Bad Name Studios

Bear Force II => General Discussion & Suggestions => Topic started by: BNS Marko on June 27, 2015, 05:44:50 pm

Title: Suggestions
Post by: BNS Marko on June 27, 2015, 05:44:50 pm
Post your suggestions here.
Title: Re: Suggestions
Post by: BNS Sleekphantom on June 27, 2015, 05:52:03 pm
New stuff for Jedis and Sith.

http://i.imgur.com/9ha8ELu.jpg

http://i.imgur.com/2NoBT6o.jpg`

http://www.newsite.rebellegion.com/wp-content/uploads/2014/03/Starkiller-201x300.jpg

https://s-media-cache-ak0.pinimg.com/236x/b5/2a/e0/b52ae08ace6e455d496cef348fa59e32.jpg

Title: Re: Suggestions
Post by: Axwen on August 12, 2015, 02:01:48 am
I like the pictures. Perhaps, allowing different styles amongst the Jedi Robes? As robes changed amongst Jedi as they rose through the Ranks of the Order, and also based upon which part of the order they were in.
Title: Re: Suggestions
Post by: Arthur on August 12, 2015, 03:06:14 pm
What about adding a phase 2 clone armour?

And making the ARC trooper armour exacly the same as this picture: https://gyazo.com/175d143c016b6e6b25b598dfc46e4656 .
And to finish, what about making a dual DC 17's for the ARC trooper class.

Edit: Add a Clone Pilot class, since there will be ships it woud make more sence :P.
Title: Re: Suggestions
Post by: Euronymous on August 13, 2015, 05:18:39 pm
Alright. Something that has been bothering me for a whille. The fact that the force sensetive classes for the sepratist is called "Sith". This is not correct in accordance to the lore, as there are only 2 true sith at the time, a apprentice and a master. Thus I suggest renaming them Acolytes after the dark acolytes assembled by Dooku as a counter to the Jedi order.
Title: Re: Suggestions
Post by: BNS Marko on August 13, 2015, 06:41:44 pm
Agreed Mr. Euronymous.

What about adding a phase 2 clone armour?

And making the ARC trooper armour exacly the same as this picture: https://gyazo.com/175d143c016b6e6b25b598dfc46e4656 .
And to finish, what about making a dual DC 17's for the ARC trooper class.

Edit: Add a Clone Pilot class, since there will be ships it woud make more sence :P.
Phase II is considered. We aren't sure yet.

No more dual pistols, please haha. They're so annoying as it is.
Title: Re: Suggestions
Post by: Imperia on August 13, 2015, 08:03:52 pm
Hey was wondering about some clone models weather you could take into consideration making a Artic legion model along with commandos
Title: Re: Suggestions
Post by: Dipington on August 14, 2015, 03:08:58 am
maybe adding in such popular clone legion's armor like the 501st, 212th, 38th, 182nd, 187th, 41st, 327th, 91st, 5th, and the many others? And maybe some of the famous characters from the movies and TV series?
Title: Re: Suggestions
Post by: Axwen on August 14, 2015, 03:18:32 am
I don't think adding the Legion Armors would be truly worth it. As most Legions had similar armor as is. Maybe just add banners of Clone Legions to fill the void instead?
Title: Re: Suggestions
Post by: BNS Marko on August 14, 2015, 08:50:47 am
You know you can paint the armours, right?
But, I will add in every legion's decal, if they send me one.
I'll make a thread on how you should submit your decal, what size it should be and so forth today.
Title: Re: Suggestions
Post by: Sellsword on August 14, 2015, 12:31:59 pm
One word - Invasion.
Title: Re: Suggestions
Post by: BNS Marko on August 14, 2015, 01:03:15 pm
AI can't use the guns very well, they run on a simple and improvised version which you might've noticed makes them shoot very slow and ineffective. They're also very prone going to melee.
Title: Re: Suggestions
Post by: Sellsword on August 14, 2015, 01:07:02 pm
Battle droids behave the same way.  :)
I tried to do it in siege mode. Quite interesting.

http://s020.radikal.ru/i708/1508/78/5d580a216faa.jpg
For the Republic!

