Only the default (TGN Light) theme for now. Dark them is also coming back soon. Then CSN. Then Wrestlin' Nation. A lot of WIP stuff right now. There are a couple of things still not working either. Sorry.
Re: Patch 1.2 major changes: Results & Thoughts
i had high hopes for this patch... i liked the new sniper but the p90...jesus what a **** gun...
now i dont like c4 chuckers and noob tubers... but jesus everyone wants realism?? is there something in the laws of physics that says someone cannot jump and fire their gun?? it feels totally unatural and u jump over a barrel or something and u get a 5minute pause before u can fire your gun...
the prone animation is baaaaddd... what should have been a traditional battlefield game has been turned towards some crappy real life simulation cos all the "Army boyz" want to play "Real life" and all that crap...its a game jesus... this isnt AA or Joint ops its meant to be vehicular...
ill admit i also wanted the helis and planes toned down... but they got nerfed to the point that they r so useless that they will as u said remain on the pad rotting for entire maps...
most of the old problems still remain...altho some of the kit changes are good being a sniper is like shooting elephants... so accurate and so much damage... then everyone goes medic cos they have about 2 health bars left after they get shot...
gotd i cannot wait for Quake Wars... somone plz continues i missed ahell of a lot of stuff there cos i honestly couldnt be bothered to type any more....
Re: Patch 1.2 major changes: Results & Thoughts
Originally posted by {wxc}panda
ah, mines, forgot about that. actually there is something I like to say about mines. I think it's inapproperiate to make them indestructable. Instead, they should be made more hiden and the warning sign to friendly players should be more visible (the red skull looks like a pretty red flower from afar and apparently a lot of friendlies like to ruin the pretty stuffs thus to drive over it).
haha i hear ya, i've been guilty of doing that myself. but i don't punish my teammate for my mistake.
Re: Patch 1.2 major changes: Results & Thoughts
Originally posted by Basboy
oh maybe i've misunderstood but i thought that the original change was to allow like classes to pick up mines that were put down by the opposing team. engineers get mines right? which would mean that only another engineer could pick one up.
now with the last minute decision to take out the feature allowing the pickup of mines doesn't that mean even if i were an engineer i wouldn't be able to pick up a mine?
i mostly play medic so maybe i'm not clear on things.
Yes, they did NOT include the feature in the patch, so you can't use the "g" button to pick up the mines. You can however use your wrench to get rid of them (pick them up, disarm them... whatever you want to call it)
Re: Patch 1.2 major changes: Results & Thoughts
another thought is the increased accuracy of the sniper and support weapons. while i agree that they shoulda been beefed up i think they went a little overboard with the accuracy of the sniper rifles and more than a little overboard with the support guns.
i find myself getting hit all the time now with no idea where the enemy is and it's really annoying.
although inexplicably it has raised my point average way up. i get lots more heal points and revives. somehow you'd think that wouldn't be possible when everyone is dropping like flies around me, you'd think i'd be soon to go as the only target left, but somehow i'm able to revive and get behind cover before dying more often than not.
Re: Patch 1.2 major changes: Results & Thoughts
Originally posted by Capt_Havok
1. Making pilots land to re-arm and repair would certainly add a new dynamic. It would cause untold havok and calamity on the ground as pilots TK taking off, and TK landing due to stragglers on the runway. (Jesus, people! Do you just stand around on the highways, too?!) People would invariably complain because it gives the jet tk'ers a second chance to gank you for your wings. And I would love to watch someone have to 3 point turn a jet to get back off the runway.
I think that's a good idea, that just won't draw out well in reality. Though, I would love to see it happen just for the wonderful fallout.
I somewhat disagree with the "no more Aces" comment. I would classify myself as a "good" or "decent" pilot, not "great" or "ace" or "Votekick him! WAAAH!", and I found myself able to easily splash other "decent" or "poor" pilots no problem. The "aces" still dip, dive, juke, flare, and otherwise try to shake (or lead me towards places my missles might hit something I dont want them to).
I really do think this patch separates the "decent" pilots from the "aces".
2. Agreed. Support needed some love, and people who whine about snipers really need to learn how to cope.
3. Dunno how to feel about the chopper ones. I really don't feel pity for the flying tanks. I had a good pilot usher me around for a really decent amount of kills, and when we did get killed, he was apologetic for deploying flares too early.
What these changes do mean, is that you don't get to just static hover an area and let your gunner repeatedly kill people as they spawn. Now you have to keep moving a little so that an AT'er, AA'er, or guy with a .50 doesn't light you up like a Christmas tree.
This game shouldn't be about finding a 1 trick pony that lets you rack up the kills while enjoying a low threat level.
4. Meh, GL's never bothered me. Whenever you use them, you're automatically a "noob tuber", even if you rarely point-blank someone, and can routinely make long distance shots. Explosives are a 1-shot kill, so claymores, grenades, GLs, AT mines (to a lesser extent) and anything else that goes "Kablooie!" is likely to be prevalent.
