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Post by nymphix on Apr 13, 2012 2:30:14 GMT 10
Made this thread for everyone to post their feedback on the update, please be constructive as we are trying to better the server. thank you.
Great work on the server guys really impressed, no doubt ill have more feedback but to begin with. The scoped enfield for 1500$ is very underpowered either damage imo should be upped as well as the priority or the cost of it should be dramatically reduced. The M99 ammo situation, im finding it very difficult with the ammo reduction on the m99 to actually play viably in low player matchs; for example when i snipe with tghe m99 i target the bigger things and the bigger things on and ill use my dual hand cannons for when the situation arises becuase typically thats what other players are there for, to kill the trash. yet when there are few people on the server its very difficult to balance it out i thought the ammo situation with the m99 was fine, aparently not.... another way around this is at a certain level of the marksman perk maybe increase ammo on MM weapons for a certain % than what it is already?? With perhaps have a starter mg gun or one for a reasonable price by memory the first one available is the bar at like ?500-600$$ perhaps decrease the cost-on note with the bar was is designed to only be able to fire when scoped???
Creeps: only really issue i ahve had so far is i was 1Hit K.O by a vulgar not sure how it happend but i was alive 1 second and the next bam dead,
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dman
New Member
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Post by dman on Apr 14, 2012 7:02:12 GMT 10
Hi Guys, We need firing from the hip to return for LMG's ! we got a new spectrum of creature's now with varied attacking ranges and for one to almost stop and aim down the barrel with an mg42 is a death sentence.
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dman
New Member
Posts: 2
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Post by dman on Apr 14, 2012 7:19:14 GMT 10
thx!
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Post by [}{] Papa Burgundy on Apr 15, 2012 9:44:54 GMT 10
First of all I want to say thank you to all those who were involved in making this update happen. It is quite an achievement and we all thank you for your hard work.
A few things I've noticed:
-Archvile's primary attack is incredibly overpowered as it can attack you from any distance so long as it has line of sight and can remove 50+hp/armor before you even realize you're being attacked/where you're being attacked from. This is way too strong for something that spawns on wave 2.
-Imp's melee attack does ~80 damage which seems a little high (also on wave 2) and it is impossible to dodge it's fireballs as they home in on you very accurately if you try and strafe. This wouldn't be so bad if they weren't spawned on you already in the process of throwing them.
-Cherub/Lost Soul/Forgotten all do too much damage in my opinion.
-Shivers seem a little too powerful for wave 1, especially with their impossible head hitbox
-Doom3 monsters have path-finding issues on Doom2 (ironic?) and cacodemons and archviles end up getting stuck in the spawns most waves
-Server no longer remembers previous perk and defaults to no perk.
-G-41 reload takes a little long, especially for the amount of rounds in the clip.
-m7a3 medic gun blocks middle of the screen when not scoped in
-bat and katana timers sometimes start at 2000+
-bat timer sometimes increases after use (without being dropped)
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