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Hi!I've been busy for around a month so i didnt get much chance to play. Last time i played there was a debate on how distribute flags on that twisted karkand we have. Some said it's not fair USA has only 1 flag because sometimes it ends that US players never leave the base and game is boring. So it got changed to the form that is kept till today... HOW??? This game is lost for MEC before it even starts. It is an Operation clean sweep/kubra dam in the CITY version (if You know what i mean). After 1 minute of game US team is on the other side of the river and MEC's have no armor after 5 minutes or less. No matter how badass your teammates are you cant win this game as MEC when there is at least 1 enemy squad who take flags.And 1 more thing which is an absurd. USA has much more points on start and on original map they are losing start, they need to neutralize the flag to get leveled. On this map they get 2 other flags for free which gives them those idk 40-50 points free and when enemy gets close to attack and later defend warehouse flag which is close to base they gets warned for base rape.Thats insane to expect an equal match in these conditions. Not to mention most times its USA who has good players than MEC (completely randomly >.> of course lalala)Sad to feel like Aston Villa player every round on MEC.I used statistics before to back up my comments (cries LOL) and i will again.http://stats.nrns-games.com/bf2-euro/?pid=1196560This player spent most time in USMC team so We can see that:USMC wins 7 rounds for every 2 wins for MEC sideon karkand its almost 7 wins for 1 MEC win. Not goodAlso for about 4% of the time spent on NRNS CITY MAPS You are unable to change to your fav team anyhow ... ha haThanks for those who read all post and share their opinion Regards!
Hello,Thanks everyone for the opinions. It's good to have feedback from players.Unleashed server is not quite 'done', Evil copy pasted some old stuff into the server folder and I need to fix it.It's not intended to stay the way it is.Yesterday I changed the number of tickets on each map and how quickly each team loses them. It should make the attacking team's job a bit more difficult. I'm going to give that a go before doing more thinking on how we can rebalance some maps.Repair, ammo, heal and revive carry 3 points each. Kills are 2.4 points base + whatever bonus you may get if you kill a high value target. There is also a bonus for high K/D at round end. Many people don't realize it. It's not about killing as many enemies as possible, but dying as little as possible, and helping your team mates not to die. Running around alone is most certainly not going to help you with that.Your kits commentary is quite accurate, I changed some kits' power a while ago without saying anything official to see how long it would take for people to realize it. Spec Ops guns have the same power and accuracy as the L85A1. All bolt action sniper rifles have the same damage and all 1 shot kill people, M95 can penetrate glass too. Semi automatic sniper rifles deal 60 damage, making them 2-shot to kill.Assault guns have the same power and accuracy as L85A1, but assault kit has different toys to the Medic. We will be looking into making the smoke and flash grenades more useful. Since Medics share a gun with Assault, we are thinking to have 1 powerful short distance weapon for both Assault and Medic, but make the L85A1 more long range less power gun. People don't realize it, but it only takes 3 accurate shots from most weapons to kill an enemy.Shotguns have been brought back to original game damage. I was surprised to notice that their damage was actually half before. I think they deserve to be pumped up a bit more, make the engineer very useful on short range. They are now also a primary choice for armour drivers with increased repair rate and still have good AT mines.Support and Medic have not been changed in any way shape or form.Anti tank rocket's damage has changed based on distance to target. Armour is still 1 shot to destroy up to about 40 metres. Afterwards it takes 2 hits. This is a compromise you have to make if you want armour vehicles to be useful. For a long time we had armour not as a dangerous enemy but rather as free points. They can still be ambushed and destroyed close range, but otherwise they are now a bit more tough. Reload times of rockets have not changed. AT kit is still a good go-to kit for short range combat, with 18% of all kills attributed to it.
Not is possible open other squads on USMC. Understand now??
I see. Restarted the server.
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