Other > Closed suggestions
Raise the price of supermutants
Raengar:
Sius, I understand your point, seriously; but you are wrong saying it is easy to bring/control 20 mutants.
1) they are expensive and Broken Hills is not a safe place to bring 150K caps with you
2) they are hard to control - slow, break when ammo is over, attacking other mercs, not following orders (a bunch of problems at once), friendly fire
3) they are hard to transport - those forced 5% of an encounter often ruin them or just make them waste a load of ammo.
4) they are absolutely useless when their driver is dead
5) they are easily sniped for 50 hex distance, breaking their arms makes them even more useless.
Would like to hear your comment on that; the game mechanic enabling us to use mercs in TC is awesome; and tweaks are welcome, along with fixes for the problems i described above.
Hololasima:
DMC group know how play with them so your points are useless. Beacuse you know how bring them to fight and fighting with them. And YES, they are very CHEAP for someone who dont have money from "legal" source.
I dont have nothing against mutants in battle. But right now everything about them is overpowered. Prices for all mercs and how many mercs can have one man.
Killy:
--- Quote from: Raengar on March 13, 2010, 01:22:19 am ---Sius, I understand your point, seriously; but you are wrong saying it is easy to bring/control 20 mutants.
1) they are expensive and Broken Hills is not a safe place to bring 150K caps with you
2) they are hard to control - slow, break when ammo is over, attacking other mercs, not following orders (a bunch of problems at once), friendly fire
3) they are hard to transport - those forced 5% of an encounter often ruin them or just make them waste a load of ammo.
4) they are absolutely useless when their driver is dead
5) they are easily sniped for 50 hex distance, breaking their arms makes them even more useless.
Would like to hear your comment on that; the game mechanic enabling us to use mercs in TC is awesome; and tweaks are welcome, along with fixes for the problems i described above.
--- End quote ---
1) they are very cheap, first of all u have money out of the air ( only u buy 450 hp mercs ), at second a big gunner player is worth 100 000, how much is 1 mutant?
2) all u have to do and all u do is come in when enemy is near the entrance ( they dont even have time to do anything, mercs are atacking before u can see them )
3) a taxi 10 CH alt can transport 5 mutants + 4 players to the location, guns can be given just before the fight
4) if u set - atack all apart from my faction members + 2) they are better than most of the players ( remember 450 hp )
5)well as long as ur players dont back them up, breaking arms? it doesnt happen too often
Lordus:
--- Quote from: Raengar on March 13, 2010, 12:50:20 am ---Dead Master's Crew is a faction, not an alliance. Our numbers are naturally fewer than NA
--- End quote ---
But this is your problem, because you choose the pure PK of playing. We did not, because of this, many faction wants to join us or already joined because we are not one who killd every bluesuit in the wasteland. You can think something else, but proof of this is existence of NA with so many factions and players.
--- Quote from: Raengar on March 13, 2010, 12:50:20 am ---This includes trading to get the money for mutants (which cost 32+K now, not some 15-20)
--- End quote ---
I dont have any proof, but you used this mercs in time, when they cost 80k.. So i think your team was exploiting the caravan bug and you have a lot of money from this source, not only from trading or city capturing. What is the price for the lowest mutant? Dont think it is 32k+
--- Quote from: Raengar on March 13, 2010, 12:50:20 am ---, training our members (some of us visit you often in your nightmares, don't they? ;) ) and developing better tactical solutions for every city.
--- End quote ---
Ok, you trained your supermutant jockey char. But when he is killed, he is fastreloging to another char, classic combat or to other supermutant jockey char. Dont try to tell me, that it is not truth. Everyone do it, i have many pics of players killed and after few seconds they are logging off.
So your tactic is buy supermutant. One supermutant has how many HP? 400 = 3 snipers HP or 2 BG tank HP, one has firepower of one rocket launcher biggunner, so you buy 5 of them by cheap money (from all kind of sources), you have firepower of 5 tanks with much more HP per one.
--- Quote from: Raengar on March 13, 2010, 12:50:20 am ---I am proud of my faction for today's deeds
--- End quote ---
You are proud of what? Everyone can buy cheap supermutants, equipm them with rockets and use them in fight, relog after death and use the same tactic or regular PvP char. Your proud is a joke for us. We can do exactly the same, with bigger numbers. But we want to fight real players, not NPCs..
We are proud that we can unite so many REAL players.. It is hard, we have problems too with this organization, but we can be proud for this. I repeat, not proud for buying mutants and send them to death.
--- Quote from: Raengar on March 13, 2010, 12:50:20 am ---; and I can't stand an opportunity to muttiply our ranks: read our recruitment thread and PM me today for your trial period =)
--- End quote ---
All newbies welcomed... but dont forget to bring supermutants with you, or you are useless to our tactics. Hehe..
--- Quote from: Raengar on March 13, 2010, 12:50:20 am ---However, back to topic. No change is needed, because after wipe Town Control will work in a different way, thus making it impossible for one faction/alliance to control all towns at once.
--- End quote ---
You are off topic now, because i did not taledk about city capturing.. But about overpowered and supercheap supermutants which you can buy now with no restriction.
--- Quote from: Raengar on March 13, 2010, 12:50:20 am ---1) they are expensive and Broken Hills is not a safe place to bring 150K caps with you
--- End quote ---
No, they are not. The proof is, that you had 20+ in Den only. You lost many of them in today, yesterdays, .... fights. Cheap? NO.
--- Quote from: Raengar on March 13, 2010, 12:50:20 am ---2) they are hard to control - slow, break when ammo is over, attacking other mercs, not following orders (a bunch of problems at once), friendly fire
--- End quote ---
You see enemy, give order to shoot and 5 rockets from your 5 supermutants are on the way.. This is artilery battery. Ok then, GM, give us vertbird bombers then..
--- Quote from: Raengar on March 13, 2010, 12:50:20 am ---3) they are hard to transport - those forced 5% of an encounter often ruin them or just make them waste a load of ammo.
--- End quote ---
If it will be harder to transport them, there will be not 20+ mutants in one city at one time.
--- Quote from: Raengar on March 13, 2010, 12:50:20 am ---4) they are absolutely useless when their driver is dead
--- End quote ---
But is it not easy to kill him. Sometimes he is in the middle of supermutants, when he spawned in the city and sniper has absolutely no chance to click on smutans jockey pixels...
--- Quote from: Raengar on March 13, 2010, 12:50:20 am ---5) they are easily sniped for 50 hex distance, breaking their arms makes them even more useless.
--- End quote ---
Yes, but as i said, they shoot 5 rockets on me from 10 hexes less lenght..
So look at reaction of other players, even if they are from VSB or NA enemy gangs, they think that this is not balanced now. And PvP is about real players, not supermutants or NPCs..
Ghosthack:
All these problems are based on the fact that people can have unlimited amount of mercs. However the system has now been reworked, so it uses references to keep track of mercs. After wipe, it'll be possible to have only 5 mercs at most, globally.
There was also an enormous amount of caps gained by an exploit that were open for at least a few days involving selling caravans. This is why some people can buy many mutants, no matter the price.
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