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Author Topic: Gang Garrison 2.4  (Read 55443 times)

Psychopath

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Re: Gang Garrison 2.4
« Reply #105 on: October 24, 2011, 06:51:23 pm »

I really dislike the new heavy. I run out of ammo way too fast and often.
It wasn't designed to be any different, functionally. The only intended changes were to cut out spamming shots periodically without penalty and to punish trying to fire when completely out of ammo. The fact that it feels like your ammo drains too fast could have easily been remedied by providing feedback so the numbers could be tweaked accordingly. Since we got pretty much no feedback, we're practically doing this blind.
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RebelINS

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Re: Gang Garrison 2.4
« Reply #106 on: October 24, 2011, 07:16:43 pm »

The ammo regeneration rate should be buffed slightly so that it negates the difference the reload buffer has on it, making it effectively the same as 2.3 overweight. This is because most people agreed that the overweight was balanced in earlier versions. Adding a reload buffer without changing the regeneration rate is effectively a nerf.

I'll crunch some numbers later and post it on beta board.

edit: okay, so the bullet regen actually is "buffed" from +1/step to +2/step. i'll post extended thoughts in balance discussion thread.
« Last Edit: October 24, 2011, 07:24:53 pm by RebelINS »
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Phantom Brave

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Re: Gang Garrison 2.4
« Reply #107 on: October 24, 2011, 07:24:33 pm »

Let's make the sandwich heal full health but have cooldown. The eating length could be shortened slightly too.
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Sentry

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Re: Gang Garrison 2.4
« Reply #108 on: October 24, 2011, 07:25:44 pm »

I don't think full health would be good, but I do vote for a sandwich buff
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Agent O

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Re: Gang Garrison 2.4
« Reply #109 on: October 24, 2011, 07:29:38 pm »

Right: Primary classes: Engineer, Pyro, Heavy.

I logged in for my first match since the update... and i got completely dominated.  COMPLETELY dominated.

Pyro, heavy, and engineer ammo amounts all seem non-existant now.  Partially because of the "red zone delay" in reloading, partially because the unit will not reload if you hold down the fire button...  The engineer went from eight shots down to six.  Six.  You cut my firepower by 25%, and added an "on fire" animation to my sentry, just to draw that much more attention to a wounded machine.  I think i scored two sentry kills in the last hour of gameplay. Pre-update, i managed at least 15.  So... good job.  It's clearly a needed nerf that made a limited-mobility class absolutely dependant on a slowly-regenerating resource while at the same time giving them no means to safely spy-check without further crippling themselves.  Yeah.  I'm mad.  But i'll live.

Pyros cannot spycheck now.  But they can flare and airburst!  They just can't run around using their flamethrowers for more than a fistfull of seconds, and using airburst / flare is probably a better use of a pyro's rapid-depletion fuel anyway.  So, no more A/D+M1 for me.

Heavy runs out of bullets in eight seconds.  They then take five seconds to regenerate that ammo.  Again, they do not regain ammo while you hold down M1.  Heavy is still crippled by the lowest range in the game, so by the time you see an enemy, like a fragile little scout, and get a good lead on them, they are allready off the screen and you are out of ammo.

Yeah, i registered to post this.  I'll live.  It's just that I apparently started sucking as a player right after these changes went into effect.
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Sentry

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Re: Gang Garrison 2.4
« Reply #110 on: October 24, 2011, 07:34:29 pm »

You've got a point with the heavy, and I was going to post it.
Heavy is too slow and too little ammo. so every class can counter by running away because he'll lose all his ammo in seconds and his speed goes down immensely while shooting.
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Tubulatus

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Re: Gang Garrison 2.4
« Reply #111 on: October 24, 2011, 07:46:19 pm »

So then do we buff his speed or his ammo?  (Also, welcome to the forums Agent 0, enjoy your stay.)
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Phantom Brave

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Re: Gang Garrison 2.4
« Reply #112 on: October 24, 2011, 07:50:17 pm »

heavy ammo is going to be changed in the first patch
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Machidro

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Re: Gang Garrison 2.4
« Reply #113 on: October 24, 2011, 07:57:41 pm »

Let's make the sandwich heal full health but have cooldown. The eating length could be shortened slightly too.

Random brainstorm:

Replace the sandwich, make right click do a stationary punch, similar to spy, where damage = all their health -1. If their health is below 1/4 full, then insta kill.

Bam. Secondary becomes awesome.
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A CHALLENGER HAS ARRIVED.

Phantom Brave

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Re: Gang Garrison 2.4
« Reply #114 on: October 24, 2011, 08:01:36 pm »

that is so stupid
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billymaze

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Re: Gang Garrison 2.4
« Reply #115 on: October 24, 2011, 08:01:48 pm »

Tisc y u trying to remove core things of gg2
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Tubulatus

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Re: Gang Garrison 2.4
« Reply #116 on: October 24, 2011, 08:03:26 pm »

I like the idea, but it seems like the Heavy needs a long-range attack should the sandvich be replaced.
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Phantom Brave

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Re: Gang Garrison 2.4
« Reply #117 on: October 24, 2011, 08:06:45 pm »

all classes have to be swiss army knives!!!
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Tubulatus

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Re: Gang Garrison 2.4
« Reply #118 on: October 24, 2011, 08:09:46 pm »

yep.  Also, did Quote get a buff?
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Phantom Brave

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Re: Gang Garrison 2.4
« Reply #119 on: October 24, 2011, 08:10:07 pm »

a minor one but yes
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