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Old 2013-04-03, 11:13 AM   [Ignore Me] #46
EvilNinjadude
Second Lieutenant
 
Re: GU06 Notes


Please. I do know about the basic travel mechanics. I just didn't know how combat and capturing happened across them, especially when connected to Sanctuaries.

A warpgate pair connected to facilities from two different factions can be traversed by either faction, is that correct?
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Old 2013-04-03, 11:16 AM   [Ignore Me] #47
ChipMHazard
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Re: GU06 Notes


Originally Posted by Gimpylung View Post
Indeed, it's why they were called warpgates. Players new to the franchise must wonder at this sometimes. The name will make sense at some point.
Heh, aye. When that happens we will all feel a disturbance in the force as if thousands of voices suddently went "Oh, so that's what it's for!".
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Old 2013-04-03, 11:25 AM   [Ignore Me] #48
EvilNinjadude
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Re: GU06 Notes


Originally Posted by ChipMHazard View Post
Heh, aye. When that happens we will all feel a disturbance in the force as if thousands of voices suddently went "Oh, so that's what it's for!".
I think that happened when warp terminals were put in.

Though judging by the number of people staying on Indar, chances are some people haven't discovered those yet.
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Old 2013-04-03, 11:48 AM   [Ignore Me] #49
Sturmhardt
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Great.. A real nerf for the nic max. They should have lowered the damage and increased the magazine size, instead they just made it slower. That's not gonna help the guys who die in a split second...

.sent via phone.
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Old 2013-04-03, 11:56 AM   [Ignore Me] #50
ringring
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Re: GU06 Notes


Originally Posted by EvilNinjadude View Post
I think that happened when warp terminals were put in.

Though judging by the number of people staying on Indar, chances are some people haven't discovered those yet.
Not quite. When the warpgates function you can go through them in vehicles including full galaxies.

What will happen is that raids will form.

Multiple platoons will kit themselves out on one side of the WH, tanks, amses, ESF's and galaxies and together warp to a target continent.

The enemy will see your population on that continent zoom from 0% upwards to 'something evil this way comes'%. At least that will happen when we have enough continents to accomodate it.
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Old 2013-04-03, 12:01 PM   [Ignore Me] #51
EvilNinjadude
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Re: GU06 Notes


Originally Posted by ringring View Post
Not quite. When the warpgates function you can go through them in vehicles including full galaxies.

What will happen is that raids will form.

Multiple platoons will kit themselves out on one side of the WH, tanks, amses, ESF's and galaxies and together warp to a target continent.

The enemy will see your population on that continent zoom from 0% upwards to 'something evil this way comes'%. At least that will happen when we have enough continents to accomodate it.
As I said, they're putting that in sooner rather than later. And it will be good.

People do that now already, just less. Also, all stuff's free in sanctuaries, and we don't got those.

EDIT: SERVERS LIVE!
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Old 2013-04-03, 12:06 PM   [Ignore Me] #52
DeltaGun
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Re: GU06 Notes


LOL @Devs nerfing every stat to keep OHK. People were complaining about OHK not the freaking reload time or refire rate...

The other patch changes are good though.
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Old 2013-04-03, 12:10 PM   [Ignore Me] #53
wasdie
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Re: GU06 Notes


Originally Posted by DeltaGun View Post
LOL @Devs nerfing every stat to keep OHK. People were complaining about OHK not the freaking reload time or refire rate...

