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#103965 mrt8062 mr.t Posted 13 years ago |
umm flame throwers in that build are too overpowered so lets do some adjustments here Kay? Don't get me wrong i love setting people on fire as much as the next man but keep in mind the scope of the maps 10 blocks is 10 meters its kinda unfair as there is no way to extinguish yourself and jumping into the water layer is not acceptable as some map makes build the game well about the water layer making it inaccessible in standard game basis 5 blocks and it disappears after that range flamethrowers the DOT needs got get dropped to 1 damage per second for 10 seconds AFTER your last exposure to the flame projectile thing, base damage is 3 damage per unit firing units at 1200 RPM at a 100 fuel units per tank with 2 tanks. (one deployed one reserve) |
#104033 slenderman Member Posted 13 years ago |
okay sounds resonable i just kinda did this with out thinking of it a lot |
#104202 mrt8062 mr.t Posted 13 years ago |
your takeign that rather well all thigns considering i just nerfed soem peaces of your first concept into the ground... well quite a few- no pritty mutch all of them. |
#104234 slenderman Member Posted 13 years ago |
Quote: i can't tell you how many times i have died because the nades are weak. That quote is a contradiction within itself. Flamethrowers: Tone it down on the actual power of it. Machine Gun: Why so accurate? When you fire an actual machine gun, you aren't gonna be accurate. #recoil is a bitch |
#104235 KomradeMario 8-bit Posted 13 years ago |
Mario we have kinda agreed to my suggested build for the flame thrower and for the machine gun... well i really don't think that works for mostly the same reason the flame thrower was originally broken : power he did admit to not having thought a whole lot about it so its kinda understandable. |
#104314 slenderman Member Posted 13 years ago |
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