Stopping the EV


(Rex) #1

Since nades are gone the only most effective method to stop the EV is shooting it with your rifle. Shooting it down shouldn’t be only the last way to stop it, but also feels really stupid to waste all your ammo with little effect.

>> We need something to stop the EV, all the explosive stuff (nades, gren launcher, …) should do extra damage to the EV

(on LB we have at least barricades, on WC we have absolutely nothing!)

For comp play:

Give the comp players an option to play a more difficult class (e.g. gren launcher), but which can be a good advantage.
At the moment there are only 2-3 mercs which get played.


(Nail) #2

tactical nuke, takes out half the map
:eek:


(rookie1) #3

Use MMG when you can :wink:


(fragon89) #4

[QUOTE=Rex;478597]Since nades are gone the only most effective method to stop the EV is shooting it with your rifle. Shooting it down shouldn’t be only the last way to stop it, but also feels really stupid to waste all your ammo with little effect.

>> We need something to stop the EV, all the explosive stuff (nades, gren launcher, …) should do extra damage to the EV

(on LB we have at least barricades, on WC we have absolutely nothing!)

For comp play:

Give the comp players an option to play a more difficult class (e.g. gren launcher), but which can be a good advantage.
At the moment there are only 2-3 mercs which get played.[/QUOTE]

and the max speed of the tank should be reduced to like max X3, cuz on X5 speed its like F1 O_O

-g launcher does less dmg than fop’s rifle O_o, another point is g launcher nade explodes on impact with a player, it should be same way with the tank [either change the player impact thing or add it to the EV as well]


(Rex) #5

Yep! x5 speed is just ridiculous.


(shaftz0r) #6

3 people can drop the tank almost immediately… i dont see the problem at all


(Finko) #7

Really x5 speed too fast.Maybe make merc with anti-tank mine, which instantly disable EV?


(k0k0nat) #8

3 people can drop the tank almost immediately… i dont see the problem at all

yes, 3 fops … currently it makes sense that you can damage the tank with rifles, because there are no “real” heavy weapons in the game.

But it feels stupid when u shoot a tank with ur gun and it takes more dmg then from explosives.


(Raviolay) #9

The way I see it is that bullets would not stop the EV, so for a start I don’t think that they should damage the EV. Each Merc has C4 so why are they not using that on it? Put a C4able side on the undersides and rear of the EV. So defenders can plant C4 on the EV that acts as a one hit destroy on the EV. Remove the auto stop if there are too many defenders near the EV, and only have the EV stop if no attacker is near it, or there is C4 on it. Explosives can damage the EV but only at a reduced rate to what they do now, they are anti-personnel type, they should behave as so. I would even go as so far as to speed up the general EV speed, add some better protection near the EV’s turret, & make crouch when in the turret duck behind the extra plate.


(Volcano) #10

I’ve seen your idea before good sir


(DarkangelUK) #11

Personally I hope we’ve seen all the EV missions there’s going to be. I’m really not a fan of escort missions and hate anything that puts an artificial cap on the pacing of the map. Even the best team is at the mercy of the EV speed and its just a spam fest.


(.Chris.) #12

Same here, really annoyed me that in ET:QW almost half of the maps had MCPs (5 of 12) which suffered the same problems and then some.


(tokamak) #13

Make the speed of the EV dependant on its health.


(rookie1) #14

Thats good but it would need to enabling char to rep it while its moving


(tokamak) #15

Well the value in having a dynamic velocity is that SD gets to decide the falloff on both ends.

I’m bringing this up because TF2 payload missions are actually insanely fun. The teams are fighting over every inch that cart moves. That’s because the cart itself is so extremely interactable. It’s not just a stop and go thing like in SD shooters.

The stop and go has always been an issue because of the huge headway the vehicle gets to make if you have it running without opponents around. You’re not actually fighting over a moving point in the game, you’re always fighting over the same points in which the vehicle can get stuck and never somewhere in between. And the moments you’re fighting over it while it’s actually moving, those are extremely rare.

It’s great that you can damage it, but because the damage is binary (broken or running) you’re not fighting over it’s ACTUAL health. You’re not really protecting it from hits and you don’t really need to damage it beyond immobility.

That’s why I think the integrity of the vehicle should matter more.

Shape the mobility vs health in an S:

And suddenly you get much more leverage as a designer on the object. You get some very interesting choices when you consider it in that shape. Which one works best I don’t know but I do know that it will give you more control over the way you want players to behave around it.


(acutepuppy) #16

Almost every aspect of the EV run feels forced, archaic, and dull. They were my least favorite part of Quake Wars, but that’s because most folks didn’t think to destroy the AVT’s before repairing the MCP, otherwise it worked as well as giant tank escort is going to.

I’m hoping we see some big tweaks… removing the data cores and delivery from WC shows how really uninspired the EV segments are.


(meat) #17

I have been using Proxy to drop mines next to the EV. Then I blow them with my machine pistol. That actually does a decent amount of damage.


(k0k0nat) #18

I have been using Proxy to drop mines next to the EV. Then I blow them with my machine pistol. That actually does a decent amount of damage.

MacGyver Award inc.


(DarkangelUK) #19

I’ve been using the 7 fops I have on my team to spam it with airstrikes.


(Evil-Doer) #20

I agree with you pretty good here Rex, nice thread.