 2:25 pmLike i suggested ages ago: limit fops to level 3 and increase the team fops charge. You'll have more airstrikes and no more 20 second arty spams, only regular arties.ALL classes should have their chargetimes reduced now that server is full with 13 vs 13 and sometimes 14 vs 14 players every night. The fast chargetimes cause complete and utter spamfest on maps like Goldrush with its small narrow spawn exits.
Level 3 fops is also needed to counter the tank being given turbo speed on Fueldump (which some of our new players may not be aware is a custom setting created by the admins (presumably because the map was too hard for allies) and not how it used to be on Hirntot for almost 10 years prior).
The day you start chopping up classes and removing X to help Y, then it no longer feels like ET. It's bad enough that we are playing a Battery version where mines are disabled and mortars do not fall from the sky. Monty cringes every time he sees players not aware of these new customized (and unnecessary) settings.
The solution is to reduce the chargetimes of all classes by 10-15%, thereby keeping the feel of ET. Same way China combat overpopulation by reducing the number of babies one can produce, Hirntot should combat overpopulation by reducing the amount of spam one can produce.
If it's one thing you do agree on, it's that being in the Monty team is always the preference
Last edited by Monty on the Run on Sun Mar 22, 2020 10:10 pm, edited 1 time in total.
Re: Landmine TB/TK Damage
Fop chargetime is already increased in all maps (45000 instead of 40000) and in some more than others (battery - 65000, oasis - 50000, frostbite - 50000, venice - 50000). It can't be changed during map without a restart to e.g. increase it when it's 13v13+, so it stays as is right now.