Aethelgrin
Now playing, EVE Online. Do not disturb.
No, Gas nades are not overpowered. And their effective radius is very limited actually. Instead of toning down Gas perhaps you could make them sprinkle gas continuously. And then even give it larger radius and make it last longer. I guess if it doesn't blow up at once it would sort of give a chance to the prey and allow for less whining and wailing.
Same goes for the Ranger's smoke screen by the way...
I've been kicked from random servers for "overabusing" gas on my ennemies and one time got banned too. But fact is, Gas is only highly effective for clearing out the path or slowing down things a bit. Their kill factor is overestimated. Much...
In the same vein, I find myself better off with Rocket turrets than Auto ones. Placed on a lofty spot they get the job done. It just takes the sense to understand that they need to be laid a bit over the ground actually, so they can benefit from the additional splash damage.
Shotgun is indeed a tad overpowered in my opinion. The fact that most of the techs actually make them their favorite's over the rifle speaks for itself.
Forcewalls are way too flimsy. While it takes 5 minutes to build up a proper pen, one ranger barges in and turns it to dust in seconds.
The Gunner's sticky mud definitely needs to last longer. Much longer. Actually it should last untill someone sweeps their feet off on it, much like mines in a way.
Other than that I'm not suite comfortable with the Flamethrower. It sorts of singles out among the rest of the weapons. While it gets the job done in tight corridors (and there are few) Incendiary grenades are more effective at this little game. I'd give it a slightly longer range to make up for the gunner sluggishness. And it would really plays its role of deterrent against unwary Rangers and particularly reckless techs...
As for the Ranger, my favorite class above all... Well, in facts there are only two weapons I don't really get to use: Shocklance's primary fire and Pistol's alternative fire. The first just doesn't fit. This is always a bit of a haphazard to hit a moving target with it, and those blue things it sents forth look quite disappointing. Now, like every other weapon it was first implemented in Unreal II so maybe replacing it with the Energy pistol which hasn't found its way up to U2XMP in the end (self-recharging pistol equipped by default from the beginning in U2)? If I remember well, Primary fire was not quite fast and not quite harmfull either; while holding down Alternative fire would charge up the battery and in the end it would release a sheer mass of energy sluggishly trudging its way straight forward.
I'm not sure whether vehicles need a bit of tweaking or not, but they sure as hell tend to act strangely at times. Bumping off a clod shouldn't halves the raptor's shields down, and their acceleration is non-existant. I had the feeling I was driving cars from GTA III. Within two seconds you were at top speed, geez what a thrill.
Same goes for the Ranger's smoke screen by the way...
I've been kicked from random servers for "overabusing" gas on my ennemies and one time got banned too. But fact is, Gas is only highly effective for clearing out the path or slowing down things a bit. Their kill factor is overestimated. Much...
In the same vein, I find myself better off with Rocket turrets than Auto ones. Placed on a lofty spot they get the job done. It just takes the sense to understand that they need to be laid a bit over the ground actually, so they can benefit from the additional splash damage.
Shotgun is indeed a tad overpowered in my opinion. The fact that most of the techs actually make them their favorite's over the rifle speaks for itself.
Forcewalls are way too flimsy. While it takes 5 minutes to build up a proper pen, one ranger barges in and turns it to dust in seconds.
The Gunner's sticky mud definitely needs to last longer. Much longer. Actually it should last untill someone sweeps their feet off on it, much like mines in a way.
Other than that I'm not suite comfortable with the Flamethrower. It sorts of singles out among the rest of the weapons. While it gets the job done in tight corridors (and there are few) Incendiary grenades are more effective at this little game. I'd give it a slightly longer range to make up for the gunner sluggishness. And it would really plays its role of deterrent against unwary Rangers and particularly reckless techs...
As for the Ranger, my favorite class above all... Well, in facts there are only two weapons I don't really get to use: Shocklance's primary fire and Pistol's alternative fire. The first just doesn't fit. This is always a bit of a haphazard to hit a moving target with it, and those blue things it sents forth look quite disappointing. Now, like every other weapon it was first implemented in Unreal II so maybe replacing it with the Energy pistol which hasn't found its way up to U2XMP in the end (self-recharging pistol equipped by default from the beginning in U2)? If I remember well, Primary fire was not quite fast and not quite harmfull either; while holding down Alternative fire would charge up the battery and in the end it would release a sheer mass of energy sluggishly trudging its way straight forward.
I'm not sure whether vehicles need a bit of tweaking or not, but they sure as hell tend to act strangely at times. Bumping off a clod shouldn't halves the raptor's shields down, and their acceleration is non-existant. I had the feeling I was driving cars from GTA III. Within two seconds you were at top speed, geez what a thrill.
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