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I played the game yesterday with big FFA's ( thanks to berserker☺ )
And I must say the redzone is a good thing many players are forced to play
the game instead of lame camping.
For me +1 for the redzone
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i havent tried red zone yet but im sure it is awesome... 2 hour megas... wow u made my day bers ☺😳
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redzone made my build worst
well i like the idea but it doesnt suite me i have a detector miner unit brings 4 mines a game and 2 low hp snipers....now i think i have to resset again....thats what you like right! reset! oh boy low hp will going to have a problem with this....high lvl tank has a big advantage i think....well it could be good for some build....but not for me and some, pls compensate us hope you understand bers. tnx
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@BEEMine
There are just reducing by 20% percent. Every Unit will lost same percent of health. If you hade a sniper with 100 health he lost just 20hitpoints. If you had a tank with 300health he will lost 60hitpoints. For example its much more expensive to heal that.
And high-health-units not so powerfull like skilled weapon-units with more damage, sight, actionpoints or movementpoints.
The meaning of danger-zone is to stay outside and if you do that you can play like before. If you stay inside dangerzone you get a penalty but you dont must do it but you can do it. Nobody is weaker than before, nobody is stronger than before. All skills and perks like before.
Take the option for you tactic.
Realise now your opponent must come to you. You dont must go to enemy to place detectors because you know he comes to the middle of the map. Now you find easy better positions for detectors just look near by the middle of the map. Place it as fast as you can.
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I think I know what BEEmine is saying though. The healthier units seem to "rebound" from being hurt 20% in a matter of a couple turns. But going from 200 health down to 160 could mean the difference of life and death.
Also, This "resizing" of maps does have an impact on stationary items like mines. Ultimately, they were nerfed inadvertently. ☹
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I think I know what BEEmine is saying though. The healthier units seem to "rebound" from being hurt 20% in a matter of a couple turns. But going from 200 health down to 160 could mean the difference of life and death.
Also, This "resizing" of maps does have an impact on stationary items like mines. Ultimately, they were nerfed inadvertently. ☹ I know what BEEmine mean. But all negative things had good things too.
For example If a tank stay at dangerzone he lost health like a normal vint-shoot. If a normal unit stay there, this unit just lose health of an half uzi-shoot. If he had sniper with uzi/shootgun/melee-skill he had more movementpoints so he can better run outside of dangerzone to the next hiding-position. Mines good because you know the opponent comes to you. At large maps it happens very often the enemy is not in near of your placed mines. Now its more liable that enemy comes to your mine if you place it near by center of the map. If you place mines at dangerzone its just stupid but you dont must drop it in this zone.
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Mines good because you know the opponent comes to you. At large maps it happens very often the enemy is not in near of your placed mines. Now its more liable that enemy comes to your mine if you place it near by center of the map. If you place mines at dangerzone its just stupid but you dont must drop it in this zone. An interesting point, having the maps size down could mean you can use that tactic to your advantage. However please remember that a team must have "control" of the center of the map, and be willing to place mines that have an considerable AP cost as well. The other team will counter this tactic by making sure he does not "give up" control of the center of the map. Making this mining tactic invalid.
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We will make dange zone cut 50% of health each turn and if you have 10 HP or less you will die. This way noone sane will stay there unlike now when almost dead units hide there all the time and feel safe. Plus regeneration wont work in the zone.
Also please keep in mind that zone shrinks down to the size of lost beach (30x30 cells) so there are still plenty of room it the middle. Not plenty for 10 players, but enough for 4.
Yes, mines are way less usefull in big mega battles now, I am thinking about how to compensate that, but all other stuff are all the same, I cant accept your arguments on zone infuencing other weapons except mines.
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shout out for the miners
thanx bers you gave hope for my build again.🙄...i play alot of mega well its seems the greatest tactic is to team up with rocketeers and tanks naders then wait till the map shrink at its tiniest this way miner baret will be less efficient that strategy makes me so bad....studying how to counter my own build is fun but disappointing for me...tell me if my observation is wrong...tnx people
now i play only mega...... im good only in the first 45mins lol
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If you have ideas about making mines viable again in mega - post here.
