Author Topic: Explosion fest vs Engineers.  (Read 1630 times)

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Offline HighwayStar

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Explosion fest vs Engineers.
« on: February 17, 2014, 07:07:09 pm »
My time as an engineer has been very frustrating so far. IE has explosives coming out of every orifice and that doesn't mix well with engineer constructions. Can I suggest they be made more resistant to damage, at least from hand grenades?

Offline Wismar

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Re: Explosion fest vs Engineers.
« Reply #1 on: February 17, 2014, 07:53:44 pm »
This is a WWI mod, not Minecraft.

Offline HighwayStar

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Re: Explosion fest vs Engineers.
« Reply #2 on: February 17, 2014, 09:18:05 pm »
This is a WWI mod, not Minecraft.
Thanks for not viewing this from an engineers perspective and jumping straight into attack mode. :)


Well remove engineers or give them another task in battle, because their traditional NW role is now pathetically ineffective as everyone is spewing out grenades and mortars like its going out of style.

Offline Killington

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Re: Explosion fest vs Engineers.
« Reply #3 on: February 17, 2014, 10:12:03 pm »
It would be cool if sappers could sabotage and repair artillery and MGs.
In theory we could do huge player numbers far over 500 players per server...  As such we will surely keep our promise to deliver you the 500 players per server.

We will probably go (far) over it, but that's for later.

Offline MadManYo

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Re: Explosion fest vs Engineers.
« Reply #4 on: February 17, 2014, 11:00:58 pm »
I think that sappers should be able to did trenches and dugouts etc etc with the crappy digging system the FSE team put in

Offline Killington

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Re: Explosion fest vs Engineers.
« Reply #5 on: February 17, 2014, 11:05:02 pm »
I think that sappers should be able to did trenches and dugouts etc etc with the crappy digging system the FSE team put in
But, it's crappy and laggy. I'd rather that they just made it so earthworks cannot be destroyed by explosions, then it is kind of like digging trenches and you don't need to worry about artillery breaking the defenses.
In theory we could do huge player numbers far over 500 players per server...  As such we will surely keep our promise to deliver you the 500 players per server.

We will probably go (far) over it, but that's for later.

Offline MadManYo

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Re: Explosion fest vs Engineers.
« Reply #6 on: February 17, 2014, 11:08:10 pm »
I think that sappers should be able to did trenches and dugouts etc etc with the crappy digging system the FSE team put in
But, it's crappy and laggy. I'd rather that they just made it so earthworks cannot be destroyed by explosions, then it is kind of like digging trenches and you don't need to worry about artillery breaking the defenses.
I might experiment with making a map entirely out of simple earth works and see have 2 teams of sappers dig some trenches and stuff

Offline Landrik

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Re: Explosion fest vs Engineers.
« Reply #7 on: February 18, 2014, 04:47:57 am »
1.) Artillery is supposed to blow up sapperworks. That huge force decimates stuff like that.
2.) Grenades shouldn't blow up sapperworks. If they do that's lame (wow. what an ableist.)
3.) Sappers should have a more advanced role. It seems they're a bit of an antiquity in IE right now. How to make them more relevant, I'm not sure.
4.) Should definitely rework how sapper axes fit on the back same with shovels. Also include an option to take either axe or shovel and not both, because some units just need sappers to break down wire and set explosives.
Humans are extremely complicated creatures. Death uncomplicates them to a frightening degree...

Offline Willhelm

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Re: Explosion fest vs Engineers.
« Reply #8 on: February 18, 2014, 05:03:44 pm »
His point is, and i agree, that it's basically pointless to even build anything because it's destroyed moments later making the sapper a useless unit.

I think sappers should be able to destroy barbed wire very quickly.

Offline Friedrich

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Re: Explosion fest vs Engineers.
« Reply #9 on: February 18, 2014, 05:52:56 pm »
I think sappers should be able to destroy barbed wire very quickly.
This :)