KEEP HIDDEN WRECKS

KEEP HIDDEN WRECKS

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CCBlackmilk
Posts: 62
Joined: 03 Jul 2009, 03:20

KEEP HIDDEN WRECKS

Post by CCBlackmilk »

This is really directed towards TheFatController

Finally this game has gotten a balance which doesn't make the game easier for players, but, rather harder.

Now, would you say that's a bad thing, too many yes, but, we must remember, this game is called BALANCED Annihilation.

Visible wrecks has caused unbalanced gameplay due to comwrecks in FFA coincidentally near them, so on and so forth.

However, once ghosted wrecks occur, then will this tweak be golden :)

Regards, CC
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Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: KEEP HIDDEN WRECKS

Post by Jazcash »

Who cares about actual units? Lets just turn BA into a ghost mod!
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: KEEP HIDDEN WRECKS

Post by Beherith »

In FFA mode LOS wrecks make sense, but otherwise its too much hassle; for example it gives commbombing players a huuge advantage, as their comm flies far away, yet they can still see it, and they know where the other one is by the blast.
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Re: KEEP HIDDEN WRECKS

Post by imbaczek »

try playing with only gaia or no features in los at all, in spring master.
Regret
Posts: 2086
Joined: 18 Aug 2007, 19:04

Re: KEEP HIDDEN WRECKS

Post by Regret »

There already is a thread to discuss this. Also you're a clueless newbie.

Did I mention you don't have to actually sign your posts? This is a forum, everyone sees your username.
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flop
Posts: 335
Joined: 22 Nov 2006, 05:44

Re: KEEP HIDDEN WRECKS

Post by flop »

i disagree with comm wrecks even flying when 2 comms explode, donno why that change was ever made
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CCBlackmilk
Posts: 62
Joined: 03 Jul 2009, 03:20

Re: KEEP HIDDEN WRECKS

Post by CCBlackmilk »

Regret wrote:There already is a thread to discuss this. Also you're a clueless newbie.

Did I mention you don't have to actually sign your posts? This is a forum, everyone sees your username.
Atleast I play for more then just combombing... err, I don't quite remember I game where you didn't make an air lab... so maybe if you explored different aspects of the game you wouldn't be so narrow minded.

And, seriously Regret, your talking like a trol,just stfu, this is the internet, it doesn't matter if I sign my post, that's completely irrelevant.

----
Anyway, the reason I made a new topic was because TFC was considering removing this tweak, I made this post to exentuate the fact that this beneficial to the game
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JohannesH
Posts: 1793
Joined: 07 Apr 2009, 12:43

Re: KEEP HIDDEN WRECKS

Post by JohannesH »

CCBlackmilk wrote:Anyway, the reason I made a new topic was because TFC was considering removing this tweak, I made this post to exentuate the fact that this beneficial to the game
Should someone make a 3rd topic then, to get more visibility to their opinion?
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Wombat
Posts: 3379
Joined: 15 Dec 2008, 15:53

Re: KEEP HIDDEN WRECKS

Post by Wombat »

put it into game options
Regret
Posts: 2086
Joined: 18 Aug 2007, 19:04

Re: KEEP HIDDEN WRECKS

Post by Regret »

CCBlackmilk wrote:Atleast I play for more then just combombing... err, I don't quite remember I game where you didn't make an air lab... so maybe if you explored different aspects of the game you wouldn't be so narrow minded.
What does my play style has to do with anything?
CCBlackmilk wrote:And, seriously Regret, your talking like a trol,just stfu, this is the internet, it doesn't matter if I sign my post, that's completely irrelevant.
? I'm just saying what your experience level is and that you have no idea about the issue at hand. And that you made another topic because you feel that your opinion needs a separate thread to be heard because it surely is superior to that of others that sound it in the thread already made.
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Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: KEEP HIDDEN WRECKS

Post by Jazcash »

I have to second Regret's notions on this particular topic.
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Wombat
Posts: 3379
Joined: 15 Dec 2008, 15:53

Re: KEEP HIDDEN WRECKS

Post by Wombat »

u are all retarded

put it into game options
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hunterw
Posts: 1838
Joined: 14 May 2006, 12:22

Re: KEEP HIDDEN WRECKS

Post by hunterw »

flop wrote:i disagree with comm wrecks even flying when 2 comms explode, donno why that change was ever made
im gonna second this one, flying wrecks were always irritating to me. commtrading becomes a lot more tempting to both sides when you know your comm's tasty 2500 metal corpse is going to fly back in to your base. not only that, you leave the other team with 1250 metal comm debris sitting in the crater where your purposefully retreated flash and construction vehicle are swarming immediately thereafter.

benefits whoever whips out the dgun.
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Re: KEEP HIDDEN WRECKS

Post by imbaczek »

flying wrecks are a result of the dgunning com getting huge speed boost from the victim's explosion right before death. fix should be possible as a gadget (i hope) or maybe even by some impulse tweaks.
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Wombat
Posts: 3379
Joined: 15 Dec 2008, 15:53

Re: KEEP HIDDEN WRECKS

Post by Wombat »

debris are after dgun, what means u can dgun enemy faster or simply avoid dgun by moving back so flying wreck is kinda prize for being aware at front, tho i would remove flying comwreck after trans combomb
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