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Old 05-19-2008, 09:11 PM   #263
chilledsanity
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Join Date: Oct 2007
Gametype: AvD, I/D, waterpolo, hunted
Posts Rated Helpful 6 Times
Squeek: Those sound like awfully offense-oriented changes. I'm amazed people are having trouble taking out an unguarded SG as a medic, the supernailgun is evil against those. Not to mention they can conc-jump past them, which is my reasoning against wanting more air push. Air push prior to 2.0 was pretty strong, now I see scout just fly past SG's coming straight at them, with the air push barely even noticeable. Maybe it's dependent more on the angle.

As for build time being a compromise, please don't look at it that way, build time is inconsequential to the changes you're talking about, it constitutes only a fraction of the time involved. That's like justifying a weaker Sg based on wrench damage or engineer health, it's really secondary.

And as for throughly testing the changes, forgive me if I'm skeptical seeing as how hard 2.0 messed up defense for AvD maps.
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