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All Out War 2 - View topic - mech "sealing" (+ adv tib harv (+ beacons))
View unanswered posts | View active topics It is currently Mon Jul 06, 2020 11:11 am



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mech "sealing" (+ adv tib harv (+ beacons)) 
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Joined: Sat Apr 13, 2013 3:13 am
Posts: 10
Post mech "sealing" (+ adv tib harv (+ beacons))
hello.

one thing that has always bugged me about the game is how resilient certain mechs are to just about anything, and how there's almost no chance to take advantage of the ticket reward once you finally bring them down. the worst of it is that it isn't usually an issue in practice because most people don't eject when they're supposed to!

i propose the following: "seal" someone into their mech once its health gets to a certain point; they've taken so much damage that the doors or whatever melted. maybe not when they start smoking, that's only feasible for something really weak like the orca. for a titan, maybe it should be more like 1000hp or so.

as for the ath... i'm not sure i like that it has chem autorifle now. i guess it's appropriate in a way, but with tib fields trying to be more open, it's a lot harder to use an autorifle efficiently; plus, it seems weird that comb autorifle doesn't have such symmetry (unless it does and i missed something). personally i'd like the machine guns back; i think that fits better with machine gunner having the flak jacket.

i can't think of anything else at the moment... your thoughts?

edit: oh yeah, ion/nukes... do those still have hilarious range? i hope that's a bug. please please please don't let that stick either way, they are out of control. (edit: the c4 disarming thing is really bad too)


Sat Apr 13, 2013 3:31 am
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Joined: Sun Mar 25, 2012 12:12 pm
Posts: 82
Post Re: mech "sealing" (+ adv tib harv (+ beacons))
I think the c4 disarming was unintentional, unfortunately the nukes aren't (super beacons), iirc it might be cvared though.


Sat Apr 13, 2013 10:56 pm
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Joined: Sat Jul 03, 2010 11:03 pm
Posts: 1065
Location: British Columbia
Post Re: mech "sealing" (+ adv tib harv (+ beacons))


Sun Apr 14, 2013 2:48 am
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Joined: Fri Feb 17, 2012 4:02 pm
Posts: 178
Post Re: mech "sealing" (+ adv tib harv (+ beacons))
I have heard many complaints but super beacons are cool and can totally turn a game within a minute 8-) Also you can use creative placement and still kill off stuff.

They certainly contribute to making games shorter, and (hopefully) make people OK with continued play despite a few buildings lost (and not rage quit like silly willys).


Sun Apr 14, 2013 6:04 am
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Joined: Wed Apr 14, 2010 4:34 pm
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Location: Finland
Post Re: mech "sealing" (+ adv tib harv (+ beacons))


Sun Apr 14, 2013 6:08 pm
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Joined: Sun Mar 25, 2012 12:12 pm
Posts: 82
Post Re: mech "sealing" (+ adv tib harv (+ beacons))
I think they could work, though there's a few issues with being able to quite easily stick one outside, defend it and blow up a building- hardly takes any effort. On a couple of maps there are also a few places where it can't be disarmed yet will still take out buildings.


Sun Apr 14, 2013 8:24 pm
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Joined: Sat Jul 03, 2010 11:03 pm
Posts: 1065
Location: British Columbia
Post Re: mech "sealing" (+ adv tib harv (+ beacons))


Sun Apr 14, 2013 10:53 pm
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Joined: Sun Jan 27, 2013 7:22 am
Posts: 12
Post Re: mech "sealing" (+ adv tib harv (+ beacons))


Wed Apr 17, 2013 9:39 pm
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Joined: Sun May 16, 2010 5:08 pm
Posts: 250
Post Re: mech "sealing" (+ adv tib harv (+ beacons))
Mechs (and players) should cost tickets to spawn, not to die. That would solve your problem.


Thu Apr 18, 2013 2:16 am
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Posts: 178
Post Re: mech "sealing" (+ adv tib harv (+ beacons))


Thu Apr 18, 2013 4:16 am
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Post Re: mech "sealing" (+ adv tib harv (+ beacons))

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Thu Apr 18, 2013 5:35 am
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