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Author Topic: is the Current form of MCP a nerf to FTFL and Ferocity?  (Read 2505 times)
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salan
Guest
« on: April 04, 2008, 02:37:09 am »

Both of these doctrine choices might need a look at their cool down timers.


The current version of this mod is built around faster paced and quicker finishing games.  If the devs idea of ferocity and FTFL was to allow them to be used approx XX amount of times in a game, then their current timers will need an adjustment.

if the idea was it should not be usable for XX amount of time, then you have what you need.  But with the quicker games, is a tier 4, even as good as ferocity is, worth the 8 minute timer when most games should be ending a lot quicker now then when they did earlier.
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TodlichPanther Offline
EIR Veteran
Posts: 442


« Reply #1 on: April 04, 2008, 02:59:29 am »

games seem to be taking slightly longer to me..
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Also, I lost a game due to not enough anti-infantry units, so airborne get double damage at each vet level.

More changes to come.
DasNoob Offline
EIR Veteran
Posts: 3430



« Reply #2 on: April 04, 2008, 03:02:30 am »

Games are a lot shorter for me  Grin  I would agree with you Salan, if the balance was done (and i'm positive it was) around how many "possiable" uses a lot of the tiers received, then we need to start looking at the average match time in the current system.

This problem extends to a whole host of actionable items like Bars and Officer barrage.
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Quote from: fldash on Today at 06:22:34 PM
DISASTER AVERTED... IM A MOTHER FUCKING GENIUS!

You have DasNoob who uses the mod as COHTV
Unkn0wn Offline
No longer retired
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Posts: 18378


« Reply #3 on: April 04, 2008, 03:03:57 am »

BARs are hardly effected by longer/shorter games as it's based on the amount of time that specific rifle squad is on the field, unlikely certain doctrine abilities that become available every x minutes. You rarely see riflemen use BAR Suppression twice anyway.
The officer is a different story due to its much higher survivability rates.
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