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actually, SH2 was unfair for the defenders already.
tober made it even more OP for raiders in the second update. |
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Probably OP guns, please remove that, and just make a boundry so VAC/VAK cant SK cause some some right into our spawn for some reason. |
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Brian how
I already settled it at the VAK training grounds
no way in heck they do same damage |
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Oh great, now a fight is going to start... |
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ToberDamJoin Date: 2008-10-08 Post Count: 11054 |
As long as we're civil with this, I have no issues talkin' about my beef with the base.
1) The spawn locations of the defenders. When it comes to fighting through the rocks, every possible direction you are able to go requires you to fight against at least one enemy spawn. The spawns are literally covering every direction a raider could go from the starting spawn, at it's so easy to lock down it's bad. The raider base is almost easier to camp, due to the rocks accessibility, it is possible to solve a lot of problems for vaktovians, by just putting 2-3 men at the cliff and let them cover fire onto the raiders. The spawns are not good and extremely unbalanced
2) Vaktovian accessibility compared to raider accessibility. When it comes to how quick a raider could access the base compared to a vaktovian, it is literally double to the time in both stacking and cliff moving. I can literally take the starting raider spawn, rush the Vaktovian cliffs, and get in the base faster than the raider base could use their cliffs to get into the base. I wouldn't of minded if it was like old SMO where it took mere seconds for both sides to get into the base. but I'm talking like, a 20-30 difference cliff wise, and about a 5-10 seconds difference rush and stack wise. Because of how easy it is for vaktovians to get into the base, it is literally a headache for us to keep things secure because we pretty much are required to assume that you are already in the base due to how quickly defending forces can access it.
3) Crashes and glitches: I'm sure you have experienced the repeated crashes at SMO, and I know it affects both parties. I was told by bektor that vaktovians crash at SHII, but I haven't seen it in any of my defenses. I would like this fixed, for the benefit of both sides, so that numbers can stay constant and wins are not so easily decided on who lasts the longest. We're also noticing that the RCL guns do non-registered hits to vaktovians. I can personally recall a time where I snuck up on solong, shot him 13 times in the back and he was able to turn around, sword me, and walk away from the encounter. I do not believe there is a health boost, so I'm in the belief that there is an issue with the guns themselves. However the odd part is, I have not heard of anything where vaktovians have repeatedly shot a guy and not watch him go down. If this could be addressed, that'd be great. |
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ToberDamJoin Date: 2008-10-08 Post Count: 11054 |
@Shadow: If I could livestream my keyboard and game at the same time, I can show you that it's not. The sprint cancels regardless if you are holding sprint. |
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L1611Join Date: 2009-05-14 Post Count: 9356 |
look01 or someone else already admitted to the stat difference
i'm sure he said VAK guns are more accurate though I don't remember about damage |
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ConnorJ14Join Date: 2013-07-05 Post Count: 1025 |
It's not the fort that's unfair. It's the VAC's that break spawn killing rules. Whenever I use the raider base spawn, VAC's go into the raider base, and spawn kill. It's extremely annoying and unfair. |
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VyrkarJoin Date: 2013-01-13 Post Count: 4592 |
VAKs sprint is unlimited, belive me when I raided on my RFST alt (when VAK had 1 year limit) i was being chased by VAKs with hell of speed, when I try to do it, it won't budge at all.
~Vʏʀᴋᴀʀᴛᴀsᴛɪᴄ; Vɪsᴛᴀ~ |
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spongixonJoin Date: 2010-05-13 Post Count: 14753 |
Bandolero, we don't get any OP guns, and your things what you say about StA's is wrong, it's actually the same. |
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ToberDamJoin Date: 2008-10-08 Post Count: 11054 |
@Shadow: We're not on the same page then. The issue with the sprint isn't the refresh, it's the duration. Our sprint duration is literally random, to the point that we could hold down control, and sprint stops in less than a second. We never see this issue for Vaktovians |
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