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Thread: Update 2

  1. Registered TeamPlayer Mr_Blonde_OPS's Avatar
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    PSN ID: Mr_Blonde_OPS Steam ID: 76561197997819398 Mr_Blonde_OPS's Originid: Mr_Blonde_OPS
    #11

    Re: Update 2

    So what are your thoughts on the new map? I enjoyed it a lot when I played it last night. I really liked the snow and all the visuals of it. Once again it came down to how well the commander did his job and because Blah was in charge, we stomped the other team lol.

  2. Registered TeamPlayer Blah64's Avatar
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    #12

    Re: Update 2

    My opinion of Silo:

    The map is near symmetrical in regards to the base, but the center area varies per side.

    With 2 good commanders, I think that it can make some good games because there are a lot of paths available to the center. However, it really is more demanding on the empire commander. Even with really well placed buildings, it still costs 1k more resources to reach the center, and it is extremely easy to place repeaters in well hidden/guarded spots with access to all sorts of places.

    In addition, it is far easier for consortium to push into the primary area. Most of the openings to the primary area is on the consortium side, and all the defensive positions seem to face the Empire side(meaning it is much easier for Consortium to attack it and to defend it.

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    Downtown is better balanced now since they opened up a rooftop near the Empire base.

    Metro is still terribly Consortium biased.

    Overall, it seems like playing as Empire is only for those who want a challenge and don't mind tons of losses(It's meant for Allane), whereas Consortium is easy-mode.
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    I like the new repair rates and siege damage.

    Assemblers can still be destroyed by one exo siege with homewrecker, but it takes up all of their ammo, instead of just 2 clips, so they can't afford to waste ammo now.
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    I don't understand the new 'surrender' option. Only the commander can initiate the vote, and you have to be in the commander seat... Teams aren't going to want to surrender until they've lost all hope, that is usually when spawn points are being camped, and when spawn points are being camped, you can't get into the commander seat, which defeats the whole point in the surrender option in my opinion.
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    Commander abilities work properly and there are no mutiny crashes.

    Commanders viewing enemy units/buildings actually works properly.
    Last edited by Blah64; 09-08-11 at 05:54 PM.

  3. Registered TeamPlayer Adretheon's Avatar
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    Gamertag: Adreatheon PSN ID: Adretheon Steam ID: Adretheon
    #13

    Re: Update 2

    The surrender button needs to be put under the apply for commander button, and grayed out for regular players.

    The Engi Dmg on the blowtorch is amazingly powerful now. In the time it takes for EMP to go away Engi's can now destroy a turret(and possibly a power recon point), or take away a little more than 1/2 of a spawn point. i was destroying buildings left and right last night when I was playing. It's fun playing an aggressive Engi, and not being forced to play defense only.

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