Method
Karma: -7
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DFGs - 2007/09/06 21:49
Soooooo, since dfgs have now basically become the equivalent of mines but on offence, how about you can't drop them x distance too close to your city?
Might help force people carrying them to go attack, or at the very least give attackers one less thing to worry about...
 You can't resist a classic. Knights: thats,the,lastmtime,I,played,in,mBCL
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darkluigi07
Karma: 7
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Re:DFGs - 2007/09/06 22:41
idk about that one, it's good in some times, but they tend to be kinda useful in 1v1's. but in a full game scale that would be a good idea. maybe if thers 4 players in a city, then you cant drop them within. also, what if a new guy picks one up, and you want it back? you'd have to drive the certain distance, just to pick up a dfg, itd be easier for them to just drop them
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Jizohn
Karma: 1
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Re:DFGs - 2007/09/07 04:34
as much as i would like to see a shift in the balance between attacking/defending, im not sure whether i totally agree with this. it would limit certain things like 1v1 or (enter number here)vs1
they are very nice to have handy when your getting outnumbered or if you got yourself into a bit of a pinch to get yourself out of it.
i do like the idea of making it more of a challenge to defend/getting people to attack more. but i dont think that this is the best way.
 HAY I HAVE A SIGNATURE!!
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Nightwish
Karma: 7
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Re:DFGs - 2007/09/07 05:17
As I did suggest in another tread. Reduce the time bomb count timer.
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Weebo
Karma: 19
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Re:DFGs - 2007/09/07 16:08
I like being able to drop DFG's anywhere 
One thing to consider though is going back to BCDX DFG's. On BCDX, if a teamate got stuck, you would see the DFG and could shoot it to set him/her free. While that could be a bit lame sometimes, we could consider making the DFG explode if shot, therefore still at least doing some damage to the player who got stuck.
Actually, I wouldn't mind if DFG's were little bombs LOL. Rather than stick you for 7 seconds, we could reduce that time to 3-4-5 and then have the DFG explode if nobody set the player free doing 25% to 50% damage.
7 seconds is annoyingly long to be stuck, but its set to 7 because time bombs are set to 5 and we wanted to give attackers time to bomb people in a DFG...
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Nightwish
Karma: 7
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Re:DFGs - 2007/09/07 17:11
As it is you can still replace a dfg when someone hits it adding another 7 seconds of stuck. Also if you stack them you get more or less permastuck if you dont go of the exact same angle as you hit it.
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darkluigi07
Karma: 7
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Re:DFGs - 2007/09/07 22:25
Weebo wrote:
Rather than stick you for 7 seconds, we could reduce that time to 3-4-5 and then have the DFG explode if nobody set the player free doing 25% to 50% damage.that..would...be...AWESOME!!but then would the bomb timing also have to be reduced? it's already kinda hard to defend against 2 attackers with the timing it has already, but with lowered times, it's gonna be a real pain.
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vindkast
Karma: 11
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Re:DFGs - 2007/09/08 04:20
Method wrote: Might help force people carrying them to go attack
dfgs are for defense
Jizohn wrote: as much as i would like to see a shift in the balance between attacking/defending
which has the advantage now? did nerfing mines help at all?
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Makaveli
Karma: 6
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Re:DFGs - 2007/09/08 06:32
it helped...but nerfing bombs would make an even bigger difference.
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Jizohn
Karma: 1
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Re:DFGs - 2007/09/08 21:03
darkluigi07 wrote: Weebo wrote:
Rather than stick you for 7 seconds, we could reduce that time to 3-4-5 and then have the DFG explode if nobody set the player free doing 25% to 50% damage.that..would...be...AWESOME!!but then would the bomb timing also have to be reduced? it's already kinda hard to defend against 2 attackers with the timing it has already, but with lowered times, it's gonna be a real pain.
defending 2 people at one time should be a challenge...
 HAY I HAVE A SIGNATURE!!
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Jizohn
Karma: 1
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Re:DFGs - 2007/09/08 21:05
vindkast wrote: Method wrote: Might help force people carrying them to go attack
dfgs are for defense
Jizohn wrote: as much as i would like to see a shift in the balance between attacking/defending
which has the advantage now? did nerfing mines help at all?
it helped but its still easy to defend.
at this point i havent been playing much but i cant seem to figure out what it ACTUALLY is causing the unbalanced feeling.
im between 2 things:
-an actual unbalance like there was before
OR
-people needing some kind of drive behind them to attack
 HAY I HAVE A SIGNATURE!!
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Merloch
Karma: -21
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Re:DFGs - 2007/09/09 04:40
people are still afraid to lose
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vindkast
Karma: 11
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Re:DFGs - 2007/09/09 05:35
Merloch wrote: people are still afraid to lose
half the point of the get-rid-of-money suggestion was to make rebuilding faster, so people will take more chances and won't be afraid to lose and restart
i guess people think it would make defending easier tho?
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Nightwish
Karma: 7
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Re:DFGs - 2007/09/09 15:34
Getting rid of money would not make it easier to defend for experienced mayors who knows how to keep track of the cashflow. The mayor change will be for n00bs building for the first few times, and mediocre mayors e.g. brig/general who will have a better chance of fighting of an attack that might otherwise crush their city in two strikes.
Based on this I think it is an overall good idea. I am still all for quicker bombs tho. From what I have gathered the tank speed is now signicantly faster than earlier versions of this game, while time bombs still have the same count, making it easy for defenders to reach out in time to shoot bombs.
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darkluigi07
Karma: 7
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Re:DFGs - 2007/09/09 17:22
Maybe in order to fix this unbalance, there needs to be a new offensive weapon? lets see...
Defense: Greens, Plasmas, Sleepers, Mines, Lasers, Zooks, DFG's, Meds, Walls.
Offense: Lasers, Zooks, Meds, Bombs, DFG's.
It's too unbalanced in a way. There should be some kind of new Offensive weapon here to counter all the stuff the defense has.
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