Title: Re: Suggestions
Post by: Euronymous on August 14, 2015, 05:16:44 pm
One word - Invasion.

Oh please no. Invasion is so boring. You kill endless hordes of brainless bots that can't do anything except randomly chamber you cuz lol.
Title: Re: Suggestions
Post by: Sellsword on August 14, 2015, 05:21:18 pm
This makes the module practically immortal.

Most likely you have never played in the Invasion. This is a real team game.
Title: Re: Suggestions
Post by: KickingJoub on August 14, 2015, 05:25:48 pm
This makes the module practically immortal.

Most likely you have never played in the Invasion. This is a real team game.

He has. I have. We both found it boring. Stop pushing your opinions on others or assuming they just haven't "tried hard enough" to like it.
Title: Re: Suggestions
Post by: Euronymous on August 14, 2015, 05:25:56 pm
I have played invasion, and I dislike it, simple as that. Most of the time it just boils down to a bunch of guys with ranged weapons camping/running away. As for making mods "Immortal" , I guess that is true. Simply becouse it's piss easy to go on and kill endless hordes of brainless bots alone or with small amounts without getting too bored.
Title: Re: Suggestions
Post by: Sellsword on August 14, 2015, 05:30:58 pm
If people are hiding, is not a problem of the game modes. Cowards and campers enough even in battle.

Also, this module provides a unique opportunity.
Title: Re: Suggestions
Post by: Euronymous on August 14, 2015, 05:55:03 pm
If people are hiding, is not a problem of the game modes. Cowards and campers enough even in battle.

It gets annoying when 3 guys are running from 60 bots. And my main beef is the fact that bots are ****ing retards, and the whole point of the game mode is to camp as hard as possible.
Title: Re: Suggestions
Post by: Sellsword on August 14, 2015, 05:59:11 pm
But three people CAN play in this mode. And then, seeing these three new ones come. Three people can play in the battle?

The Deluge existed for several years without an upgrade, and people have not forgotten about it. Largely due to the Invasion.

By the way, most of the maps for the Invasion is wrong.

Title: Re: Suggestions
Post by: Euronymous on August 14, 2015, 06:02:38 pm
But three people CAN play in this mode. And then, seeing these three new ones come. Three people can play in the battle?

The Deluge existed for several years without an upgrade, and people have not forgotten about it. Largely due to the Invasion.

By the way, most of the maps for the Invasion is wrong.

What are you even on about? I already agreed on the fact Invasion adds to a mods lifespan, becouse even when it's already choking to death there is like 3 players who play.
Title: Re: Suggestions
Post by: Sellsword on August 14, 2015, 06:05:41 pm
Is not it a good reason?  :)

In addition, imagine: the two Jedi and several clones against hundreds of droids? Like in the movies.
I am ready to help with maps for the Invasion.
Title: Re: Suggestions
Post by: Axwen on August 14, 2015, 11:18:05 pm
Another good idea, this one more event oriented... Give Admins the Ability to spawn minor objects, such as barricades. (If possible) This would allow them to give a Defending team in the Galactic Battle the ability to place defenses, that will be unpredictable to the attacking force. Adding an element of difference to each and every battle.
Title: Re: Suggestions
Post by: Sellsword on August 15, 2015, 12:03:24 am
Or simply make an engineer.
Title: Re: Suggestions
Post by: Axwen on August 15, 2015, 12:35:59 am
Or simply make an engineer.
This would give the attacker the very same option, which would defeat the purpose of a defending force having the advantage in that aspect.
Title: Re: Suggestions
Post by: Sellsword on August 15, 2015, 02:11:50 am
Well, if someone determines who should attack, he can also prohibit them from using the engineer. Why reinvent the superfluous?
Title: Re: Suggestions
Post by: Axwen on August 15, 2015, 02:17:09 am
I suppose your right, but a compromise could be reached.
Title: Re: Suggestions
Post by: Scorpia on August 16, 2015, 10:04:53 pm
I'd like to see a little more choices in attire for the "Bounty Hunter" class. Since the armour is really just Mandalorian. And the Mandalorians at that time, were neutral. Even though you still had clans that wore the visor etc, they didn't all work for the Separatists like they would, the Sith Empire. Maybe just a few more random armours.

