Hallo, Gast!

22-09-2011, 05:56 PM | Beitrag #21
XIIIzFin 
Like said before me make leg it gunner's default ability and fix the short range shotgun.

Btw my IEG didin't work on pirate keg while playing 2day can someone verify this?

Also a light nerf for FF would be in place.
Alle Beiträge dieses Benutzers finden
Diese Nachricht in einer Antwort zitieren
22-09-2011, 05:59 PM | Beitrag #22
DaveDaDon 
ive got that bug too often... you stand there in town bb 3 guys come your way, you shoot 2 down and the 3rd is standing right in front of you, you switch to lr mg just to have something to shoot with and you press left mouse button but nothing happens, you just see the amount of bullets in your mag, same as your health going down.. and the enemy asks afterwards in chat: why didnt you shoot me? noob


edit: ive had that bug 2 times today... even tho its just a game, and its just 2 times this day, it can get pretty annoying Tongue

[Bild: hLfvrEx8Mw.png] (Dieser Beitrag wurde zuletzt bearbeitet: 22-09-2011 06:00 PM von DaveDaDon.)
Alle Beiträge dieses Benutzers finden
Diese Nachricht in einer Antwort zitieren
22-09-2011, 06:00 PM | Beitrag #23
dajurgen 
(22-09-2011 03:54 PM)Phoenyxar schrieb:  If I say nerf FF I mean nerf it by making the 4th bullet into the 5th bullet that heals

thats actually a great idea, i think that would balance FF well Sleepy
Alle Beiträge dieses Benutzers finden
Diese Nachricht in einer Antwort zitieren
22-09-2011, 06:06 PM | Beitrag #24
fausje 
(22-09-2011 05:56 PM)XIIIzFin schrieb:  Like said before me make leg it gunner's default ability and fix the short range shotgun.

Btw my IEG didin't work on pirate keg while playing 2day can someone verify this?

Also a light nerf for FF would be in place.

Verified. IEG doesn't eat pirate kegs, I don't know why. Maybe because they don't immediately explode? You can lay a pirate keg and just leave it there for minutes. Which is basically unlike most explosives, it also won't explode when an enemy gets near, you'll have to shoot it to make it explode.
I'm just taking a guess, not entirely sure.

[Bild: 16553_s.gif]

Alle Beiträge dieses Benutzers finden
Diese Nachricht in einer Antwort zitieren
22-09-2011, 06:30 PM | Beitrag #25
bhtest 
(22-09-2011 05:53 PM)fausje schrieb:  Standard question: are you sure you weren't lagging?
Anyway, I've never had this glitch, mainly because I never play with MGs anymore. Sounds like a glitch that desperately needs fixing, does it help if you activate FF?

No, FF does not make a difference. You shoot bullets, your magazine is emptying, and you see the hitsplashes, but the bullets are totally harmless. I am not lagging when this occurs, but it always happens when i switch very fast from my RPG to a MG.
(Dieser Beitrag wurde zuletzt bearbeitet: 22-09-2011 06:31 PM von bhtest.)
Alle Beiträge dieses Benutzers finden
Diese Nachricht in einer Antwort zitieren
22-09-2011, 06:55 PM | Beitrag #26
fausje 
(22-09-2011 06:30 PM)bhtest schrieb:  
(22-09-2011 05:53 PM)fausje schrieb:  Standard question: are you sure you weren't lagging?
Anyway, I've never had this glitch, mainly because I never play with MGs anymore. Sounds like a glitch that desperately needs fixing, does it help if you activate FF?

No, FF does not make a difference. You shoot bullets, your magazine is emptying, and you see the hitsplashes, but the bullets are totally harmless. I am not lagging when this occurs, but it always happens when i switch very fast from my RPG to a MG.

Hm, weird. You should film it and send in a bug report (or just send in a bug report if you can't film).
I don't have this glitch with shotgun/pp.