You'll have to forgive me if I immediately blank out anything that compares any other game to this one, similarly to anything that compares this game to any other. Base something on its own merits, not the merits of something else.
1.for pilots, I dont really think those dodging moves will work against the godly lock abilities of post 1.2 AA missiles ( from land or other jets), as far as I've tried, they will hit a jet even it's making a super sharp turn (which is 100% impossible in pre 1.2 games)
3.for choppers, my point is that it's pretty easy for ppl to take them down in pre 1.2, they just need to use there brains, if the chopper is "spawn raping", find another spawn point if possible, find a hummer and sneak up on it, heck even an half decent antitanker can hit a hovering or slow moving chopper. There is really NO point of nerfing it, quite the contrarary, its armor should be strengthened because AA is tuned way up for catching high speed JETs, it became too deadly for slow moving choppers. (plus u have the friendly AA after u all the time, and they are accurate as hell too, woohoo!)
4. i dont quite agree with the defination here for "noobtuber", a noobtuber is a person who has assult rifle adjust to nade launching mode AT ALL TIME, and shoot everything that moves with it. I uesed America's Army for example only because it forces player to use the nade launcher the right way. Real naders will mostly use the rifle as regular infantries, they only use the nade launcher in the right situation. (e.g. taking out enemies behind cover and beyond the reach of throwing nades) Naders use it as a long distance hand grenade should not be marked as "noobtuber", only those who use it as a rocket launcher in fantasy shooters like UT and Quake should be called "noobtuber".
Re: Patch 1.2 major changes: Results & Thoughts
Speaking of overly accurate snipers, if I got to make the decitions, I would give them a unsteady scope but increase the damage(1 hit kill anywhere for non-armored infantries, 2-3 bars left for armored ones). that will really seperate the skilled and unskilled snipers.
Re: Patch 1.2 major changes: Results & Thoughts
I've already found a visual bug after the patch, the TV missiles sometimes do a weird zigzag pattern when people adjust their course towards a target, something like this....
Z
Z
Z
Z <<<This being the front of the missile and the other Zs are the smoke trails.
Re: Patch 1.2 major changes: Results & Thoughts
Well I am not going to say the patch is perfect or that the AA game is moved too far the other direction or not, but I will say it is still a definate improvement on what was there before...
Firing AA from ground sites only to have them hit a friendly that is further away than your target or just plain miss...
I remeber once in the J10 on Delaen Plant I was chasing a F35 through the valley leading the the PLA (our) main spawn. I had full lock and he was flying straight. I fired three missiles and despite the lack of evasive manouvers and no flares being dropped all three missed, in fact they flew right past the enemy plane the proceeded to take out the PLA transport helicopter (my team) just as it was taking off... I couldn't believe it!!
At least now the air engagements are in a Modern Combat style and are not simply WWII dogfights with modern fighters...
This is not to say that the AA may now be slightly too powerful for game balance and may be tweaked again, but it can never go back the to way it was...
The increased accuracy of the sniper rifles in the game only really makes itself felt over long distance. If the enemy are more than a a few millimeters in size when you are using your scope, you are two close to really notice the improvment in accuracy. Though having said that, the M95 is noticable more accurate than before.
The GL change is much more minor than I expected to be honest and you can use it pretty much as before but with less chance of blowing yourself up...
The weakening of the chopper armour, may or may not have been overdone, espeically with the nerfing of the weapons and the great improvement to AA... But it should at least discourage the spawn raping with a closing in circling Cobra or the standoff but stationary BH...
One issue for the choppers is that the is simply not enough cover in a lot of the maps to allow them to stalk around and popup to fire missiles as per true attack chopper tactics...
The Support waeposn simply rock in my opinion, and people should now be rightly afraid of the LMGs and MMGs... Moving in cover means behind something strong enough to stop the bullets...
As for Support defating snipers, well if the sniper is that close, has been spotted and has not moved he deserves all he gets...
Re: Patch 1.2 major changes: Results & Thoughts
The one thing that this patch proves - If you whine and bitch about stuff for a while, you will eventually get what you want.
EA caved in to all the noobs who complained about AA, "noob-tubing", and c4 chucking. The one thing they failed to realize was they didn't take into account people who were happy with the way things were before 1.2. All they did was listen to the whiners who did not have enough skill to use AA properly or to take out a c4 thrower before he got close enough to be effective.
Re: Patch 1.2 major changes: Results & Thoughts
Originally posted by Arrowhead
what happened to the whole being able to shoot down UAVs I was hearing about? did they not put it in this patch afterall?! :hmm:
U can shoot them down, it's just not very rewarding to the individual that did it( no points for shooting it down), and it's not very easy to destroy it either.
Re: Patch 1.2 major changes: Results & Thoughts
I totally agree with the thread starter. 1.2 did far more harm than good and EA tried to fix problems by making the game far more noob friendly. AA is a joke, GL phisics are all messed up, prone delay is weird, invincible explosives is a joke. I hope this patch doesn't push me away from this game!
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