Also, it annoys my how you draw lightsabers. From the back? Could you not somehow work your way around as to have the weapons drawn from your side?
Title: Re: Suggestions
Post by: Euronymous on August 16, 2015, 10:12:59 pm
I'd like to see a little more choices in attire for the "Bounty Hunter" class. Since the armour is really just Mandalorian. And the Mandalorians at that time, were neutral. Even though you still had clans that wore the visor etc, they didn't all work for the Separatists like they would, the Sith Empire. Maybe just a few more random armours.

I agree. Some coats and stuff would be cool.
Title: Re: Suggestions
Post by: Axwen on August 16, 2015, 10:17:05 pm
Variety in Helmets and minor changes? Or perhaps entire different suits for Bounty Hunters?
Title: Re: Suggestions
Post by: Sellsword on August 17, 2015, 01:21:09 am
It's just a mercenaries.

In addition, all of the weapons in this class are designed for Mando.
Title: Re: Suggestions
Post by: Hunter on August 18, 2015, 03:51:25 am
Some simple suggestions really but this will require some tweaking to see what fits.

1) Firstly give the vibro sword a bit more length because lets face it, its basically a vibro knife but a tiny bit longer and a lil more damage. I'm fully aware there is a vibro blade which is much longer but it is limited to specific classes (the Ark trooper and magma guard if I'm correct) but honestly the vibro blade is not really worth the money it costs at the moment. Of-course the price of it should be raised if it gets an increase in length which brings me to my next suggestion!

2) Give the vibro sword the ability to block, with the increase in length it should get the ability to block, not only will this give the player more reason to defend them selves in melee rather than run away pewpewing, hoping the enemy runs out of force before they do bullets. But it also gives it more value however it doesn't make it over powered either as it won't be as good as the vibro blade and it won't be any where near a lightsaber.

Also for these two suggestions ^ it would give people more reasons to go Jet trooper because although the jet troopers get the rifle and some of the pistols BH's get, their melee weapon choice is just awful and might as well not even be there. Plus maybe it will finally let Jet troopers rival bounty hunters! (Even though everyone complains about the dual pistols.. >.>)

3) Thirdly I think the Mandalorian staff needs a bit of fixing, although the stats say the staff has 172 reach the animations state otherwise. When you look at the animations the player holds the staff three quarters of the way up the staff meaning most of the staff is behind him/her so it loses all of its reach. Now I'm not sure if the staff is deliberately meant as a support weapon in the sense, one guy goes in melee while another shoots or if this is just the way its meant to be. Honestly though although the staff is perfectly capable of beating a Jedi in a 1v1 against multiple opponents there is very little hope of beating them purely based on how slow it is.

3.1) Furthermore I think the staff should get either an increase in damage or a tiny speed boost, because there's nothing more infuriating then having to hit a Jedi 3-4 times sometimes even 5 if you're super unlucky, because 29 cut and 19 pierce is not a lot considering lightsabers do 60 and the fact Jedi wear no armour yet can still take a lot of hits yet 1 hit all others (ok sometimes 2hits if you're unlucky). I'd suggest that the staff if it does get a speed boost go from 85 to at-least 86 or 87 because, despite the fact the stats say the 2 handed and pole-arm lightsabers have only 86 speed anyone who's played both bounty hunter and Jedi/Sith knows there's quite a big difference in speed between the stick (as I call it) and a lightsaber.

