EV changes


(Rex) #1

I’m pretty sure this has been said already in different threads, but I still want open a new one for a better overview.

Changes for the EV:

  • [li]Make the EV faster
    [/li] It takes by far too long to deploy the EV and the overall maptime could be much more faster with a faster vehicle movement of course.


    [li] Increase the damage by explosives towards the EV
    [/li] Explosives like grenades, airstrikes, etc. even pure shooting could do more damage


    [li] The MG should always look and reposition to the front
    [/li] Just like in ET, after you enter the EV the mg should be still moveable to all sides, but reposition after useage to the front again.

Some maps just take too long.
I think a good balance between the faster movement and the damage factor would bring a good improvement.


(chippy) #2

These two would have to be added together. Right now it works to have it move so slowly since explosives are as effective as boogers unless you land a perfect (1/10 chance for that to happen, if it happens at all) airstrike on it.

Regarding the deploy time of the EV, I wouldn’t say it’s very long rather that the chokepoints leading to the EV in the first stage are too narrow. Take White Chapel for example. Only one entrance into the garage combined with the high ground advantage the defenders have from the get go.


(iwound) #3

[QUOTE=Rex;427565]I’m pretty sure this has been said already in different threads, but I still want open a new one for a better overview.

Changes for the EV:

  • [li]Make the EV faster[/li] It takes by far too long to deploy the EV and the overall maptime could be much more faster with a faster vehicle movement of course.


    [li] Increase the damage by explosives towards the EV[/li] Explosives like grenades, airstrikes, etc. even pure shooting could do more damage


    [li] The MG should always look and reposition to the front[/li] Just like in ET, after you enter the EV the mg should be still moveable to all sides, but reposition after useage to the front again.

Some maps just take too long.
I think a good balance between the faster movement and the damage factor would bring a good improvement.[/QUOTE]

Changes for the EV:

  • [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.

    [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.


    [li] Yes[/li]i was going to say no but it really does make sense that a servo would auto adjust the turret so you dont get disoriented.

(Kendle) #4

Yes to increasing the speed. The first thing the ET comp scene did when playing maps with Tanks was increase the movement speed by 50% (not sure if that was a standard ET cvar or had to be added by ETPro, but it was done very early on in the game).

Yes to increasing the damage of explosives so the EV can be stopped more easily (or reduce the damage the EV can take before stopping).

Not fussed about which direction the MG faces when you jump in, it’s not hard to turn it around and is the risk you take getting in.


(potty200) #5

Agree with everyone of your points. Though, I would only have points one and two together not just one!


(stealth6) #6

Didn’t the mg in ET take on the orientation of the player. So when you get in the mg is pointed the way you were aiming just before you got in?


(Maca) #7

I would also like the EV to be faster, but frankly I don’t think it does good to whitechapel, it should be bigger map then. If Whitechapel was more like the loading screen for whitechapel, having the EV go faster would be great.


(SockDog) #8

[QUOTE=Rex;427565]Some maps just take too long.
I think a good balance between the faster movement and the damage factor would bring a good improvement.[/QUOTE]

Personally wouldn’t want a situation where the EV is just rushed through the level and the game is over in under 10 minutes. As it stands right now there is time for defence to regroup, hold the next barrier etc. So a slight speed improvement and damage taken but I wouldn’t want anything extreme.


(chrawr) #9

Sounds like good ideas, would need careful tweaking and both options to be implemented at the same time though.
We wouldn’t want a tank that is too fast and it feels like you’re shooting paintballs at it.

Just for curiosity, how is the grenade damage towards the tank at the moment? Haven’t really thought about it until now.


(Rex) #10

[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?? :confused: 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.


(Kl3ppy) #11

The combination of faster and EV and higher damage regarding the EV sounds good. But the speed shouldnt be increase too much, just slightly. Same for the damage.


(iwound) #12

fast paced fighting and movement, but some things need time allow gaps in the game. my point being not everything should be fast paced.
Split timer - objective server has a reduced timer which extends when an objective is completed. plus overtimes.

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.

unfortunately it is balanced to a point that it gets to the end at around similar times. simply reducing its health would make the level unbalanced as it would just be a hold. add to that airstrikes are underpowered. when that increases it will help but might increases the hold so ev health may have to be added to.
mines, not there atm, nades unpowered atm plus loads more variables. i dont envy SDs job. its a massive head wreck.:confused:


(scre4m.) #13

yes to all 3 points said in first post


(zenstar) #14

Instead of changing the EV’s speed I’d rather have the journey broken up into more parts with intermediate objectives inserted.
Such as repairing a ramp / lift for access or getting some key or fuel.
I like the escort objectives, but they can begin to drag if they go on too long. Shorter legs with something to do in the middle would mix things up a lot and make the whole thing more enjoyable overall IMO.

I’m not sure making it faster is the answer. Then if you died but the rest of your team is still doing ok you’re just left running after it for the rest of the map, unable to catch up before it gets to the end of the trip.


(chippy) #15

This. One of the more interesting things in White Chapel is the Liftspeed X2 objective. It isn’t at all needed to complete the objective, but really useful if completed.

The tricky part is to not split up the attackers/defenders too much with too many objectives.

One idea that comes to mind for London Bridge (again, just throwing it out there, might be completely useless in a real scenario):
At the first barrier, the team that gains control of the left big room (to the right of the barricade for the attackers and vice versa), pretty much wins that barricade fight. If the defenders had a shorter way to get there in order to establish a good hold, the attackers could have a console somewhere to, if they wanted/needed it, open another doorway. (This was a big part of RTCW/ET/ETQW if I’m not mistaken?)


(ImageOmega) #16

I agree with changing the speed and damage done to EV.

One weird thing is that you can shoot and damage the EV with your gun on WhiteChapel, but not on London Bridge. Not sure what is up with that. Whichever is preferred, it needs to be consistent.

During our last (and first) Tuesday Night Fight we had a packed server and ended up running 3 Field Ops on Defense for London Bridge. The EV would get repaired by the other team and within 30 seconds the 3 Field Ops had it down again. Everyone was surprised at how fast they were able to take down the EV. New strategy emerging, perhaps?


(rookie1) #17
  • [li]Make the EV faster[/li] It takes by far too long to deploy the EV and the overall maptime could be much more faster with a faster vehicle movement of course.
    NO


    [li] Increase the damage by explosives towards the EV[/li] Explosives like grenades, airstrikes, etc. even pure shooting could do more damage
    YES


    [li] The MG should always look and reposition to the front[/li] Just like in ET, after you enter the EV the mg should be still moveable to all sides, but reposition after useage to the front again.
    YES

(Maca) #18

That isn’t true, you can damage EV in London Bridge with every weapon but it’s slower than in Whitechapel.

I don’t really understand this. Of course 3 fops is gonna take the EV out instantly, when even just one fop can take 3/4 out of EVs health.


(ImageOmega) #19

[QUOTE=Maca;427670]That isn’t true, you can damage EV in London Bridge with every weapon but it’s slower than in Whitechapel.

I don’t really understand this. Of course 3 fops is gonna take the EV out instantly, when even just one fop can take 3/4 out of EVs health.[/QUOTE]

You’re right. I just had Evil-Doer jump on with me to test all this out. I guess our perspective of this was skewed because of the difference in damage numbers on WhiteChapel.

Thanks for slapping me around.


(iwound) #20

fyi a field-ops gun can drain a EVs health very quickly.