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Hailfire

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  1. The Z6 is acting weirdly again. No longer firing a steady stream, it's firing in bursts before a delay, then bursts again. It's happening for all heavies, and it's also inconsistent (Sometimes it won't fire at all)
  2. Brrttt good, balance with rev up time yes? Incentivizes heavies to move forward and keep pushing in front of the squad rather than stay behind like a sentry gun, very good Im gonna stab you
  3. 4/4/5 I think the first execution was as standard for a regular droid siege on the base encounter, but the dupe was well designed, great and atmospheric. The only gripe I had was; 1) The base design and execution only rendered aircraft able to enter, which sucks for those not pilot trained or if there were no pilots online (Like there were today) 2) The landing pads and map design wasn't very implicit in the directions and where to go, I had to land the LAAT on the roof lmao
  4. 2/4/5 The care put into the event, planning, all of that was good, but the execution was flawed. GMs still (imho) have little idea just how insanely powerful the new NPCs are, because commando droids, B2s and snipers were spawned in bulk as if it was a horde deployment. Everyone died with over double digits, and while more challenge is good, there is a difference between "Dark souls/Elden ring difficult fun" and "Dying over 20 times in 2 minutes difficult not fun". Heavies couldn't push because we were getting domed from across the MHB by B1s, Republic commandos got wiped by commando droids with shotguns that outlast them in armor and health. B2s and grenadiers with explosives make DU shields useless. Look, challenge is good, and these new droids offer counterplay to the dominance clones usually enjoy and that is good, but it is also that these new NPCs have 100% accuracy, 2-3x the health of clones, and spawn in way too many droids. At this point if one droid can wipe out a whole squad, what's the point of spawning literal dozens of them only for clones to live, die, repeat? Good work on the tac droid though, it made an endgame that was enjoyable
  5. Nevermind, I was informed it was apparently a blue fog put in the base to increase performance
  6. Hello, I am Hailfire, the 212th's Heavy lead. I am here on behalf of alot of heavies, how few there are of us left, to have a long needed talk about the status of the Z-6. So, no matter who I ask, it's clear to me that the weapons released last night was not the intended final release of the weapon rebalances, so while the fate of the weapons are up for debate and change, I have talked with a couple of the most active heavies I could get my hands on and I've gotten some consensus on the feelings and needs of the future Z-6 rebalance/buff/update. Currently, the weapon is completely and utterly incompatible and incapable of being used by a heavy in the very limited scope of what a heavy should do. The purpose of a heavy is simple; to be the shield and spear and to hit back as hard as they get hit. To be shot so the rest of the squad doesn't, and to dish down heavy suppressive fire. The current Z-6 does not do this, though again I do understand the current Z-6 isn't meant to be the final Z-6. For the sake of the argument though, let's imagine that the current Z-6 is going down the same direction the final Z-6 is meant to go to. Why is the current Z-6 bad? After all in relative terms it is "buffed" from the old Z-6. The reason why it's bad is because it does not promote nor adhere to a heavy style of fighting, and since Z-6s are primarily used by heavies, it makes it completely redundant. The current Z-6 has terrible standing accuracy, terrible walking accuracy, terrible running accuracy and has near-perfect crouching accuracy. Looking at these stats, it's clear that this means a heavy should stay in the back lines and practically act as a movable turret, planting down and opening fire when needed then repositioning. This isn't what a heavy should do. A heavy's purpose is to be on the front lines, the vanguard and the pointman, and seeing as how only 10-20% of a deployment/event/encounter is breaching and the rest of the 80-90% open field fighting, this makes the Z-6 incompatible with the heavy doctrine. If I were to make a suggestion on what a good Z-6 would be without making it ridiculously overpowered in terms of what it should do, I would make it the following way. After testing out the Z-6 on some bots with @Baron, I believe that the Z-6 should be a "better" version of its old anaxes nerfed variant. The "rev-up" mechanic and high rate of fire should remain from the old Z-6, but with better damage and higher overall accuracy. This would give Heavies an incentive to be on the frontlines and constantly pushing, rather than staying behind and dishing damage from there. I dislike the fact that the current Z-6 also lacks a "rev-up" period, which makes it practically indistinguishable from the Clone Minigun. Another way the incentive for heavies to be at the frontlines could be provided is also by giving heavies a larger health and armor pool, but that seems a bit too brass to give to an entire class. The way it is right now though, Heavy is one of the most underutilized and underused regiments in the entire server, and it is genuinely a shame. I do believe with the proper adjustments, heavies can be a great part of the synergy of a battalion, rather than be a liability. Attack forever TL;DR Current Z-6 even though is not set should not be the basis of the future Z-6, the future Z-6 should be a better version of the old Z-6, to incentivize heavies to properly do their jobs rather than be a terrible sentry gun.
  7. My view (And some others) are stuck with a somewhat blue haze that's very annoying, as if there's a blue filter around it. Using map_specular 0 doesn't help, neither does relogging.
  8. Is the Z-6 buff not happening then? :(
  9. 5/4/5 Genuinely one of the best events so far, maybe I'm just impressed by the spectacle and how beautiful the venator map is, or how extensive the land+space battle was, but everything was amazing
  10. 2/5/2 The concept, care and love put into it was obvious and I do heavily appreciate it, but the flaws come from the droids being too powerful (Breaching a room, even 2 501st medics stated how many bodies there were in the hallways. Invisible walls plagued the early push and the worst part of the campaign was how absolutely dark it was, with no counterplay available to mediate these issues. The server performance also was terrible for a large part the event but somewhat bearable. But the effort was outstanding
  11. 5/5/5 -Was event lead, had an amazing time, amazing composition with methodical clearing of brig, BCC, HMC, etc" -Amazing teamwork, smaller events late at night allows for more teambuilding and synergy, very good to everyone who participated
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