 Now personally I can deal with the fact the staff is slow, as annoying as it is you can deal with it but when it's slow and does little damage? No that's just infuriating so a minor damage buff surely couldn't hurt or a tiny speed buff however, it should get one or the other for balance unless you want to go 50/50 and give it a tiny tiny damage buff and tiny tiny speed buff! ;)

Anyways these are meh suggestions criticism is very welcome although just saying ur idea sux! You just want to buff BH's and Jet troopers! >:( doesn't really progress the idea.

Also its 3:50am for me so if there are grammar mistakes I apologise but its super early and Iz be tired!
Title: Re: Suggestions
Post by: BNS Marko on August 18, 2015, 11:36:52 pm
Hey was wondering about some clone models weather you could take into consideration making a Artic legion model along with commandos
This will be put into consideration. What are the advantages over work?
I'd like to see a little more choices in attire for the "Bounty Hunter" class. Since the armour is really just Mandalorian. And the Mandalorians at that time, were neutral. Even though you still had clans that wore the visor etc, they didn't all work for the Separatists like they would, the Sith Empire. Maybe just a few more random armours.


I agree. Some coats and stuff would be cool.
Coats? Can you provide references?

@Scorpia Good idea on sheathing variety.
@Hunter  I will respond when I'm on PC.
Title: Re: Suggestions
Post by: Euronymous on August 19, 2015, 04:31:33 pm

I'd like to see a little more choices in attire for the "Bounty Hunter" class. Since the armour is really just Mandalorian. And the Mandalorians at that time, were neutral. Even though you still had clans that wore the visor etc, they didn't all work for the Separatists like they would, the Sith Empire. Maybe just a few more random armours.


I agree. Some coats and stuff would be cool.
Coats? Can you provide references?
[/quote]

Well, coats aren't excatly the right word. I was thinking more of, normal clothing. You could basicly do anything with bounty hunter, as they could be anyone really.  Other types of armour would be cool too.

Stuff like this could be used for refrence. 
http://www.superbwallpapers.com/games/star-wars-bounty-hunter-15901/#

Title: Re: Suggestions
Post by: BNS Marko on August 19, 2015, 04:32:59 pm
Hmm, many different species type.
I'll see about it, if we have the time.
The more pictures you post the more likely it is to happen :P
Title: Re: Suggestions
Post by: Monotone on August 19, 2015, 04:36:24 pm
The problem with bounty hunters is that they are not really suited for squad-based conventional infantry combat, and they operate very well independently. Duel pistols may be OP, but they are not meant for 4 or 5 members of a squad to use them, just one highly trained mercenary.
Title: Re: Suggestions
Post by: Matt141 on August 19, 2015, 05:24:58 pm
I am curious, would it be possible to increase the head armor of IG-100 Magnaguards? In lore their primary stuff is in the chest, and they even had a secondary eye there, so they could continue fighting after decapitation(this even happens in the movies http://starwars.wikia.com/wiki/IG-101 ), as of right now they have weaker head armor than bounty hunters (cloaked magnaguard by only one though, but the default one is weaker by 16).

Edit : To clarify, the head armor increase would basicly be what represents that headshots don't disable magnaguards completely.
Title: Re: Suggestions
Post by: Sellsword on August 20, 2015, 07:22:31 pm
You can make some transport?
Title: Re: Suggestions
Post by: GreenStalker on August 20, 2015, 10:48:26 pm
Maybe a medic class?
Title: Re: Suggestions
Post by: Walrus (Sev) on August 21, 2015, 09:16:17 am
Maybe a medic class?

     I already suggested it :P

Vibro Bayonet       Just a small knife to fit on the front of a clone dc15 can be attached on and off.

