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  • Why I prefer this new update, and my take on the growing complaints.

    KnightsofRen_

    New member
    Lets keep this simple.
    Plenty of people don't like this update at all, some reasons being that the map is too large, painkillers aren't spammable anymore, the cap on infinite...

    I've heard many arguments on how changing the "infinite" money to a fixed cap equates to a scam on the server's part. Here's the thing, plain and simple.
    You "donated" to the server. Ya'll didn't "buy" anything, mojang's EULA prevents players from spending money in exchange for in game superiority. (I know, it kind of seems counterintuitive in this current state, but the staff claims to be fixing this part of the shop)
    This means that the server can change anything and everything to their heart's content (while preferably not alienating the majority of the playerbase) and there isn't a single argument you can use to say that it is a "scam" because you DONATED rather than bought.

    Now my take on the limited cap is that whether it is 100k, or 130k, you do not need to buy every single piece of gear to win a fight.
    In addition, every fight you win nets you additional gear/ammo which you can use for your next fight.
    What I discovered, and what many others also have found, is that unlike the previous TMD where you needed to carry around over a stack of pains to last even a moment in pvp, otherwise the opponent would overcome your attacks simply by spamming painkillers while you run out.
    I have found that in order to fight even long term, all you need is 20 painkillers, more often less before you either win or die, which is often boosted slightly by carrying around medpacks. This pretty much negates the need for a super high cap on infinite, because you simply don't need to buy as much gear anymore.

    I recently viewed a reply to a heated debate on how re balancing weapons would be the preferable choice rather than bringing back endless upon endless of people spamming painkillers.
    The problem with fights now is that they simply end too fast. 2 shots of a barret, or spas close range will leave you virtually helpless and unable to recover once the enemy has taken the first shot because you aren't able to spam painkillers anymore.
    The idea was to decrease the damage of the weapons so that the fights would not last as long.


    MY IDEA

    Now, I don't know when or if they will add riot shields or how they would work if they do, but my take on the idea is that they carry a certain amount of damage absorption that when in use, they would give you enough time to allow you to get to a secure cover. After all, if they can absorb even a single barret shot, or 1 spas shot, it would allow you to carry on the fight longer.
    Obviously, there may be problems to this, but something along the lines of this idea + having rebalanced weapons would in my opinion, improve the quality of the current TMD.

    I don't know how hard it would be to implement this, but I think it is a possible solution.


    The update hasn't even fully rolled out yet, but people are already hating before even giving the server a chance.
     

    KnightsofRen_

    New member
    I think the riot shield idea is neat, with the complications of any glitches it could cause and just holding it up the entire time could make you immune to bullets but overall it's a fair suggestion. I'm unsure whether it'll be implemented or not but thank you for this suggestion. ^w^
    Yes, I probably should have clarified, the shield would stop the first bullet/s before breaking/rendered ineffective. Basically, it would serve as a warning of sorts. I'm not sure if shields have a durability like armor, but it could be set to 1, and only be reduced by projectiles, rather than by zombies if that is possible. That way, any gun, even small caliber weapons like the m9 would effectively break the shield and serve as a warning
     
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    drewey09

    Champion
    drewey09
    drewey09 drewey09
    I think the riot shield idea is neat, with the complications of any glitches it could cause and just holding it up the entire time could make you immune to bullets but overall it's a fair suggestion. I'm unsure whether it'll be implemented or not but thank you for this suggestion. ^w^

    Why not have it so a riot shield can protect you from the front, that's how riot shields work in real life.
     

    Grafsfaust

    Mythical
    BiiigBob
    BiiigBob BiiigBob
    I would love to see the riot shield implemented in the game, but I wouldn't agree on it having 1 durability. Instead I agree on the first concept, aka the damage absorption. Since the Barrett is currently the strongest firearm in the game, with 15 damage per shot, it could have at least 30 durability and at most 45 durability. Not only to prevent the raw damage you'd otherwise get from it, but to prevent the fast firing weapons from shredding it apart (I'm looking at you, Gatling Gun and M60). And for self-defense you could fire a pistol or an SMG (these sorts only) while the shield is on as it absorps either damage until it runs out, and from there you could still shoot it for the sake of your protection. And if you have your arm amputated you can still use the shield to counter shots, potentially exhausting your opponent so you could use a one-handed weapon to take him out while he reloads, but you may not use a weapon and a shield at once while amputated (duh).

