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Old 2013-06-15, 05:07 PM   [Ignore Me] #19
Zadexin
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Re: GU11 Weapon and Resource Tuning Changes


Originally Posted by NoblesseOblige View Post
I'm a little confused how a Harasser costs only 50 less than an MBT and is 50 more than a Galaxy. Think about it.

I'm generally okay with the shotgun buff, even if that does mean the NC weapons might take a small hit. LAs with pump actions are the bane of my existence. Making it not as stupidly easy to one shot people is fine by me.
When is the last time you saw a galaxy do anything other than drop a few guys on a roof and promptly get blown to smithereens? I shudder every time the platoon leader call for a gal drop. Its always a 5 minute wait and about 18 seconds of frantic shooting before the entire squad is dead.

This whole NO SPAWN, NO TANK, NO AIR artificial bubble stuff is total BS. Its a COMBINED ARMS GAME FFS! So now we have to know exactly what is restricted at EVERY base because if we pull a tank for a NO TANK base we just blew an assload of resources. I do not welcome additions like these. They break immersion and frankly stretch the boundaries of good game design. "Oh we can't figure out how to balance these forces so we will make magic force fields that fix the problem for us." NO that is bullshit and frankly lazy ass design. If I want to drive a damn tank or airplane or whatever 24/7 that should be a viable play option. WE ALREADY HAVE DAMN BIOLABS that restrict this stuff. Why does every base have to be a biolab? More endless teleporter spawn camping? yay, what fun.

Shotguns, yeah they needed nerfing. But I feel bad for NC MAXES and I'm a TR regular. Can we throw them a bone and give them 1 non shotgun weapon PLEASE! The ZOEs are stupid good, The TR is extremely playable, the NC is laughable at 20+ yards.
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