LoonySpectre
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Post by LoonySpectre on Jan 22, 2017 15:37:27 GMT
While playing my latest PUG (went very well by the way), a thought suddenly came to my head how to put back emergency into emergency weapon. What if Cobra did its ultra damage if and only if any team member's shields were down, otherwise doing some negligible damage or even not shooting at all?
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inert
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Post by inert on Jan 22, 2017 15:54:53 GMT
Can't save a teammate then, but I like where your head is at. I had a PUG yesterday where the same dude spawn nuked on wave 11 two separate times, screwing up the entire extraction wave. Easier to kite the spawn as a team, impossible to do it when some asshat wants to pad their score and decided to split the spawns.
Didn't get full extraction because of it. I made it both times, but had to waste OPS packs that I otherwise wouldn't have to.
How about no score for missiles? That works for me.
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Post by stephenw32768 on Jan 22, 2017 15:55:05 GMT
That's an interesting idea. Might not go down well with the soloers though.
Do you think non-emergency rockets are acceptable during targets objectives; should it work if there's a target within the damage radius?
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Post by Qui-Gon GlenN7 on Jan 22, 2017 15:59:33 GMT
A nuke is a nuke is a nuke.
In my opinion, it should kill everything in its' radius, including team members or self.
Qui-Gon Glenn has committed suicide by Cobra Missile
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LoonySpectre
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Post by LoonySpectre on Jan 22, 2017 16:04:29 GMT
Can't save a teammate then, No, if anyone's shields are down, even not yours, you can use Cobra, that's what I meant. Soloers would most probably not use this mod Target waves are a good possible exceptions, yes.
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Post by Qui-Gon GlenN7 on Jan 22, 2017 16:14:01 GMT
No, if anyone's shields are down, even not yours, you can use Cobra, that's what I meant. I wonder if we could find a plausible way for this limitation. It is an arbitrary mechanic as you have it now, and to me that is a little too much. But I like any idea of limiting the usefulness and end of spamming the Big Bad Boomstick. Just leave my Claymore alone.
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Lvca
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Post by Lvca on Jan 22, 2017 16:24:14 GMT
I don't think that's currently possible to do, and if it is, it'd be too difficult. If it really bothers you I suggest doing as I did. I made a mod (code 3332 in modmaker, I also removed Sandstorm Dagger for reasons) where the explosion radius is so small that it will only kill what you hit directly (maybe mooks that are close too, but spawn nuking is no longer viable in most circumstances). In the end I don't usually run it cause I no longer bump into the same players I was annoyed with, and I costed me a few games. Plus warning people beforehand was quite bothersome.
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Ernie
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Post by Ernie on Jan 22, 2017 16:31:36 GMT
You know, there are some of us who are still unlocking stuff. Making those games go a bit faster helps a lot.
At this point of the game if I see a W11 spawn nuker, I see it as a pathetic attempt to catch up, and usually take it as a compliment.
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Post by Deleted on Jan 22, 2017 16:54:24 GMT
If the main reason for removing cobra damage is to impede score-whoring, then it won't work. Otherwise we would also need a mod that removes the damage from Incendiary Ammo, Reegar, Carrier, BW and also Snap-Freeze or Flamer...'cause people would just resort to these solutions then for their epeen-problems.
I personally have zero problems with nuking a single or two spawns at the most on waves 7 to 9 to speed games along for those of us still badly needing the credits (and not wanting to use master race space magic - which I do appreciate). Using missiles on Extraction is a no-go for me, except to safe a teammate from a sync-kill.
I can however totally understand that using missiles spoils the fun for veteran players.
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Post by Kenny Bania on Jan 22, 2017 18:39:18 GMT
Can't save a teammate then, but I like where your head is at. I had a PUG yesterday where the same dude spawn nuked on wave 11 two separate times, screwing up the entire extraction wave. Easier to kite the spawn as a team, impossible to do it when some asshat wants to pad their score and decided to split the spawns. Didn't get full extraction because of it. I made it both times, but had to waste OPS packs that I otherwise wouldn't have to. How about no score for missiles? That works for me. This is the solution. I'd go one further and have the kills not reduce the wave budget.
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Post by nucleartech76 on Jan 22, 2017 18:46:08 GMT
Can't save a teammate then, but I like where your head is at. I had a PUG yesterday where the same dude spawn nuked on wave 11 two separate times, screwing up the entire extraction wave. Easier to kite the spawn as a team, impossible to do it when some asshat wants to pad their score and decided to split the spawns. Didn't get full extraction because of it. I made it both times, but had to waste OPS packs that I otherwise wouldn't have to. How about no score for missiles? That works for me. This is the solution. I'd go one further and have the kills not reduce the wave budget. That's what I would suggest. I think each person should have one nuke, it should clear the whole map and not effect the budget. Then balance the game from there.
