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All Out War 2 - View topic - A shitmix of tweaks not big enough for their own threads!
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A shitmix of tweaks not big enough for their own threads! 
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Joined: Sat Jul 03, 2010 11:03 pm
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Post A shitmix of tweaks not big enough for their own threads!
Each one, I think, would be neat to have, but not important enough to gameplay for its own thread. Each one of these can be discussed separately.


> One thought was to make the Shock Rifle sort of like a mix between a laser rifle, tesla coil and a shotgun, throwing three quite accurate and powerful particle lightning bolts per shot at around double the laser rifle's fire rate. Drawback? A tad lower range than now, and still scales fairly badly with armor. It functions best as a midrange weapon, as it's too hard to aim at close range and at long range it'll hardly land any hits.

> New suggested prices based on how effective they are: Grenade Trooper 500, Rocket Soldier 450, Time Gunner 950.

> Increase the speed of Tib Rifle projectiles, the reason I think it's been mostly abandoned is because of how slow and hard to aim/easy to dodge the darts are. Seriously, they rarely hit and when they do they don't seem to do enough damage.

> A way to make the grenade launcher not just a RL with gravity? Make it launch grenades that explode on contact with people, but otherwise have a 1.5 second timer and bounce. The plus? Higher radius and damage.

> Plasma Cannon? Give a homage to a BFG and make it chargable, like said in another thread. It can be charged up to three levels, the highest being normally a OHKO to infantry and heavily damaging to mechs. Downside? It can overheat and explode in a massive blue/red fireball if you try spamming with it.

> An alternative (or compliment) to the above note is to make the Plasma Cannon not a purchasable weapon... but its own superclass, like the Commando.

> Anyone who's played the AOW alphas knows how the mechs used to explode. In an ominous, loud buildup of the mech melting down culminating in a bright, loud and epic explosion of blinding light that players 40 feet away could definately get hurt by. Of course players had a good 8-10 seconds of very clear warning to get the hell out of there before they get vaporized.

> Frag grenades... I dunno, I don't think the shrapnel is doing its intended job. Maybe make them not rip through players and do a static 12 damage each. Also, fix the shrapnel sprites, lol.

> Lower the amount of total ammo everyone gets by say... 20%. 320 machinegun bullets, 40 shells, 32 sniper/gauss rounds, etc. I think that's a little more reasonable. Maybe 33% if we want to actually watch your ammo usage and use a variety of weapons accordingly (that's called tactics boys). That's 264 MG rounds, 32 shotgun shells (actually 33 but eh), 26 sniper/gauss ammo.

> Remove the least popular maps. They just seem to take up space. An example would be AOW10, which is nothing but long straight corridors where sniping weapons rule everything else out. Which ones would you like to see taken out?

> Here's one. HITMARKERS. Yes I know it sounds lame and rip-off-ish but it would be very satisfying and informative to hear and see a confirmation of each of your Madcat LRMs hitting that enemy Titan and knowing exactly how many of those machinegun bullets are hitting.

When it comes to keeping a playerbase entertained, change is good. Even the little things that make a player go "oooh that's cool" when they see it.


Wed Dec 14, 2011 10:02 am
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Post Re: A shitmix of tweaks not big enough for their own threads
I've got some more random suggestions :

> Modification - Timegun teleportation :
As long as you are in your base it teleports you in the enemy base. As long as you are outside the base, it teleports you back home.
The base limits to check are defined by where you can place turrets. When you teleport home, it could always be on the repair facility, nowhere else. When you teleport in the enemy base, you could always land behind buildings. Not inside them. Too risky and way too often, pointless, because you die within 5 seconds under the fire of 3 turrets.

> Modification - Advanced Mech research :
May cost 5000$. Who the hell would pay alone 5000$ for a research at the beginning of the game ? It has to be a team effort (donation), because simply, it benefits the whole team (players will play advanced mechs as long as the WF is on). Encourages strategy. And where have you seen a research costing less than one final stand-alone product ? I mean the Guardian costs 3000$ and the research 2000$. Easy to spam Advanced mech when the way to unlock them costs this few.

> Addition - Advanced Weaponry :
A new research for that broken button. Unlocks Minigunner, Jumpjet, Commando, Gauss, Plasma rifle & Cannon, Mass driver, Chem Warrior, Laser chaingun, Stealth, Beacons, and Demo-man.
Less OP right at the beginning. You have to research for it first. 2000~3000$ ?

