And hopefully people now get a bigger incentive to actually use AA (not only Maxes, but also turrets and skyguards - which seemd a bit weak tbh) when they're getting those "partial damage XP for dealing damage to vehicles that you don't end up killing". That said, I'm looking forward to increased draw distance for Maxes because it was indeed quite annoying to fly an ESF and get shot at by invisible Maxes.
Sortable columns on outfit management & addition of "last online" column
Seems like I won't need to find one hundred thousand toothpicks in the end.
Originally Posted by CROCONOUGHTKEY
For now I have to agree with Mohorovic about player invincibility. The examples they stated don't really say you can't run invicible. If they do as QuantaCat stated and give it until player moves, then it's almost ok. I'd say it also should be timed.
Hear from the spirit-world this mystery:
Creation is summed up, O man, in thee;
Angel and demon, man and beast art thou,
Yea, thou art all thou dost appear to be!
It states you can't perform actions like firing or using abilities. It doesn't say anything about moving, but I would imagine (and hope) that it's only active for a second or two.
It's most likely a response to everyone's favourite action of spawning at a sundy only to be greeted by the "you died" screen again because the sundy was just blown up as you spawned.
Or because someone camped it with HE/shotguns/sniper rifles.
Either way, I doubt that it's going to let you get very far while being invincible.
Pistols account for about a quarter of my kills. They're excellent, a real tiebreaker when someone's managed to get the drop on you, and/or your path is blocked by a few guards and firing your rifle would draw too much attention. Infiltrators in particular can use them very effectively, what with the cloak and all.
I'd guess the SMGs will be primary weapons, high rate of fire, fairly high accuracy, fast reload, but low damage, limited range and high recoil. I'd be very surprised, and quite disappointed, if they replaced the pistols.
Originally Posted by CROCONOUGHTKEY
For pistol there is only one accessory you want, and it's laser sight. Because when you pull out a pistol it's CQB 90% of the time and don't tell me you're going to ADS.
Only exception to this rule is bad Infiltrators who think their stealth is actually stealthy. Those can get the silencer and hunt for stragglers or something.
I got the silencer for theVX6-7 for my Light Assault, primarily. Couldn't see shit for difference with or without it, but I'd love to get someone to test it out with me sometime. To me, the muzzle flash is just as large, and the sound is no different, as far as I can tell. Might be that I don't show up on the minimap when firing, though.
Testing required, I feel. So if someone has a NC or TR character on Miller, maybe we could check it out sometime?
Speaking of infiltrators: one change I'd like to see, just to try it out, is how infiltrators would work if their stealth "energy" only dropped while moving, and if they were entirely invisible while standing still (which _I believe they are, right?).
Ah, maybe you misunderstand my intention. The cloak nanites would only regenerate when the cloak is off, but wouldn't be consumed unless you're actually moving. It would make them better suited as spotters/scouts. Also, removing the spot voice callout when cloaked, or maybe giving them a spotting tool of some kind.
I believe there was something like that in Tribes 2, where you could paint a target with a target finder, and your teammates would get a reticule on their HUD, so that if they aimed at that with whatever artillery type wepon they were using, they'd hit the target. Something like that might be fun, at least for infiltrator players. Not sure how much fun it'd be to be on the receiving end of that...
"Increases to reload speed for certain HE ground vehicle weapons"
I really hope that means HE tank guns will have longer reload times, because it does seem that right now the HE guns are better than the other simply because you do not really loose that much anti tank damage and infantry are one of the main threats anyway (also rewards alot of exp when killed). Picking HE shells really should put you in a disadvantage if you face enemy tanks.
I also hope they change the Zephyr/Dalton on the liberator so the Dalton loses most of its splash and really becomes a tankbuster, while the Zephyr loses most of its armor damage so it becomes a infantry killer. More specialized weapons instead of one thing kills everything. Much like the AA weapons are completely useless against anything but air, especially the Skyguard who really could do with at least being able to damage infantry...
Otherwise what i really look forward to is that capping bases becomes more important, for example I would like to see a base with a similar function to techplants bur for air. Maybe not the only place that is able to spawn liberators as that would have minimal effect but the base could be the major provider of air resource. So if we are fighting the TR and they have a massive air-force we could do a commando raid and cap that base and it should severely hamper their ability to spawn new aircraft.
I would also love to see influence having more of an impact, something like increasing/decreasing the spawn time for a base, so if you have high influence at a base/area you can respawn faster than if you are ninja capping with very low influence. This would make capping around a enemy stronghold provide more of a bonus, and an effective way of assisting the zerg. It would also make cutting deep into enemy territory risky.
There was something like that in the beta I believe, but I think it was removed before launch.
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