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DANGEROUS ZONE!
this is not good i dnt like ... this suppose to be an strategic game this is not strategic i dnt like this please remove.. ☹😡
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Hail to this update
30 turns of strategy....
your strategy is a big pile of ... bad things...
Thank God someone take a atitude with this ones who only hide...
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totally agree with fifi ...
now its either a rushing strategy game or a camping strategy game (even worse than before ...) but no more tactical strategy game ...
in a mega (5x5) after each player had 3 turns, danger zone starts ... and after each additonal round it grows more ... 27rounds till whole map red ... just too fast ...
on the other side ... a loosing team can abuse the danger zone ... (dont wanna explain it exactly here ^^) which will result in a whole camping game, which can take longer than an equal game before patch ...
i can understand the idea behind this ... but de facto it is nonsense ...
want back the old gunrox ^^
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Mega 5x5 is not a tactics game in the first place, it's a skirmish. So we reduced skirmist time from 8+ hours down to 2 hours. Other games with less players left almost unaffected.
And camping abuse will be fixed soon, we will make danger zone cut hp in half each turn and if you have 1 hp left you die.
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I also fully agree with Fifi.
Note that it's 10 turns not 10 rounds so in a 5x5 game ONE round is actually 3 turns and already shrinks the map and every next turn it is smaller.
This heavily reduces the interest of gameplay because this forces people out of positions ainto the open where there is no longer strategic gameplay, there is just "who gets more lucky".
If this thing remains i for one am not sure i will stick with the game.
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The new zone is very usefull.
All they played a mega with 8 hours knows how hard this is. Absoulute to long! A maximum gametime of 2 hours is a good way i think. ☺
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Well Shtaks is in my clan, but I will have to disagree with him. I love the new shrinking map, and I think the positives definetly outweight the negatives. I am sick n tired of people runnin from me 30 + turns to regen and sit in corners for 40 + turns till they fully regen. Makin the game last 2 hours more then it needs to. If you think your skills are lackin and the only way to win isto flee n regen 100 x. Your wrong, use the shrinkin map to your advantage. Let it work with you, not against you.
I am happy seeing it in effect and fully support berserkers choice to apply it to gunrox.
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what about mines? if they are in that area do they blow or are removed? And will the field ever become a total black hole? i mean if the last units are to battle it away in the center of the darkness 😁
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berserker you goign to ruin the game!!! if still doing this thing 😡
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is ok what some people say that dnt wanna be 8 hours in a game but at least put some time in game and the lowest hp team or lowest unit is the team loosing but this is not good by puting this dangerous zone
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when create game room whe can adjust the time we wanna play
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Mines will stay in danger zone as usual. And danger zone will only shrink map to the size of lost beach, so on small maps gameplay is currently unchanged.
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I'll give you an example of why i really dislike this new feature.
I was in a 3x3 where both sides played from cover i.e. go out shoot go back, try to take positions where you can't be shot at.
This isn't as quick as just run in shooting everything, but that's strategy.
The problem was that my side had it's covers really close to screen edge while the other teams were closer to the middle. Not because of who moved how, it was just a meter of who started where.
When the map shrink began after 5 of my turns (30 total) we had to move out of cover while the other team could stay where they were shoot us and move back to where they can't be shot at.
If you introduce this new feature and leave it as it is you throw in a HUGE luck factor into the game which ruins the point in big games making it all a brazillian charge game in the end.
Anti-Camping feature is needed and is good but this is the wrong way for it.
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If you introduce this new feature and leave it as it is you throw in a HUGE luck factor into the game which ruins the point in big games making it all a brazillian charge game in the end.
Anti-Camping feature is needed and is good but this is the wrong way for it. Then you will have to think in advance to take over more comfortable cover closer to center right from the start. That's strategy as well.
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Im happy about this because matches take more action and thats fine.
If you stay at the border of map 5-7 turns after beginning of match you must camp since start and the enemy dont camp and come close to you. You hope at his turns he dont get same good hiding position like you, so you could attack easy. Thats strategy, really, but a sad one.
Now both sides must use same kind tactic. Move to middle of map and hide too. Just complete campers are worry about this.
I know many of this tactics. For example at lost. Player start a match and want to get the small house (without window and the small terrace at north) near by his startposition. If he can reach this house he do this match. If the map bad for it he abort at firs turn. 2 units go inside the house. Later he open the doors of both sides and attack if he see someone and hide again in the house. One unit is left outside and stay in position to attack or scope for the other one. If you attack you cant hide and all 3 units of opponent will hit you for death. If you dont go to this positions nothing happens because the player do everytime the same movements. Thats just boring and the game takes long long time without some actions.
Now megas earn more action because you cant stay and just scope.
What happen if you have just 50 health but regeneration of 15? You lost 20% of health. This should be 10. But you regenerate 15. So you will still get 5 regeneration at dangerzone and you can survive for ever. Is thats right? I dont try this 😉
But someone say to me medi and regeneration takes more influence now. I think it was so in history. Units with regeneration hide at border of map or in some good position to the maximum hitpoints over 10-20 turns just running, hiding and regenerating. But what do you think about another small chance. Danger zone will not reduce just health by 20%. It reduce health and maximum hitpoints for 20% (or 10%). So medi or reg not help you to survive at danger zone.
For example unit with maximum hitpoint of 200 and health of 100 stay at dangerzone at end of turn. His health will reduce to 80 and is maximum hitpoint will reduce to 160. Medipacks will be useless to survive for long time because you cant heal/regenerate again to 200.
Or just maximum hitpoints will increase. Units with 100/200 at end of turn will get 100/160. He dont lose health but he just can heal 60hitpoints. Units with maximum health 200/200 will get at end of turn 160/160. So reg or medi is no option for staying in dangerzone.
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🙄 i don't even get the meaning of it "danger zone?" speaking logically how is someone supposed to be in danger when they are away from threat 😕😳 Eh....the first busted and worst updated, cause its seems so pointless, its like a great big anti camper move. No one get a proper cover anymore as bers said he would be implanting the camper "abuse?" affected danger zones....what kind of a cover is that which after little times starts to becomes your danger zone Geez.... BOO!!!
😁
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I think that there should be an option for the host of the game to enable or disable the danger zone. So people who dont like campers can play with it on and people who dont mind having a long MEGA can leave it off.
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It seems most the old / longtimeplayer / forum-user like this feature and some new player dislike it.
Realise its tactic to take best position and movement every turn and every situation. Not just reach a position and stay there till the end.
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And camping abuse will be fixed soon, we will make danger zone cut hp in half each turn and if you have 1 hp left you die. this would be nice yes ... but already can see another way to abuse this ...
whats about letting danger zone destroys any obstacles in her, so you cant hide in the danger zone ...
or
change the danger zone into an impassable zone, so you cant move into the zone and the map will get smaller ...
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It's a good update. Megas became shorter and less camping. Maybe it need to make some dependence between how deep u stay in red zone and how much damage u've got there. but it create only one problem at the end of mega - how to loot?😡
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