Blockland Files > Add-Ons
Tier+Tactical 2.1 • UPDATE 9/23/2012
The Corporation:
--- Quote from: HikerBob on April 22, 2011, 11:40:36 PM ---I've actually never tried it myself... I might try tommorow if I'm not busy. I play a variety of games, so it's sort of hard
You're going to use RPGs in the jail?
--- End quote ---
Yup
Every weapon....
and then some.
Sr3889OX:
Uh.. i can't fire any snipers or the riot shotgun, and a few others.
I've made sure I have ammo n all. Help?
SWAT One:
I appriciate this update as a new concept, but frankly I think that the coined slogan "perfectly balanced" in this pack has gone flying out the window. With T+T1, I was able to fight effectively. Now, however, I find myself being gunned down before having a chance to fight back, let alone be aware of the situation. I consider the ammo addition unique and useful, but I feel this pack had lost it's originality.
In other respects, I also think the snipers and explosive ordinance launchers (RPG & Grenade Launcher) need to be like their originals. The RPG should fly straight; the Grenade Launcher's grenade should not explode on contact. This brings me to my final point: Snipers. Some of the old snipers used to snipe through walls. Now not even the Crossbow obeys it's original purpose.
I still use T+T1 on my server because I find it to be very enjoyable. This new pack is only mildly enjoyable due to most of the weapons' over-poweredness. I used to want to upgrade a class to get a better gun. Now, most are the same uniform format with different damage amounts. If you upgrade a class, it's likely all you will get is a bigger gun.
Talent74:
Here are my suggestions:
Sniper Rifles
I would really appreciate it if Bushido made the sniper rifles fire at a longer range.
Grenade Launcher
Placing on the grenade bounce feature would be great.
Bushido:
the intended function of the RPG and grenade launcher
(now)
are to basically be 'pre-engagement' weapons: long story short they're used to do damage to large groups of people (and the poor unlucky bastard who gets nailed in the face) before you actually have to fight them, making it easier for you or your group to cut the rest of them down. having said that (in light of recent tests especially... max.) they're too powerful and could probably stand to be weakened a bit. but the way they WORK on the other hand probably won't be effected
in other words: NERF TIME
for the sniper rifles: yeah, OK.
i'm thinking of making crossbows explode (in a very small blast, mind you), reload faster and do more damage on bodyshots: but i don't know where that would fit in the grand scheme of things. like a rocket launcher in playstyle, essentially?
--- Quote from: SWAT One on April 24, 2011, 03:17:18 AM ---With T+T1, I was able to fight effectively. Now, however, I find myself being gunned down before having a chance to fight back, let alone be aware of the situation.
--- End quote ---
new tactics, new moves, new guns, new properties
the weapons are still balanced against one another it's just that now they play differently. the trick with most of the weapons is that they're usually either brutally inefficient but powerful on single enemies or efficient but hard as hell to use appropriately: some of them fall inbetween the two stances (PUMP SHOTGUUUUUUUUUUUN) but are still not as powerful as their tier 2 counterparts
except the pump shotgun, which is exactly as powerful but not as easy to use. iiiiiiiinversion!