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RUNNING WITH RIFLES Multiplayer

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PostPosted: Mon Dec 22, 2014 2:59 pm 
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Joined: Fri Feb 15, 2013 7:56 pm
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Location: European Union, Warsaw
One more thing Jack - Brown team is not used at all (exept as Teddy Guards). Minimodes are about two factions fighting, not three... But I personaly think that it would be more interesting to get diffrent factions every match. So sometimes it would be Grey vs Green, other time Grey vs Brown, and other time Brown vs Green. Same for Teddy Bear Hunt - sometimes Browns would be it's guardians, other times Grays and other times Greens. I think that making factions random would be more interesting. This is however more improvment than critical feedback.

And one more important thing - forced respawn on Team Deadmatch is absolutly needed. Why? How about this scenario - one teams get advantage over another and simply stops respawning. In end opposing team will be unable to kill them, and since they do have advantage in points they will win. Forced Respawn would solve that. Or maybe it is already in, but we don't know it?

Also I would advice to make it impossible to suppres respawn points on Team Deadmatch for other team. Problem is - that would allow spawn camping wich is also ugly so there would be needed also solution on that.


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PostPosted: Mon Dec 22, 2014 4:20 pm 
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Joined: Tue Jan 03, 2012 9:58 am
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Location: Western Europe
we are aware about the situation about TDM scoring, you could also just camp somewhere when your team has a solid lead. We'll do something against that so that.
Spawn disabling is a bit annoying ya. Not too sure what to do apart from making the sub-stages significantly bigger.

Anyway thanks for the feedback, it's important for us to improve it as it hasn't been tested much.


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PostPosted: Sun Dec 28, 2014 11:39 am 
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Joined: Sat Oct 11, 2014 8:46 am
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Remember today 19:00 GMT. Hope the devs join also :)


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PostPosted: Sun Dec 28, 2014 1:51 pm 
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Tonight 8pm UTC (server time) PvPvE session on {SAS} Beerdrinkers.

Gonna make an official announcement on Steam soon. Would be awesome to break the PvPvE record which was something like 29 players.

>>> THE COUNTDOWN TIMER <<<


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PostPosted: Sun Dec 28, 2014 2:25 pm 
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Joined: Fri Sep 19, 2014 9:51 pm
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Location: Loca-what...?
Kinda OT, but... about SAS Beers gaming. Before this was happening to me very rarelu, but recently I often(1/4 of the cases,) got that "rubber effect" when respawn, I can't move, but shooting is pretty normal. My ping to the SAS servers is always around 60 if it matters.
Any ideas why's that?

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PostPosted: Sun Dec 28, 2014 2:57 pm 
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Joined: Sun Sep 28, 2014 8:48 pm
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Can someone update the map selection on Beerdrinkers? Only two of the maps are good PVP maps.

Bootleg Islands stalemates if both sides have good players.

Fridge Valley is unbalanced (right side's comms are super easy to destroy, tank is better than APC in snow), and often stalemates when it's down to the the last base.

Keepsake Bay is actually ok, although it usually starts off unbalanced, with one side having down to 3 zones. If the team with the advantage rushes they can often win in like 15 minutes.

Moorland Trenches would be ok if the cap zones made sense, but they're often not adjacent, which makes capturing things pretty random.

Rattlesnake Crescent is unbalanced. I've only seen greens lose that one once.

Old Fort Creek is ok, again, unless people go after comms, in which case it becomes a boring comms race. But even if people don't go after comms, the comms trucks will randomly drive through enemy territory and get destroyed sometimes.

Power Junction is actually fun in pvp, if people don't go after comms, but that's true for every map. Vigil Island seems like it might be ok? I dunno, never played pvp on it. Copedown hill seems like it would be fine with a "normal" map setup.

Also, taking out comms is way too strong. Taking out comms and then calling paras is the dominant strategy if you're serious about trying to win, which is boring. How about removing comms from pvp?


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PostPosted: Sun Dec 28, 2014 5:55 pm 
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halp wrote:
Also, taking out comms is way too strong. Taking out comms and then calling paras is the dominant strategy if you're serious about trying to win, which is boring. How about removing comms from pvp?

Unless a gamemode comes along, where guarding the comms is the actual objective, I agree a lot with this.

This is basically how it works:
1. Spot comms (150RP)
2. Destroy comms (400RP)
3. Drop 2 x8 paras and 1 x4 paras
4. Rinse and repeat every 3-5 minutes

Taking out the comms (especially on those maps where it is a truck) is pretty much the most effective way to break a stalemate. But to me that way feels a bit cheap, since there's not much else to counter it with. And if both sides are just constantly going for comms, it just goes back to a stalemate.
RP rewards for this too high, maybe?

Also another thing that could be interesting is a comms hunt mode. Destroy comms 3x to win or something like that.

Also: WHO'S UP FOR THE MATCH TONIGHT!?!?
:D


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PostPosted: Sun Dec 28, 2014 6:41 pm 
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DoomMetal wrote:
Also: WHO'S UP FOR THE MATCH TONIGHT!?!?
:D


1


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PostPosted: Sun Dec 28, 2014 7:04 pm 
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DoomMetal wrote:
Unless a gamemode comes along, where guarding the comms is the actual objective, I agree a lot with this.


That's also why there is a radar tank coming. It might make PvP more fun as you won't be able to approach this beast easily.
The main problem right now is that an high rank AI takes the radar truck and you usually don't have a higher rank to drag him out. Pure PvP would of course help a lot in that sense but today it will be with bots.


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PostPosted: Sun Dec 28, 2014 7:16 pm 
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Location: Loca-what...?
DoomMetal wrote:
WHO'S UP FOR THE MATCH TONIGHT!?!?
none other than addicted fans :P

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