In the star wars universe there is small combat ration in a canister on the back of clones i would like it if you could get them and consume them to gain a small amount of health back.


a rocket launcher more grenades some clone pistols since all the pistols are bounter hunter or rebel pistols a sniper rifle


Will add more


Just edited one post sorry marko


Cantina band members as musicians trained in the deadly art of music

Medics
Carry the dc17 pistol and a medkit as default can purchase adrenaline shot for increased running speed and morphine shot for increased health can also purchase the dc15s carbine


Edit

Medics can have 3 medkits 1 adrenaline and 1 morphine

There should be droid medics aswell with welders to repair droids there should be no bandage boxes or anything otherwise people would just camp and it would be very hard to kill them because they would just get healed every time they got shot

Also im personally not a fan of the bleeding system

Maybe a capture point game mode like the one in battlefront?

Turrets at important places and vantage points
Title: Re: Suggestions
Post by: BNS Marko on August 21, 2015, 05:53:50 pm
Quote
7 - Spamming:
Spam clogs up the forum, makes relevant information harder to find and read and is generally annoying.
Making unnecessary posts with little reading value is considered spam, as well as multiple posting with the same idea/sentence. Forums are not a chat, use the 'Modify' button instead of triple-posting. Meme images are also considered spam, especially if they don't add any value to the topic at hand. Quote pyramids are considered spam, and are strictly forbidden as they do nothing and slow down servers.
Title: Re: Suggestions
Post by: Krandeir on August 21, 2015, 10:40:35 pm
There could be another skins.
Title: Re: Suggestions
Post by: Jigstas on August 21, 2015, 10:58:24 pm
Medic class could be very useful, however the medic would obviously have to have limitations. Perhaps, as in north and south, you could have a bandage box at say each teams spawn or at points in the map which would create a fight for this valuable resource and discourage camping.
Title: Re: Suggestions
Post by: BNS Marko on August 21, 2015, 11:08:13 pm
But would't it be counterproductive if you lose men while fighting for the medic camp site?
Title: Re: Suggestions
Post by: Sellsword on August 21, 2015, 11:27:04 pm
And medic should not be able to treat droids.
Title: Re: Suggestions
Post by: Hunter on August 22, 2015, 01:04:52 am
If clones get a medic then its only fair that seps get something for droids and bounty hunters, maybe a repair droid or something.

If a certain point on the map is the only place to heal that just encourages people to zerg that one place and camp there. Plus from the events I've been in so far I haven't seen any proper camping other than the Kashyyyk map, the only reason people camped then was because there's no proper cover to use for advancing.

Title: Re: Suggestions
Post by: Jigstas on August 22, 2015, 12:21:56 pm
If you have a medic for both sides thats obviously important! I wouldn't say a medic point would create camping! Especially if it has limited amounts of medical supplies...
Title: Re: Suggestions
Post by: Sellsword on August 22, 2015, 12:26:25 pm
Grenades work well against the campers.

Hunter
Shot the medic first.  :)
Title: Re: Suggestions
Post by: Walrus (Sev) on August 22, 2015, 12:44:21 pm
If you have a medic for both sides thats obviously important! I wouldn't say a medic point would create camping! Especially if it has limited amounts of medical supplies...

Yeah only limited amounts maybe a medic box at spawn and maybe even an ammo box?
Title: Re: Suggestions
Post by: KickingJoub on August 22, 2015, 01:42:03 pm
I'd personally prefer a medic/support class, depending on the desire to have healing and/or ammo. Being a selectable class and therefore mobile on the battlefield they could be used to support pushes and establish beacheads. So you wouldn't have that camping issue, and they'd by default have limited ability to heal/repair, not to mention be a target for the enemy.
(http://img2.wikia.nocookie.net/__cb20111030002950/starwars/images/0/09/KixFull-SWE.png)

As for ammopacks, in my experience it's kind of hard to currently run out of ammo as the average trooper, but this may of course change with longer rounds/more camping/more players, but then I'd just say scavenge what you can. If however special weapons are implemented with high per shot ammo requirements (such as the droid rocket launcher), it might be beneficial. Hard to say.

We could also think about other, reasonable, uses for a support class.