    That's how the Riot Shield should work in my view.
    And let's be fair, one bullet from an M9 wouldn't break it into chunks.

    That was my opinion, there may be better ideas than mine, I don't know..


    As for the existing weapons, they should definitely do something about the UMP-45, Uzi and P-90. They're literally the same in stats, they just look different and buying an UMP-45 from Rick would be the most convenanble out of all 3.

    Cheers!
    Beatz
     

    KnightsofRen_

    New member
    I would love to see the riot shield implemented in the game, but I wouldn't agree on it having 1 durability. Instead I agree on the first concept, aka the damage absorption. Since the Barrett is currently the strongest firearm in the game, with 15 damage per shot, it could have at least 30 durability and at most 45 durability. Not only to prevent the raw damage you'd otherwise get from it, but to prevent the fast firing weapons from shredding it apart (I'm looking at you, Gatling Gun and M60). And for self-defense you could fire a pistol or an SMG (these sorts only) while the shield is on as it absorps either damage until it runs out, and from there you could still shoot it for the sake of your protection. And if you have your arm amputated you can still use the shield to counter shots, potentially exhausting your opponent so you could use a one-handed weapon to take him out while he reloads, but you may not use a weapon and a shield at once while amputated (duh).

    That's how the Riot Shield should work in my view.
    And let's be fair, one bullet from an M9 wouldn't break it into chunks.

    That was my opinion, there may be better ideas than mine, I don't know..


    As for the existing weapons, they should definitely do something about the UMP-45, Uzi and P-90. They're literally the same in stats, they just look different and buying an UMP-45 from Rick would be the most convenanble out of all 3.

    Cheers!
    Beatz

    I didn't really think about having the shield blocking all the shots that come from the front, as I initially thought it would be unfair or overpowered depending on how the person used it.

    For example, if it had a high durability, a person could just creep at someone head on, and use spas close range. Likewise, if its durability was too low, it wouldn't really be useful in combat as it would break too soon. However if it's durability was around 5-10ish, it might be a compromise.

    This is gonna turn into a long essay I swear....

    I don't think turning the shield into another piece of armor that increases your health to be a beneficial addition. In my view, it would be something that blocks 100% of all damage that comes from the front until its durability runs out and breaks, which is why I mentioned having its durability at around 5-10 to block that many shots.

    Another potential problem I can think of is that since a shield would occupy your other hand, it wouldn't allow you to switch to a gun fast enough as you can't shoot with an object in your other hand, although it can be a good thing by making the player choose either offense or defense.

    This is an idea that I think would help decrease the number of long distance kills if you had the shield and bring combat closer together.

    Then again like all other things, it has a potential to be abused in some way, which is why IF some form of additional protection like this is added, it shouldn't be in any kits, but scattered around the map in loot bags.

    Again, I'm not really thinking about how this would work codewise and the amount of work that would go in it, and is just a random idea that I had in hopes of improving pvp.
     

    Grafsfaust

    Mythical
    BiiigBob
    BiiigBob BiiigBob
    Which is why I didn't say that you may hold a shogun with a shield, but either a pistol or an SMG, due to their rather balanced damage and different playstyles you could have while using the most convenable weapons in the allowed categories (imo Glock, Deagle or UMP-45). And the durability should be rather based on hitpoints than the amount of shots it can take due to the both raw damage of powerful weapons such as Barrett or Deagle and high damage-per-second caused by the fast firing weapons like the machine guns.

    Of course, with new stuff comes new tactics. Players would use the shield by default and gather a Spas-12 to sneak up to unaware players. They would then unequip the shield and switch to the shotgun.. that's like what you kind of said. But here's the thing. It takes a few seconds to unequip the shield and switch to the shotgun, it can take a tad faster if people know about the left hand button (default F for all of you wondering) and while the shielder switches his "modes", the opponent can deal some damage depending on the weapon he has and the armor the shielder has (which can be either good or bad, depending on how good your tier is). By this way, the "Shield-Spas" tactic may or may not always work.

