Been testing on the server pretty frequently and everything you'll see in this post is based on my personal opinion and some talks I had with some other people.
An yes I know the numbers and tweaks aint final but it is based on what I see right now on the 180 test server.
And I'm saying it again and I think I speak for most people, thanks for the tremendous amount of effort you've put in it and it's looking great.
For me I play this game and on this server because it's fast straight into action with no need to camp, that's what UT is about else I'd play some shitty modern shooter.
There are a few things that have me a bit concerned that will change that playstyle into camping wich I personally don't like.
Certain things I'll discuss in detail others I'll keep short.
Rarity of infinity pu's.
Yes this is a hot topic of debate and I'm gonna dive straight into it aswell.
The intention behind making infinity pu's rare is good but I don't think it is the means to achieve the goal you're trying to achieve.
Here is what happens if you make them rare or even remove them:
- People are gonna camp to regen ammo when they are out of ammo because resupply (skill and PU) cannot sustain you.
- Defeats the purpose of building a weapon, unless you expect everyone to make two of them. WoP with no ammo is worthless.
- Inf stacking x2 with a high rarity will lead to people hoarding infs and not sharing for their own benefits, wich causes drama and also defeats the purpose of sharing and playing as a team.
- The server will become like most other servers where ammo is an issue and people are discouraged to play there (new and old).
- Deemers and the likes are gonna be the weapons of choice because the regular weapons will have the same ammo limitations but provide a lot less power.
- You're gonna need 5 people throwing ammo bags at someone to sustain his ammo, 1 person will have fun the other 5 won't.
For those reasons I'd keep infs as they are on 179.
Turrets.
I think they are a really great especially for low level players so they can get some kills in and it's something I requested in my first post.
However, there are some issues with turrets.
I get the limitation of 3 turrets total for all players combined on a single map so that the map doesn't crawl with turrets all over the place.
Thing is though, one person can quickly put down 3 turrets and the rest of the players can't have anything wich doesn't really work for me.
Also turrets are way to powerfull atm, they oneshot most monsters and are to easy to replace.
You can put down 3 turrets and just go afk and just put down new ones every now and then and you can complete a map without having picked up a single pu or fired a single shot (I've done it several times).
This also leads to camping wich you might get by now, I'm not a big fan about.
I suggest changing the limit of turrets to 1 per person, making them less powerfull in damage, smaller in size and no limit for how many turrets there can be on the map.
That way they don't become the main tool to kill monsters and everyone can have one.
Supply drop.
The concept is great but again it encourages you to camp.
Imo it should be there as a support tool for low levels that are hiding in the later waves, not something you want all players hanging around to sustain their ammo.
I'm sorry to say this but in it's current state I'd rather see this removed and I can't think of anything to change to make it worth having in the game.
Broken arrow.
Well the name of it says it all, it's broken.
Hardest wave is coming? No problem we skip half of it or more by using a single item.
I don't like "I win buttons".
Artilary strike.
Ramp up time is to long to be effective, only is effective if you put it down and camp out till it finally starts hitting monsters after half a minute.
Would rather see it as the air strike superweapon with a long cooldown but I guess it would do pretty much the same as a nuke bomb.
Vehicles and vehicle drop.
Entering and leaving a vehicle doubles your fire speed.
Vehicles are mainly used to make a base rather then drive and kill in them.
Dieing in a vehicle makes you lose all your weapons and pu's, also after dieing and still resurrecting with the ressurect skill.
Ammo bags.
I'm not gonna run around after people and throw bags at them, nor do I want to throw bags on the ground for myself to regen ammo.
Dinosaurs.
1 hit they're dead, do no considerable damage, low fire rate and there is a wave with just dino's in them.
Heal PU.
Had a talk with Amy about this that it sometimes doesn't work and sometimes it does or sometimes does the opposite on yourself.
She told me that you don't really know what is causing this so I came up with an idea.
Make a PU that removes damage done to yourself with the weapon you're using it on.
Would fix the heal PU issue and it's a great thing to have on like a deemer aswell.
Xp.
Since the latest update you get crazy xp from kill combo's.
Go on a holy shit streak and you level up every couple of seconds, even at level 200+.
I don't think this is intended ofcourse but I just wanted to point it out here on the forum aswell.
Obama.
I understand you wanna do something cool with this monster and the idea about the stealing the weapon and buying the membership to avoid it.
But, losing your weapon with all the pu's you've worked "hard" to collect is not just death for the wave you lose your weapon but also for all waves afterwards unless you want people to build multiple weapons.
I know you can buy a skill to avoid this from happening but I just don't think its practical to have a monster with this kind of ability in the first place.
I wont discuss weapons for now since it's planned to be rebalanced in the 181 patch I think? If not just say so and I'll make another wall of text.
I just hope that the combat shotgun does get nerfed in 180 prior to the other weapons being rebalanced.
Nerfed as in less procs and then the weapon is fine.
There might be things I forgot so if I remember them I'll post them later on.
I know things I've said in this post won't be populair with everyone and it sounds like a lot of hatin but don't take me wrong on it.
I'm not good with codes and bugs and all that kind of stuff, so for me testing is seeing if the gameplay is right, balanced and mainly if it's fun.
Bananaface