The other patch changes are good though.
OHK will take a bit more effort now and you'll be punished quite a bit more for missing. It balances out. Pumps need OHK to be able to justify their existence along side of semi autos.
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Old 2013-04-03, 12:12 PM   [Ignore Me] #54
DeltaGun
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Re: GU06 Notes


Originally Posted by wasdie View Post
OHK will take a bit more effort now and you'll be punished quite a bit more for missing. It balances out. Pumps need OHK to be able to justify their existence along side of semi autos.
Hopefully that will be the effect. It sucks that a weapon has to be possibly OP to justify its existence though. Maybe they should have just not released it in the first place, like people asked them to.
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Old 2013-04-03, 12:14 PM   [Ignore Me] #55
Bocheezu
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Re: GU06 Notes


Originally Posted by EvilNinjadude View Post
A warpgate pair connected to facilities from two different factions can be traversed by either faction, is that correct?
There were two types of warpgates

1. Broadcast. Broadcast warpgates are the warpgates that your faction has links to. You could travel from any broadcast warpgate to any other broadcast warpgate. After going into the beam, the map would pop up and you could choose which broadcast warpgate to go to.

2. Not broadcast. These are warpgates your faction doesn't have any links to. You could still use the warpgate, but it took you directly to its sister warpgate on the other continent and you couldn't use it to broadcast (the map didn't pop up and you had no choices, you just warped automatically).

Warpgates were pretty much neutral and could be used by any faction, but whether they were broadcast or not depended on the links.

Last edited by Bocheezu; 2013-04-03 at 12:21 PM.
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Old 2013-04-03, 12:15 PM   [Ignore Me] #56
AThreatToYou
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Re: GU06 Notes


Why the range nerf on slug sweeper and the like? I wasn't aware this was an issue..
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Old 2013-04-03, 12:27 PM   [Ignore Me] #57
maradine
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Re: GU06 Notes


Originally Posted by wasdie View Post
I've never understood why people think that having to put more rounds into somebody makes the game more "tactical". It really doesn't. If anything it reduces the tactical elements of the game a bit and puts even more emphasis on high RoF guns with larger magazines.

Positioning and flanking doesn't mean much when your enemy always has enough time to turn and fight back. That's not tactical. That's the exact opposite.
Bingo. Pretty stunned by the revisionist definitions of "tactical" around here.

Last edited by maradine; 2013-04-03 at 12:28 PM.
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Old 2013-04-03, 12:36 PM   [Ignore Me] #58
Thunderhawk
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Re: GU06 Notes


TTK is fine as it is, lets not start going down the road of having to fight each other for 1-2 reloads to kill someone.....
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Old 2013-04-03, 12:40 PM   [Ignore Me] #59
wasdie
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Re: GU06 Notes


Originally Posted by Thunderhawk View Post
TTK is fine as it is, lets not start going down the road of having to fight each other for 1-2 reloads to kill someone.....
The overall TTK for carbines, LMGs, snipers, and rifles is pretty good, but throwing in the OHK weapons kind of threw it off a bit. Now that the biggest 2 (pump actions and scat max) are gone, the average TTK should increase just a tiny bit, especially in CQC.

It was a really big improvement when they decreased the radius of HE as well. For awhile it was kind of insane how quickly you could find yourself camped from people spamming HE.
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Old 2013-04-03, 12:52 PM   [Ignore Me] #60
EvilNinjadude
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Re: GU06 Notes


Originally Posted by wasdie View Post
I've never understood why people think that having to put more rounds into somebody makes the game more "tactical". It really doesn't. If anything it reduces the tactical elements of the game a bit and puts even more emphasis on high RoF guns with larger magazines.

Positioning and flanking doesn't mean much when your enemy always has enough time to turn and fight back. That's not tactical. That's the exact opposite.

A higher TTK wouldn't make this game magically better. If anything it would make it more annoying to play.
Hmmm. It seems we have two different definitions of "tactics" here.

1. Battle Tactics. Ever played a WoW Battleground? However, when you just have 2 (3 with HA) guns to choose from to kill someone, that's not a lot of tactics that need to be employed. --Most people who want higher TTK want this.

2. Engagement tactics. Essentially what ALL of CoD is. You make sure that when you engage, you engage on your own terms. As opposed to running at each other with guns blazing. Which some people still do. A low TTK encourages this. Think Dark Souls. Rewarding skillful play is always a good move when making design decisions. Except camping properly is... also an example of skillful play. In which case we have ways to flush out campers, right?
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