some things regarding the mod
Posted: Fri Jan 20, 2017 11:43 pm
- minigun. Much better than it used to be but it really needs a balance nerf. not a damage nerf. I'm thinking of an overheating function that causes the gun to increase bullet spread the longer its fired until the spread becomes a large cone and stops firing or locks up from overheating. server message: minigun cooling off.
- Necromancer. we where all for the necro buff at first especially with the annoying flag drop. However now that it doesn't even drop the flag at all people are complaining that it is in fact OP. I propose a flag drop rate based on health or armor. if the user has less than 50% health then flag drop rate instantly defaults to 50/50 but if player is above 50% armor then flag drop rate is non existent. This leaves things up to the player to take the risk (chance) or wait till they're full health to cap (skill).
- vulcan. This gun still needs to be renerfed to its old stock values. the builder doesn't really need a second OP sniping weapon and the vulcan buff was merely introduced to troll as means of combating the titan. After the minigun was introduced the vulcan kept its buffed up values and features continued to remain.
- chameleon assassin. I have to say I like most of the new updates so far with this armor. but now nothing much really sets it apart from the rest of the armors. its not even really an infiltrator class anymore. Replace the beacon with a knife weapon that you can use 5 times. instead of allowing chance to knife enemy's, instead allow a player to actually get up close and personal and control the stabs with beacon.
- angel. I still think this armor is quite useless other than for holding flag way up out of reach. maybe the biofeedback should not only heal teammates, but leech health from enemies.
last but not least. For the love of god make new portable generators. I rarely spend anymore time setting defense, because there is just no point anymore to protect something that either can't be destroyed or can be destroyed entirely too easy.
still love the mod and the edit, but it still needs a lot of work. and I think an ever developing mod like this it will probably always need work until the community can agree that it is finished. good job on airbases and jails btw. those are fixed good.
- Necromancer. we where all for the necro buff at first especially with the annoying flag drop. However now that it doesn't even drop the flag at all people are complaining that it is in fact OP. I propose a flag drop rate based on health or armor. if the user has less than 50% health then flag drop rate instantly defaults to 50/50 but if player is above 50% armor then flag drop rate is non existent. This leaves things up to the player to take the risk (chance) or wait till they're full health to cap (skill).
- vulcan. This gun still needs to be renerfed to its old stock values. the builder doesn't really need a second OP sniping weapon and the vulcan buff was merely introduced to troll as means of combating the titan. After the minigun was introduced the vulcan kept its buffed up values and features continued to remain.
- chameleon assassin. I have to say I like most of the new updates so far with this armor. but now nothing much really sets it apart from the rest of the armors. its not even really an infiltrator class anymore. Replace the beacon with a knife weapon that you can use 5 times. instead of allowing chance to knife enemy's, instead allow a player to actually get up close and personal and control the stabs with beacon.
- angel. I still think this armor is quite useless other than for holding flag way up out of reach. maybe the biofeedback should not only heal teammates, but leech health from enemies.
last but not least. For the love of god make new portable generators. I rarely spend anymore time setting defense, because there is just no point anymore to protect something that either can't be destroyed or can be destroyed entirely too easy.
still love the mod and the edit, but it still needs a lot of work. and I think an ever developing mod like this it will probably always need work until the community can agree that it is finished. good job on airbases and jails btw. those are fixed good.