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| 27 Jan 2013 11:33 AM |
Here are the following issues I encountered during ONE 30 minute raid.
1) TGI's discipline - The spawn killing in the fort is ridiculous. Smog879, a TGI HR, frequently posted messages during the raid telling defenders to not go past the corner on the fort. I witnissed several people doing this, so many that at a certain point I had to start recording names. They include:
TGI members: KingofFencing nightstalk95 1Ali1 Roullette Valeur
Arcadian Guard members: 750115 LtZoNoLt
Not to mention several citizens and allies.
What upsets me the most about this, is that Smog witnessed all of this going on, but ceased to provide any sort of punishment to the rule violators. TGI, sharpen up on your disciplinary techniques. If anybody did that in SC, they'd be gone. No question.
2) Citizens are no longer granted weapons. -They're a citizen for a reason. Citizen meaning, visitor. They should not be able to kill raiders. Why? They are not on a team (I would understand if they were on the allied team, but they aren't). I'm sure they don't allow citizen raiding, so why is citizen defending fair?
3) Get some half decent tier one weapons - The tier one weapons are terrible. You're basically making it impossible to raid without buying a game pass. The starting weapon can't be fired for more than 2 seconds before the "recoil" makes the cursor fill the entire screen. The LMG is almost as bad in terms of recoil, and you can't hit anything past 50 studs. The semi-auto rifle takes longer than a sniper does in between shots, and only does less than 50 damage. And I didn't even try the last tier one weapon, because it's priced so high that you'd have to raid for an hour to afford it. I'd assume it's only a small improvement over the LMG however.
4) Add some cover to the spawning area - There is literally NOTHING to hide behind in the spawning area for raiders. You have given yourselves quite a bit of cover, allowing your members to scale buildings, hide behind them, hide inside of them, etc. We are required to walk about 500 studs before ANY cover. And with the inaccurate weapons matched with TGI's, there is no way anybody can leave the spawning area without being gunned down or losing half the raiders in the process. Fix the way your fort is designed.
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sam041998
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| Joined: 30 May 2010 |
| Total Posts: 6361 |
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| 27 Jan 2013 11:38 AM |
| yeah when i was in arcadian guard a lot of the raids would end in tgi camping outside the raider area |
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Pragmatic
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| Joined: 23 Sep 2010 |
| Total Posts: 12942 |
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| 27 Jan 2013 01:37 PM |
Red got spawnkilled there too.
They just go on top of walls by the raider base and spawnkill. But it's okay, they have won before. |
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iKeno
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| Joined: 14 Jan 2008 |
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drdumke2
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| Joined: 22 Dec 2011 |
| Total Posts: 6713 |
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| 27 Jan 2013 01:38 PM |
| I've never been to their new fort, but this makes me not want to. |
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Draco57
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| Joined: 13 Jun 2011 |
| Total Posts: 6998 |
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| 27 Jan 2013 01:38 PM |
| You may choose not to raid us, however 1 less SC raiding us is always a good thing. |
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tyricul
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| Joined: 08 Nov 2009 |
| Total Posts: 13528 |
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| 27 Jan 2013 01:39 PM |
| talk about negative kdr for raiders there lol |
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Novarum
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| Joined: 05 Jul 2012 |
| Total Posts: 4535 |
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| 27 Jan 2013 01:39 PM |
| It's a problem, that we are trying to fix. We're still working on the city. I've started enforcing not going past the coffee shop. |
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| 27 Jan 2013 01:40 PM |
1) The spawn issue has been fixed; Castellian merely needs to update it. Raiders will now spawn in the shop, and will have to use the teleport to get out. By using the teleport, you will omit your spawn immunity, which will mean that spawnkiling will be IMPOSSIBLE.
2) Citizens are granted weapons, for if they wish to help, they may. They are random people. If they decide to help, they can. If not, they can raid.
3) The weapon you spawn with, the Reaper-4, is amazing. The Vulture is also a very powerful weapon. The Hawkeye is also powerful. The Devestator is the only weak weapon there, but it has 60 bullets to make up with it.
4) See #1, and cover is already being implemented.
Are you not entertained? |
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Pragmatic
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| Joined: 23 Sep 2010 |
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| 27 Jan 2013 01:40 PM |
To be honest, I think we're only gonna be defending from now on.
I can't even raid there. It reminds me of RIC's base, you couldn't even win there. It's also like SMO, constantly spawn killing. |
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drdumke2
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| Joined: 22 Dec 2011 |
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| 27 Jan 2013 01:41 PM |
@Crack
Now I'll be wanting to see it. |
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| 27 Jan 2013 01:41 PM |
@prag,
See #1.
Futhuremore, I noticed the lack of SC using the teleporters. There's your first problem. |
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Draco57
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| Joined: 13 Jun 2011 |
| Total Posts: 6998 |
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| 27 Jan 2013 01:41 PM |
| Urgh, I don't like Swords only, I love guns so raid us more often SC. |
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| 27 Jan 2013 01:42 PM |
"Urgh, I don't like Swords only, I love guns so raid us more often SC."
SC's base isn't swords only, from what I saw. |
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| 27 Jan 2013 01:43 PM |
| I agree that spawnkilling must be fixed, and I will work on improving that. |
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| 27 Jan 2013 01:46 PM |
| The Devestator is still a horrid weapon, give that gun 200 bullets and it wouldn't be effective. |
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Draco57
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| Joined: 13 Jun 2011 |
| Total Posts: 6998 |
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| 27 Jan 2013 01:47 PM |
@Crak Since when did they add guns? I want to raid SC now please. Can we like finish this war fast so we can go on to our next victim? |
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AlexR1212
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| Joined: 22 Dec 2011 |
| Total Posts: 14288 |
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| 27 Jan 2013 01:47 PM |
ARE YOU NOT ENTERTAINED?
Ya'll go hard, I go smart. |
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KingXulq
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| Joined: 01 Jan 2013 |
| Total Posts: 9104 |
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| 27 Jan 2013 01:47 PM |
| It's a city. Not some war zone. You idiot. |
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peterp12
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| Joined: 27 Oct 2011 |
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Valeur
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| Joined: 19 Oct 2012 |
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| 27 Jan 2013 01:48 PM |
| Lord Smog has confirmed that I did not go past the barrier. I was once told by Lord Crak that that wasn't allowed. I take special care to abide by the rules. |
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KingXulq
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| Joined: 01 Jan 2013 |
| Total Posts: 9104 |
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| 27 Jan 2013 01:49 PM |
| Killer all you talk about is fairness shut the hell up and learn that not everything is fair. |
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