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Re: Ballistic Bro Changelogs Discussion

Posted: Sun 01 Feb , 2015 2:12 am
by Butcher
Jester wrote:I remember the case in which Butch killed me with a cylo (firestorm or the other, dunno which) while I was in the shield so it can penetrate too.
was a Firestorm... but you have to be close enough else you don't hit anything ...
I liked it better when anyone could use the pads and teleporters, so then you can not just hide in an impossible to reach place. And the domes maybe just to hold a certain amount of hits to then to loose the field. They can make a sound when they are close to be damaged, as if the generator is failing... maybe only damage from energy weapons as in onslaught..

Re: Ballistic Bro Changelogs Discussion

Posted: Sun 01 Feb , 2015 10:16 am
by Mecha
Butcher wrote:I liked it better when anyone could use the pads and teleporters, so then you can not just hide in an impossible to reach place.
But now you are not allowed build in such places anymore and can get you banned if you do. This castrates half of the wrench's power if not more because that way your enemies can invade your base much easier. Also, being able to use enemy boost pads or teleporters would make me replace wrench immediately with something else, IMO it'd a be a wasted slot and I don't want overzealous CYLO or CX spammers glued to my ass when I made a successful escape to catch a breath.

Re: Ballistic Bro Changelogs Discussion

Posted: Mon 02 Feb , 2015 11:20 am
by iRobot
Shields that fully nullify damage have no place in the game. The riot shield was nerfed to only block a portion of the damage because it was deemed too powerful in its original incarnation.

Take the stock shield gun. Imagine the pure, unrivaled rage that would appear if the shield was permanent. Shields either need to allow some damage through, or have an expiration.

The shield generator in BW is abhorrent and due to the narrow nature of some maps, allows no counter. It is merely a tool to stall rounds out further in a game in which long round times has already been criticized heavily.

Re: Ballistic Bro Changelogs Discussion

Posted: Mon 02 Feb , 2015 1:57 pm
by Skaldy
I have to agree that shield generator drags the rounds out too much on maps that have isolated or high areas (e.g. Highlander, Dogtown).

The generator and the turrets have turned a roving dynamic game into an attack-the-base game. Most rounds on these maps now end the same way; when enough opposition can coordinate a storming of the base.

We already had the sandbags and their associated weapons for people who have an urge to "build nests".

Re: Ballistic Bro Changelogs Discussion

Posted: Mon 02 Feb , 2015 2:35 pm
by iZumo
2015

Stable balance on BW

fts

Re: Ballistic Bro Changelogs Discussion

Posted: Mon 02 Feb , 2015 2:58 pm
by iRobot
Looking forward to seeing Izumo's balance suggestions joinha

Re: Ballistic Bro Changelogs Discussion

Posted: Mon 02 Feb , 2015 6:32 pm
by Skaldy
Balance isn't too far off - I was just making the point that they have moved the mod a bit towards Assault and away from TDM.

As long as turret and generator can be taken within a reasonable time without requiring half a dozen simultaneous attackers, and as long as the server is full, then "whatever".

Re: Ballistic Bro Changelogs Discussion

Posted: Wed 04 Feb , 2015 1:56 am
by Azarael
Izumo wrote:2015

Stable balance on BW

fts
Your lack of presence is showing.

As is mine.

Re: Ballistic Bro Changelogs Discussion

Posted: Wed 04 Feb , 2015 1:08 pm
by Earl_Vencar.:LLS:.
I agree with Skaldy - a few personal gripes aside, I don't think the balance is too bad at all. I miss the CX85 though :?

Re: Ballistic Bro Changelogs Discussion

Posted: Wed 04 Feb , 2015 3:31 pm
by Azarael
I'm sorry, but I don't have the motivation to fix its issues.