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Thread: Tiberium FPS

  1. Registered TeamPlayer
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    #11

    Re: Tiberium FPS

    But then, where's the need for a squad? If everyone can do anything easily, why do you need a squad at all?

    And the fact of the matter is, vehicles that are completely immune to small arms fire (APCs, tanks, walkers) in 2142 are at a premium (except for Highway Tampa, but we'll leave that horrid excuse for a map out of it). So it's not like you have 100 tanks running around. Tanks and walkers are supposed to be more powerful than infantry, because they're VEHICLES. But at the same time, a tank can be killed with one shot of the pilum with the right class.

    Make it so anyone can kill vehicles fairly easily, and vehicles become death traps. Why make yourself a bigger target without much increased survivability?

  2. Registered TeamPlayer Keiron's Avatar
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    #12

    Re: Tiberium FPS

    Quote Originally Posted by Glock
    I don't buy the "everything is balanced because you have a squad" routine. A good squad will have an engineer or two, but if your squad leader wants a couple of you to go sneak to a point and try to take it, and you don't have an engineer with you, you're dogmeat for the first vehicle that shows up, unless it's something puny like an FAV or maybe a speeder.

    People say to simply respawn as Engineer if you need to take care of a vehicle, and I'll do that when it's practical or I'm ordered to, but it takes 15 seconds to respawn, and by time that comes up, the point you need to defend may have been turned over, the vehicle may have been destroyed by someone else, or the vehicle may have simply moved on.

    2142 is fun, don't get me wrong, but I hate feeling useless in a situation, and it seems that against vehicles, I'm often in that situation because the best I can do is throw EMP grenades at them if I'm support, or go hide in a corner if I'm assault.
    Given that situation, you should have at least 1 Recon guy with some RDX with you then so you can take care of such threats. Recon is great for those situations since they have the ability to take out vehicles and infantry equally well.

    A good squad, sneaking to a point or not, will have at least 1 of all kits, given a few situation where a certain kit might not be logical such as maps with little to no vehicles.

  3. Registered TeamPlayer PizzaSHARK!'s Avatar
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    #13

    Re: Tiberium FPS

    I haven't played a single map where Engineers were not useful, if not required. You need at least a couple Engineers laying mines at Toll Station to prevent FAVs from zooming past, and to discourage walker rampages. Likewise, mines and anti-vehicle weapons discourage walker rampages on Cerbere Landing.

    The same is not necessarily true for Assault on maps like Verdun and Highway Tampa. You can find uses for them, but more often than not, it'd be better to have a Support for EMP grenades and resupplies or Recon for RDX.
    [url=http://us.battle.net/sc2/en/profile/1040107/1/Beardhammer/[/url]

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    #14

    Re: Tiberium FPS

    Quote Originally Posted by Glock
    Pretty much. It worked out just fine for UT2k4. Besides, it would be correct with C&C games, unless things changed with the Tiberium arc - infantry could destroy tanks with their assault rifles just fine. Of course, tanks would generally kill them first :P
    the reason tanks weren't immune to infantry rifles in the rts's is for the sake of balance. just like why tanks SHOULD be immune to rifles in a fps. inf outnumber tanks in FPS's, so randomjackass#87 shouldn't be able to fire his plinker at a mammoth and expect anything other than to be turned into a cloud of red mist.

  5. Registered TeamPlayer
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    #15

    Re: Tiberium FPS

    i think ill just stick to the regular command and conquer :P

  6. Rob Zombie
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    #16

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