[QUOTE=chippy;427578]These two would have to be added together.
Like I said: “I think a good balance between the faster movement and the damage factor would bring a good improvement.”
Maybe I wasn’t clear enough, of course I meant a combination of these two points!
[QUOTE=iwound;427591]Changes for the EV:
[ul]
[li]No
[/li] its fine, just like the ET tank. map designs should not be changed to reduce time. infact im getting pretty peeved at maps ending early and i dont get to play them out. Whats your rush, you got somewhere to go. its a fast paced game. other areas can be slowed down to give us time to think. including more time on the maps. wtf is this split timer thing its horrible.[/ul][/QUOTE]
Well EV speed is not map design. You ask what’s the rush and than you say it’s a fast paced game??
Split timer thing?? Those sentences in bold make absolutely no sense.
An example on London Bridge: The fastest time you can set without (!) the EV stopping is 9.30 - 10.00 mins! And that’s by far too long, because you also have to keep the stops in mind and other objectives as well.
What I always loved about ET that you could finish all maps in a very short time if you were good enough. But it doesn’t mean the defence couldn’t hold it the full time as well. Even in QW were all maps last 20mins it was possible to finish them in 3, 4 and 5 mins, it all comes down to the individual team skill. But if the EV alone eats just 7 or 8 mins, you can be as skilled as you want you can’t finish the map earlier than this eternity.
Ok, for me is London Bridge a pub map only anyway.
[QUOTE=iwound;427591]
[ul]
[li] No/Yes
[/li] Wait till all weapons are in to give a final adjust, just no point at the moment. i expect slight adjustments through alpha just to keep it right.[/ul][/QUOTE]
The problem is, you can’t take that damn thing down. In a war it would need around 2 spawns = 10 nades to stop it. And you can’t just respawn when you want only to nade the EV.