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Lvca
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Post by Lvca on Jan 22, 2017 23:23:30 GMT
Can't save a teammate then, but I like where your head is at. I had a PUG yesterday where the same dude spawn nuked on wave 11 two separate times, screwing up the entire extraction wave. Easier to kite the spawn as a team, impossible to do it when some asshat wants to pad their score and decided to split the spawns. Didn't get full extraction because of it. I made it both times, but had to waste OPS packs that I otherwise wouldn't have to. How about no score for missiles? That works for me. This is the solution. I'd go one further and have the kills not reduce the wave budget. I'll take it another step further and make objective waves and extraction not give you any points whatsoever. Maybe then people will get in the effin hacks and do some devices. Biovar pls.
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Post by Qui-Gon GlenN7 on Jan 22, 2017 23:35:24 GMT
This is the solution. I'd go one further and have the kills not reduce the wave budget. I'll take it another step further and make objective waves and extraction not give you any points whatsoever. Maybe then people will get in the effin hacks and do some devices. Biovar pls. Yes.
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LoonySpectre
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Post by LoonySpectre on Jan 23, 2017 8:08:00 GMT
This is the solution. I'd go one further and have the kills not reduce the wave budget. I'll take it another step further and make objective waves and extraction not give you any points whatsoever. Maybe then people will get in the effin hacks and do some devices. Biovar pls. And increase the points for 7 remaining waves?
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Post by Lvca on Jan 23, 2017 23:35:26 GMT
I'll take it another step further and make objective waves and extraction not give you any points whatsoever. Maybe then people will get in the effin hacks and do some devices. Biovar pls. And increase the points for 7 remaining waves? Depends. If we were talking about ME3MP (which we aren't really, cause it's not going to happen) then they'd have to increase the points you get for kills and all that so promoting and challenges take the same "time" to get done. If they did this for a different game they'd only have to balance it out from the start. If you meant that modders did this, well, I don't think it's possible or worth the effort, considering MEA is nearly here, but see the previous paragraph .
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Post by Nightman on Jan 23, 2017 23:51:46 GMT
I think giving each player 6 rockets per match wasn't a good idea. They should lessen them to 3 each, that way they actually become strategic use items instead of LOL kill streaks for no reason ( which I do all the time just because ). A mod to where you can only use 1 missile as a combined team on extraction wave would be brilliant.
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Post by Terminator Force on Jan 24, 2017 15:12:07 GMT
I think this is my rockets do 1 dmg tweak (modmaker might be needed to bypass check at the start of the game); www.mediafire.com/file/ny4ijqq0lv9qlnz/Coalesced.binTry it. I guarantee the first few that times you see pugs try to spawn nuke or save the day with rockets will result in much laughter.
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Post by mrgoldarm on Jan 24, 2017 17:49:19 GMT
There is word that someone is making a mod doing that exact thing you described, i even have a pic of the modder working on his project
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Post by Terminator Force on Jan 25, 2017 0:21:04 GMT
There is word that someone is making a mod doing that exact thing you described, i even have a pic of the modder working on his project I insist. I say it's a lot more fun. Without rockets to bail you out of every situation, things get more exciting. Especially in pugs. And especially during objectives.
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Post by Vormav on Jan 25, 2017 0:39:44 GMT
What about just rolling back the charge-up time to what it used to be, or even extending it? Have you tried either of those? I'd be curious to see the results of some games with that active. (I'm pretty sure Mgamerz has a mod that at least restores the charge timer).
I feel like this became a bigger problem when missiles became instant-firing weapons, in the devs' attempt to get rid of missile-glitchers.
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LoonySpectre
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Post by LoonySpectre on Jan 25, 2017 7:30:14 GMT
I think this is my rockets do 1 dmg tweak (modmaker might be needed to bypass check at the start of the game); www.mediafire.com/file/ny4ijqq0lv9qlnz/Coalesced.binTry it. I guarantee the first few that times you see pugs try to spawn nuke or save the day with rockets will result in much laughter. I think I played this mod with you once.
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Post by Terminator Force on Jan 25, 2017 18:06:18 GMT
I think this is my rockets do 1 dmg tweak (modmaker might be needed to bypass check at the start of the game); www.mediafire.com/file/ny4ijqq0lv9qlnz/Coalesced.binTry it. I guarantee the first few that times you see pugs try to spawn nuke or save the day with rockets will result in much laughter. I think I played this mod with you once. I think you did. So did SMR and I forget who else.
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Post by capn233 on Jan 28, 2017 15:52:45 GMT
Rocket damage is fine, spawned enemies also already have extra DR so the rocket damage is sort of reduced for spawns as it is.
I agree with the sentiment above that it was the number of rockets that lead to spawn nuking since a team has more than enough for most emergencies and even objectives. Probably should have been limited to one per player.
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Post by muahmuah on Jan 31, 2017 13:26:19 GMT
I agree for the rockets,but only for team games.What about for the soloers?I want my AC5.If you got 3xtargets with 1 or 3 rockets?No way!That won't work for speedruns too.
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inert
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Post by inert on Jan 31, 2017 13:36:35 GMT
I agree for the rockets,but only for team games.What about for the soloers?I want my AC5.If you got 3xtargets with 1 or 3 rockets?No way!That won't work for speedruns too. Missiles = no points solves that. Although there certainly should be fewer missiles too. Six is too much, three would be better.
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