[Bild: 16553_s.gif]

Alle Beiträge dieses Benutzers finden
Diese Nachricht in einer Antwort zitieren
22-09-2011, 07:54 PM | Beitrag #27
AceEmerich 
I dont think any of skills of gunner need be changed, but was very important fix the bugs.

Like if you use leg it and in few seconds you use hero shield the leg it was canceled this was annoying.

Alle Beiträge dieses Benutzers finden
Diese Nachricht in einer Antwort zitieren
22-09-2011, 08:36 PM | Beitrag #28
Phoenyxar 
(22-09-2011 07:54 PM)AceEmerich schrieb:  Like if you use leg it and in few seconds you use hero shield the leg it was canceled this was annoying.

That's no bug, that's to prevent from building up multiple abilities and using them at once and it encourages teamwork.

I got a second quit idiotic idea, but I've been wondering about it for a while.
Why don't they give the Super/Uber versions of the MG's some few extra bullets? It's done with every other weapon for every other class but not for the MG's, ofcourse the 110-120-130 bullets have ofcourse an already large amount of potential devastation and it seems rather irrelevant, but it got some advantages for the developers too. Well actually just one: people will tend to buy the SUper/uber version more often and that's extra ping ping for EA. I've been talking about extra bullets but I don't actually expect a lot if it does get green light, an extra 5 bullets for your magasin would be more than enough I guess, it's just about the principle of Supers I think. Just a little thought...

[Bild: firmaphoe.png]
Alle Beiträge dieses Benutzers finden
Diese Nachricht in einer Antwort zitieren
22-09-2011, 09:14 PM | Beitrag #29
AceEmerich 
(22-09-2011 08:36 PM)Phoenyxar schrieb:  
(22-09-2011 07:54 PM)AceEmerich schrieb:  Like if you use leg it and in few seconds you use hero shield the leg it was canceled this was annoying.

That's no bug, that's to prevent from building up multiple abilities and using them at once and it encourages teamwork.

I got a second quit idiotic idea, but I've been wondering about it for a while.
Why don't they give the Super/Uber versions of the MG's some few extra bullets? It's done with every other weapon for every other class but not for the MG's, ofcourse the 110-120-130 bullets have ofcourse an already large amount of potential devastation and it seems rather irrelevant, but it got some advantages for the developers too. Well actually just one: people will tend to buy the SUper/uber version more often and that's extra ping ping for EA. I've been talking about extra bullets but I don't actually expect a lot if it does get green light, an extra 5 bullets for your magasin would be more than enough I guess, it's just about the principle of Supers I think. Just a little thought...

That was I thinking... the tatic is use hero shield first and use leg it one second later to get the 2 buffs.

I agree with you about super/uber weapons, we deserve some extra bullets in our weapons.

Alle Beiträge dieses Benutzers finden
Diese Nachricht in einer Antwort zitieren
22-09-2011, 09:15 PM | Beitrag #30
Th3.3xp3rim3nt 
the slowing effect of kegs is too high imo.
Alle Beiträge dieses Benutzers finden
Diese Nachricht in einer Antwort zitieren
22-09-2011, 09:44 PM | Beitrag #31
Phoenyxar 
(22-09-2011 09:14 PM)AceEmerich schrieb:  That was I thinking... the tatic is use hero shield first and use leg it one second later to get the 2 buffs.

Don't you consider that a bit overpowered? That's like combining BS and CM in one ability o.O

[Bild: firmaphoe.png]
Alle Beiträge dieses Benutzers finden
Diese Nachricht in einer Antwort zitieren
23-09-2011, 04:58 AM | Beitrag #32
isuckatthisgame 
Is the work around you're considering for the reload bug changing the ammo to two instead of one and changing reload time, like I saw stup suggest? Heck, you could even change the ammo to unlimited if you really wanted, I think that would be kind of cool.

