Moderators: MisterPerson, Code Maintainers
Steelpoint wrote:On topic, Ops need something to boost their high pop win rates and lower their low pop win rates, if there are too few people playing the Ops just steamroll the crew while of there are too many people the Ops run up to a brick wall they can't get around.
Steelpoint wrote:Maulers cannot be killed
invisty wrote:Why aren't nuke ops scaled in member count already? Bonus TC scaling only serves to make them more robust.
They already have:
a) A bunch of free weapons. The shotguns kick ass against anyone who isn't spamming tasers.
b) 20 base TCs in their uplinks.
c) 30 TCs of free C4, minibombs and bombs.
and on top of that they get bonus TCs for fun.
Spawn ops as 1/10th of server population IMO up to 5 ops, and give them X bonus TCs for every remainder of the equation. X could be a value between 2-4 that could be a server config for easy balancing.
Eg. if X = 3.
22 players = 2 ops + 6 bonus TC.
49 players = 4 ops + 27 bonus TC.
66 players= 5 ops + 48 bonus TC.
90 players= 5 ops + 120 bonus TC.
This would also permit ops to run as low as 20 server pop while retaining reasonable balance. I guess the main factor, however, is always down to sec/command population.
Cik wrote:i disagree. more bodies is always better. more bodies gives you
greater stun soaking as a unit
much more health as a unit
many more hands to carry tools, guns, manipulate technology, etc
much harder to surround and disarm spam
more ability to drag (important crew or friendly ops to safety)
ability to split up
even if you decrease credits per op i think a bigger nukeop team would still be a massive buff. an op with even a stechkin is a dangerous combatant, and the OP shotguns with default ammo are very, very dangerous.
Oldman Robustin wrote:I think some of these issues are overstated, but I definitely think stamina damage on the guns needs to go.
It already kills you in two shots, does it really fucking need to knock you down for 15 seconds after the first shot?
Like I said the armor thread, I ran onto the bridge as HoS with full armor + riot shield, and one burst from a C20r, which my shield blocked a shot on, had me on the ground - between the brute damage and the stamina damage it's pretty much a one-hit kill weapon (C20). Slugs are just about as bad.
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