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  • Date joined 12 Sep '17
  • Last seen 3 Aug

Private Message

14 38

TLDR; Firebomb nerf ruins engineer counters and makes smoke pots OP. Tools to nerf them are already present. PLS roll back or indicate nerf in GUI

So, firebombs got a cap at one firebomb per loadout. No GUI indication of this other than literally not showing me firebombs in the equipment list after I've picked one. Troll builds aside, this really cripples the counter to engineers. If an engineer can carry a weapon, their toolbox and a smoke bomb along with other allies who can have up to three smoke bombs themselves, why should firebombs be capped at one?

Duel servers can already mod them out, and they aren't available in ranked mode. People could easily target you in FFA deathmatch for spamming them, sometimes even when you're up against troll engineers' fortresses. Builds with 3x firepots were fucking weak and easy kills for the most part (you at the very least had to be skilled to be effective doing that. The cap completely wiped a whole playstyle that I admittedly indulged in).

Please roll back restrictions on firebombs or at the very least give some tooltip/visual that they exist and compensate in some way.

14 38

Once again asking for a 15 minute cap on invasion games


Also some things about mountain peak INV: second objective (ram push) is actually really tough to get past if the red team knows what they're doing, so the difficulty curve there is pretty nice. Lost two games as blue with the ram barely at the gates. However, the first objective where you burn the corpse piles is a bit difficult to attack, particularly on this spot here:


In the matches i played today, red built spikes and ballistas in the area above the stairs leading up to the spot, and that wouldn't be as much of a problem if the only other routes didn't render players on blue in the open or seriously vulnerable to attack by red.


Red can kill these horses within a few minutes of the match starting no problem


And if there's anything that can be done to make the VIPs last longer during invasion, I'd do it. On some maps they tend to die within five minutes, ten or (by barely scraping by and/or holing up in safe spots on the map) until the end of the match if the team is decent. Maybe tweak the way they heal? (Never been a VIP so no idea how this is done currently) Adjust the time reward for the other objectives leading up to the VIP stage?

14 38

I played the patch a bit more, I think adding things like a cap on the total time the attacking team can accumulate and properly scaling added/starting time for the objectives would be a perfect solution to this inevitable mess:


(Is 15 minutes really what the Free Guard needs to burn some corpses in Mountain Peak?)

Also, not sure where the little red shading that showed on your point counter for loadouts while comparing equipment went, but that would be nice to have back (with the amount of calculating I now have to do after the update).


14 38

So I guess this is a good place to dump my feedback for the update where it won't get drowned out as fast.

Not sure what to say about the rest of the update, but my first two matches playing either of the new invasion maps breezed by with ease in favor of the attacking teams.

The timers seem way too generous for how vulnerable the objectives are.

  • With the time collected through my playthroughs of mountain peak INV and Castello, both rounds ended up with about 17 minutes on the clock by the last objective (same lobby both matches).

I thought the steal treasure objective in Castello went by too fast

  • The way IC can just spam grab the gold piles feels too easy on them. Also, the second to last objective with the portcullis went by in about 15 sec while I wasn't looking (had to check back in my recording to confirm), lol.

In mountain peak invasion, we had 16+ min to kill a king(warden) that died in 1.

  • Mountain peak INV's objectives seemed alright for the most part (what does IC need piles of corpses for?). As I stated earlier, the timer seems to tack on too much time for each objective completed, which makes it so you have a situation like the match I was in where it basically ended with well over 10 min left after the first blows on the king/warden.

I can't comment in more detail on things like map design because I still just started playing the update (my experience might also be skewed because of the lobby I was in), but so far those were the most glaring issues with the levels that I noticed in my playthroughs.

EDIT: "Maybe instead you have them grab the piles and they then have to take bags of the stuff with them back somewhere." Just noticed the treasure chests near to the gold in Castello. Still think the objectives are too ez tho

14 38
  • 7 Jul '19

YES! I heard about this bug somewhere else on the forums (or in reddit-- can't remember which) and it JUST happened to me today. It had something to do with clicking around the character customization options, and it was either accidentally clicking on the voice or hair style menu that randomly gave me gear from another loadout I had just been editing before that and renamed my current loadout to other said loadout. I'll have to get back to you to find the forum or replicate it myself, but it's pretty bad. You're not the only one.