[Bild: 1]
Alle Beiträge dieses Benutzers finden
Diese Nachricht in einer Antwort zitieren
23-09-2011, 05:04 AM | Beitrag #33
no_super
(23-09-2011 04:58 AM)isuckatthisgame schrieb:  Heck, you could even change the ammo to unlimited if you really wanted, I think that would be kind of cool.

imo that is the best and easiest fix there is for this bug.

bullets are free, no loss there on EA's part
just be sure to get the cooldown right (about the same as the PP? or a lil more?)
(Dieser Beitrag wurde zuletzt bearbeitet: 23-09-2011 05:04 AM von no_super.)
Alle Beiträge dieses Benutzers finden
Diese Nachricht in einer Antwort zitieren
23-09-2011, 05:28 AM | Beitrag #34
Mc4 
(22-09-2011 07:40 AM)no_super schrieb:  lvl 1 shield is just too good, 30 hps as the default ability. I would love to see this trimmed way down:

lvl 1: 10hp shield
lvl 2: 20hp shield
lvl 3: 30hp shield
lvl 4: 40hp shield
lvl 5: 60hp shield

Spending points on shield with that system seems absurd to me. ability point for 10 hp sounds silly
Alle Beiträge dieses Benutzers finden
Diese Nachricht in einer Antwort zitieren
23-09-2011, 06:22 AM | Beitrag #35
isuckatthisgame 
(23-09-2011 05:28 AM)Mc4 schrieb:  
(22-09-2011 07:40 AM)no_super schrieb:  lvl 1 shield is just too good, 30 hps as the default ability. I would love to see this trimmed way down:

lvl 1: 10hp shield
lvl 2: 20hp shield
lvl 3: 30hp shield
lvl 4: 40hp shield
lvl 5: 60hp shield

Spending points on shield with that system seems absurd to me. ability point for 10 hp sounds silly

Less absurd than spending an extra point to go from level 1 to 2 or level 2 to 3 hero shield currently. =\

[Bild: 1]
Alle Beiträge dieses Benutzers finden
Diese Nachricht in einer Antwort zitieren
23-09-2011, 07:26 AM | Beitrag #36
no_super
(23-09-2011 06:22 AM)isuckatthisgame schrieb:  
(23-09-2011 05:28 AM)Mc4 schrieb:  
(22-09-2011 07:40 AM)no_super schrieb:  lvl 1 shield is just too good, 30 hps as the default ability. I would love to see this trimmed way down:

lvl 1: 10hp shield
lvl 2: 20hp shield
lvl 3: 30hp shield
lvl 4: 40hp shield
lvl 5: 60hp shield

Spending points on shield with that system seems absurd to me. ability point for 10 hp sounds silly

Less absurd than spending an extra point to go from level 1 to 2 or level 2 to 3 hero shield currently. =\

ya, mc didnt think that one through.

new ability:

Rocket Smash

This is a melee attack, swings RPG like a very heavy baseball bat from over the top, or sweeping from one side to the other.

**slow enough activation that it can be countered by a quick thinker, but not too slow that you can just walk away from it.
(hits everything in front of you within 3m range, including vehicles) ***180 degrees, not 360

rank 1: 5-10 dmg + 1m Knockback (15second cooldown)
rank 2: 10-15 dmg + 1m Knockback (13second cooldown)
rank 3: 15-20 dmg + 2m knockback (11 second cooldown)
rank 4: 20-25 dmg + 2m knockback (9 second cooldown)
rank 5: 25-35 dmg + 3m knockback (7 second cooldown)

above variables need adjusted


also: any chance you could make RPG the default explosive for Gunner? or at least create a new weaker RPG that does about half dmg as the current, looks very ugly, then make that the default explosive.
(Dieser Beitrag wurde zuletzt bearbeitet: 23-09-2011 08:00 AM von no_super.)
Alle Beiträge dieses Benutzers finden
Diese Nachricht in einer Antwort zitieren
23-09-2011, 12:02 PM | Beitrag #37
IllBlastYou 
(23-09-2011 07:26 AM)no_super schrieb:  
(23-09-2011 06:22 AM)isuckatthisgame schrieb:  
(23-09-2011 05:28 AM)Mc4 schrieb:  
(22-09-2011 07:40 AM)no_super schrieb:  lvl 1 shield is just too good, 30 hps as the default ability. I would love to see this trimmed way down:

lvl 1: 10hp shield
lvl 2: 20hp shield
lvl 3: 30hp shield
lvl 4: 40hp shield
lvl 5: 60hp shield