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After playing a few games with this danger zone i go back on what i said before. It really does help to make the game less stale and adds pace.
However i am still bothered by how fast the danger zone closes in on big games. It would be good if the person starting the game would have control over danger zone increase speed setting like 30turns 40turns or 50turns.
In a 5x5 it is still closing in too fast in my opinion (3 turns for a single player).
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Ya i think that the danger zone should be changed depending on how many people are in the game.
So maybe make it the 5th turn of the 1st person or something like like.
So if its the 5th turn of 1st person in a 1x1 it starts to come in at the begining of the 11th turn. and on a 2x2 beginning of the 21st turn... and in a 5x5 it would be the beginning of the 51st turn. That way everyone gets 5 whole turns be4 the zone moves in.
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After playing a few games with this danger zone i go back on what i said before. It really does help to make the game less stale and adds pace.
However i am still bothered by how fast the danger zone closes in on big games. It would be good if the person starting the game would have control over danger zone increase speed setting like 30turns 40turns or 50turns.
In a 5x5 it is still closing in too fast in my opinion (3 turns for a single player). Hmm realise. The danger zone was comming for more action and shorter megabattles. And i play battles with dangerzone of more than 3 hours. If you make the zone-growing-speed to slow the effect will fly away completely. For example 10 player with 1 min/turn, 30 turns every next circle: nearly 5 hours must be passed before the dangerzone is complete.
By the way nearly at all megas happens the same:
1. moving, scouting, hiding
2. moving/waiting for best attackpostion of your team, some lonly shoots but nothing interesseting happen.
3. attack from far (sniper, heavy weapon, rockets) if you find nohiding units.
4. somebody rush at end of the match to see/kill as much as possible
Point 1. and 2. now reduced because this was most boring. Point 3 and 4 same like before but this points becomes faster influence in battles now.
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I have to say it's not true. I've played megas that my team won and played ones that we lost.
Of course there's a lot of scoping and hiding.. you can't do without that. That is the backbone. But there's also movement and fight for the better positions close to enemy location. That is where the fight begins.
Of course there are always people with regeneration who thinkg .. ok i lost 5 hp so i will hide for 5 turns behind a double wall of mines.
Or people even worse who put up tripple mine walls and don't move until someoone trips them..
These people deserve to have danger zone appear around them :x
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Or people even worse who put up tripple mine walls and don't move until someoone trips them.. Thats a reason why the danger zone was create 😉 Its boring and big wasting of time if player do this kind of strategy. What happen if this player play against a opponent with same strategy? It happens nothing! Its bad for teammatches because you must play together. Player who will hide at houses and drop mines at the door should lose because of handgranades/granadlauncher and his own mines 😉
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in begining i think this thing of Danger Zone its a bad idea!
now i thing that is good, large games because some players only Run and hide....
but i have one sugestion!! Maybe a opcion to play with danger Zone, and another like Old Gunrox...
If all players are agree with without Danger zone...😝😁
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Pimenta - That's more or less what i said 😉
And i have to say that the more i see the farther away i am from my initial opinion about it.
The danger zone is great. Would be insane without it.
The higher the level, the more regen there is. The easier it is to camp a good cover spot in such way that it would be suiside to atack it. And highest i've seen so far is a mega with level 25s so it's even worse at the real high levels.
Without danger zone such a game can simply not end until someone decides to make a suicide attack just because they want to sleep or work.
Also big fun games are not easy to put together, the more parameters you add the more points of disagreement -> failure there can be, and the harder it will be to put the game together.
Edited 3 minutes later by Shtaks.
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Also big fun games are not easy to put together, the more parameters you add the more points of disagreement -> failure there can be, and the harder it will be to put the game together. Exactly! This is why I am trying to have as few game options as possible. This is why I do not put map size to setting and this is why i dont want to add option to disable danger zone.
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