> This one is a really tough one - Harvester mech :
Goes as fast as the Advanced Harvester. 1000 HP and doesn't loose health when you get off. Not an advanced mech, but requires Enhanced refining. Same weaknesses as other mechs. Everyone can refine with it as long as they can drive a mech, but there can only be one refining mech per team. Parkable inside the base, when you don't use it. It should somehow be more profitable to refine with it than with advanced harvesters, and more interesting, it could be a similar goal to attack it as to attack the mini-refinery, for the enemy team. So when it goes refining, it should be escorted.
Could cost 1500~2000$. Reduce drastically the profit tradionnal harvesters make to compensate. Refining point ? A wall outside the refinery just for this mech.
Keeps up with the original spirit of Command and Conquer, and adds up something more to AOW.

> Reinstatement/Addition - Airstrike :
A sudden death event. When the sudden death takes too long, airstrikes occur and drop projectiles on everything. Building's health begins gradually to drop.


Wed Dec 14, 2011 11:55 am
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Post Re: A shitmix of tweaks not big enough for their own threads


Wed Dec 14, 2011 12:12 pm
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Post Re: A shitmix of tweaks not big enough for their own threads


Wed Dec 14, 2011 1:20 pm
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Post Re: A shitmix of tweaks not big enough for their own threads
Extra one: Lower the amount of zoom on the sniper rifle, lower the amount of spread unscoped.


Wed Dec 14, 2011 1:47 pm
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Post Re: A shitmix of tweaks not big enough for their own threads


Wed Dec 14, 2011 2:04 pm
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Post Re: A shitmix of tweaks not big enough for their own threads
I like old grenade trooper (with old strife sprite - aow version 1816), that was really strong class, stronger than in this version. I think it is remade cuz its overpowered ? I really don't know, I support old one.

And I am against air strike of any kind cuz I am hard working util guy, if they destroy my defenses that will be frustrating. No way I will build it over and over again cuz of some bombing. And if bombing arrive in very unpleasan't time such as defusing or planting beacon. Don't like this idea. I support for current SD.

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Wed Dec 14, 2011 3:44 pm
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Post Re: A shitmix of tweaks not big enough for their own threads


Wed Dec 14, 2011 4:37 pm
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Post Re: A shitmix of tweaks not big enough for their own threads
The only problem with ravens is the theoretical possibility of idiots stealing them...


Wed Dec 14, 2011 10:13 pm
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Post Re: A shitmix of tweaks not big enough for their own threads
You can still pick up the crystals in a raven by running over them. The only way they'd get stolen is if you parked it right outside of the ref door to drop off your crystal and some derp walked through said door into the Raven and said "fuck it, free ride"


Wed Dec 14, 2011 11:35 pm
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Post Re: A shitmix of tweaks not big enough for their own threads


Thu Dec 15, 2011 7:09 pm
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Post Re: A shitmix of tweaks not big enough for their own threads


Thu Dec 15, 2011 10:51 pm
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Post Re: A shitmix of tweaks not big enough for their own threads
I think that maybe better is to harvesting mech to be some orca, you pickup a crystal and you drop it, by selecting item, in some green acid pool of refinery. With aircraft you can harvest more efficient than with ground mech. And orca is hard to kill without gauss though. Players don't buy it in WF, it appears as soon as Enhanced Reffining is researched and can be taken from some platform near reffinery. If it is destroyed another appears for 3 minutes on platform. Players can park it only on platform otherwise destroyed. These are mine ideas.

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Fri Dec 16, 2011 4:59 pm
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Post Re: A shitmix of tweaks not big enough for their own threads
That's a neat idea, but a pretty huge undertaking to remodel all of the refineries and coding to make that work. That would probably be in its own topic or something.


Sat Dec 17, 2011 12:50 am
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Post Re: A shitmix of tweaks not big enough for their own threads


Sun Dec 18, 2011 6:43 am
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Post Re: A shitmix of tweaks not big enough for their own threads


Sun Dec 18, 2011 10:42 pm
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Post Re: A shitmix of tweaks not big enough for their own threads
Here's one. Make remote c4 react faster upon pressing the trigger.

Trying to actually catch people in its explosion is hard as hell since they beep so loud for so long :c Players have the chance to avoid them by seeing their large sprites and the guy with the detonator out watching for players. Giving them the chance to live despite both of those give-away warnings, I think, is a bit too forgiving.

It's not something that was caused by a recent match or anything, but it's one of those persistent annoyances.

Hell, maybe even give the guy 5 remote c4, the guy's not used enough for offense as it is.


Tue Jan 03, 2012 10:45 am
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Post Re: A shitmix of tweaks not big enough for their own threads
f, forgot that


Tue Jan 03, 2012 2:57 pm
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