    And since the shield covers only your front, it encourages players to practice fast flanking or actually try using the grenades. If the shielder is caught in the blast radius, if he wore the shield when the 'nade went boom, he should take slightly more damage so that grenades can have a support role against shielders. While about the fast flanking, you need to make sure you make him expose his back, which makes the Spas-12 his own beating he is going to take. But as he can hold a bunch of firearms while his shield is equipped, the opponent may risk taking damage to be weakened.

    And of course, they may or may not add things to counter the shield, like a flashbang. And a flashbang can be very useful against a shielder. You throw it away, the shielder either looks at it and gets Blindness for 5 seconds, either he looks away and then goes back to you, and those few seconds can be your chance to strike the shielder's back.

    As for the looting chances, they would have a tiny chance of being found in police bags, and a small chance of being found in military duffles. Which will actually affect the amount of players that will be in a single place to farm the bags for shields (And the most obvious place we can all think of, is Prison!)

    And a few more aftermaths I should assume: it can begin a much more different era of PvP, and encourage teaming against shielders to practice flanking, but there will be also teams that will use shielders, which can lead in a more intensive flanking. I don't know what to say about certain weapons, the Stryker/Golden Crossbow, the Firefly Flamethrower, the Flare gun and all of the melee weapons. In my view, bolts would be helpless against such a strong shield, flame "pellets" are different from the bullet "pellets" so that will leave the Flamethrower useless aswell because the bullets hit way harder a shield than flames (would also give the shield a nickname, the Firewall), the flares are not supposed to be weapons by themselves, so they are out of it too, and I don't think the melee weapons would have any effect on the front, but they could do excellent when flanked. Say, you get striken with a machete, you would get yourself at stake because of the bleeding times for example and unless you have a shield-weapon and the other below riot, you are doomed.

    But there comes another idea. The melee-shield combo, which, would make you a modern knight.. Sir Derpson of Alexandria, with a shiny jugg armor made from the finest luck from crates and a katana that strikes as hard as a tiger's claws ;) :D

    Anyways.. if there's something I missed, please let me know!

    Cheers
    Beatz
     

    ArmenTheHeli

    Titan
    MemenTheMeme
    MemenTheMeme MemenTheMeme
    Which is why I didn't say that you may hold a shogun with a shield, but either a pistol or an SMG, due to their rather balanced damage and different playstyles you could have while using the most convenable weapons in the allowed categories (imo Glock, Deagle or UMP-45). And the durability should be rather based on hitpoints than the amount of shots it can take due to the both raw damage of powerful weapons such as Barrett or Deagle and high damage-per-second caused by the fast firing weapons like the machine guns

    Anyways.. if there's something I missed, please let me know!

    Cheers
    Beatz
    sorry to shorten the quote :p
    I think a flash bang would be a nice addition (could be coded with like the area_effect_cloud entity) or, we could use Molotovs / frags more. I think the durability should be the normal durability of a shield, since it would take damages based on the damage of the incoming attack. I tested this already using a modded single player world, which uses the same mechanics that the server does. by using the higher damage guns, each projectile did more damage. I tested this with melee, and it does the same. I used a weapon that 1-shots full diamond durability, and found it instantly destroyed shields. I used normal swords, and saw diamond swords did more damage to the shield than a stone sword did. in all, we could probably leave the shield as it is coded in vanilla minecraft, but if the staff choose not to do that, there could be a durability number (like on melees)
     

    KnightsofRen_

    New member
    sorry to shorten the quote :p
    I think a flash bang would be a nice addition (could be coded with like the area_effect_cloud entity) or, we could use Molotovs / frags more. I think the durability should be the normal durability of a shield, since it would take damages based on the damage of the incoming attack. I tested this already using a modded single player world, which uses the same mechanics that the server does. by using the higher damage guns, each projectile did more damage. I tested this with melee, and it does the same. I used a weapon that 1-shots full diamond durability, and found it instantly destroyed shields. I used normal swords, and saw diamond swords did more damage to the shield than a stone sword did. in all, we could probably leave the shield as it is coded in vanilla minecraft, but if the staff choose not to do that, there could be a durability number (like on melees)
    Well thenough smoke idea would more resemble a smoke bomb more than a flash bombs, but would also still be a nice addition...