Spending points on shield with that system seems absurd to me. ability point for 10 hp sounds silly

Less absurd than spending an extra point to go from level 1 to 2 or level 2 to 3 hero shield currently. =\

ya, mc didnt think that one through.

new ability:

Rocket Smash

This is a melee attack, swings RPG like a very heavy baseball bat from over the top, or sweeping from one side to the other.

**slow enough activation that it can be countered by a quick thinker, but not too slow that you can just walk away from it.
(hits everything in front of you within 3m range, including vehicles) ***180 degrees, not 360

rank 1: 5-10 dmg + 1m Knockback (15second cooldown)
rank 2: 10-15 dmg + 1m Knockback (13second cooldown)
rank 3: 15-20 dmg + 2m knockback (11 second cooldown)
rank 4: 20-25 dmg + 2m knockback (9 second cooldown)
rank 5: 25-35 dmg + 3m knockback (7 second cooldown)

above variables need adjusted


also: any chance you could make RPG the default explosive for Gunner? or at least create a new weaker RPG that does about half dmg as the current, looks very ugly, then make that the default explosive.
+1 about the default Rocket Launcher idea

[Bild: 6484036001_0ab4d11ba6.jpg]
Alle Beiträge dieses Benutzers finden
Diese Nachricht in einer Antwort zitieren
23-09-2011, 12:04 PM | Beitrag #38
HATE Go to next important person...
Stealing some time between meetings - haven't been able to read all comments yet however I will respond to 'Legit as default'

The reason it is not default was because the focus of the gunners role is durability rather than movement. Unfortunately as time went on gunners became a move movement centric class with Keg-slowdown being introduced.

Hopefully we can implement some counter-balances to this trend through other classes.

In short - Shield will still be the default skill, but movement affecting skills with other classes may be seeing some changes.

[Bild: attachment.php?attachhash=de37a2aa548e13...mp;amp;c=1]
EAsy Studio Lead Designer

"X New thing will be awesome! Sadly X new thing will not be in the next patchBlush"

"Can I has attack squirrels now Heart?"
Alle Beiträge dieses Benutzers finden
Diese Nachricht in einer Antwort zitieren
23-09-2011, 01:25 PM | Beitrag #39
AceEmerich 
(22-09-2011 09:44 PM)Phoenyxar schrieb:  
(22-09-2011 09:14 PM)AceEmerich schrieb:  That was I thinking... the tatic is use hero shield first and use leg it one second later to get the 2 buffs.

Don't you consider that a bit overpowered? That's like combining BS and CM in one ability o.O

I dont think was overpowered, because its a combination and the gameplay of gunner, him was made to stay on front of battle, if you remove this the gunner only have his weapon to stay alive.

The "Achiles Heel" of gunners are his dependence of Soldiers and widgets to heal him, because his fight style is the close combat, so if you weak his "buffs" him will be useless to teamplay.

Ah... commandos dont have heal too, sure, but then dont go to front like gunners.

Alle Beiträge dieses Benutzers finden
Diese Nachricht in einer Antwort zitieren
23-09-2011, 02:53 PM | Beitrag #40
XXXKruszakus 
I think IEG should be duration buffed.

FF should REMOVE the ability to deal critical hits.

HS could be slightly nerfed at lower levels and maybe buffed a bit for level 5.

I'd kinda like the keg to deal eaxta 10-15 fire damage at higher levels Smile

Stray - Duck Hunting Montage
Alle Beiträge dieses Benutzers finden
Diese Nachricht in einer Antwort zitieren




Gehe zu:



X
Diese Person zu deiner Freundesliste hinzufügen
Diese Person aus deiner Freundesliste entfernen
/de/ajax/checkFriendStatus
/de/ajax/friend