E: Is it possible to have different ammos for different guns or does the code not support this?
Title: Re: Suggestions
Post by: Sellsword on August 22, 2015, 02:25:31 pm
Yes, it is real. One of my colleagues can do it.
Title: Re: Suggestions
Post by: KickingJoub on August 22, 2015, 02:30:05 pm
Yes, it is real. One of my colleagues can do it.

I'm sorry, but I don't quite know what you refer to as being real.
Title: Re: Suggestions
Post by: Sellsword on August 22, 2015, 02:35:13 pm
Is it possible to have different ammos for different guns or does the code not support this?

It is even possible to have a different ammo for one weapon. For example, simple ammo and armor-piercing bullets.
Title: Re: Suggestions
Post by: KickingJoub on August 22, 2015, 03:05:26 pm
I would prefer a dev answer technical questions.
Title: Re: Suggestions
Post by: Axwen on August 23, 2015, 01:04:06 am
And medic should not be able to treat droids.
Too balance the game, maybe Medic for the Droids be called "Repair Droid"
Title: Re: Suggestions
Post by: Walrus (Sev) on August 23, 2015, 09:43:52 am
And medic should not be able to treat droids.
Too balance the game, maybe Medic for the Droids be called "Repair Droid"

From being penetrated on previous forums for "Postwhoring" i dont really reply but i rather edit my original post i said about a repair droid there ;P

Edit

I said in my original post 3 health packs per medic
Title: Re: Suggestions
Post by: BNS Marko on August 23, 2015, 10:27:38 am
You can(and should) reply normally now, but not multipost to yourself  ;)
Title: Re: Suggestions
Post by: KickingJoub on August 23, 2015, 12:14:23 pm
From a preliminary search it appears the battledroids were mostly scrapped or hauled away after the battle rather than treated on the field, in lore at least. There is this http://starwars.wikia.com/wiki/Engineer_battle_droid that might be usable. Just a B1 with some markings and a fusioncutter.
Title: Re: Suggestions
Post by: Axwen on August 23, 2015, 04:36:56 pm
Hmmm.

Republic Medic: Carries a Blaster Pistol (Similar to those of the Rebellion, but not that new), with a Fusion Cutter? (To Repair Vehicles), and perhaps give them 3 Medic Packs that they drop down to give people Health.

Give them 2 abilities? Perhaps an Ability that uses the 'force' system and does an AoE heal, much similar to the Guardians, but is directed more to those nearby the Medic, and for it to remain active, the Medic has to remain Still. Healing in the style of Force Regeneration. (Perhaps this class also carries group supportables as well)
Title: Re: Suggestions
Post by: Sellsword on August 23, 2015, 07:27:40 pm
KickingJoub
And one Jedi must confront at least a hundred droids. Unfortunately we have every droid valuable.
Title: Re: Suggestions
Post by: KickingJoub on August 23, 2015, 08:56:59 pm
KickingJoub
And one Jedi must confront at least a hundred droids. Unfortunately we have every droid valuable.

Yeah lore isn't exactly the best place to look for inspiration :D
Title: Re: Suggestions
Post by: BNS Marko on September 01, 2015, 02:34:46 pm
I'm back, sorry for the delay, I was away.

Well medics and ammo carriers are something we're surely put a lot of effort into successfully implementing.
Their design and influence on the gameplay is something that has to be thoroughly thought of, though.

Edit: @Walrus (Sev) I would really not consider adding in bleeding, it's a very poor mechanic for this game and has annoyed me in every mod I played that had bleeding.
Title: Re: Suggestions
Post by: Axwen on September 02, 2015, 04:49:09 am
I'm back, sorry for the delay, I was away.

Well medics and ammo carriers are something we're surely put a lot of effort into successfully implementing.
Their design and influence on the gameplay is something that has to be thoroughly thought of, though.

Edit: @Walrus (Sev) I would really not consider adding in bleeding, it's a very poor mechanic for this game and has annoyed me in every mod I played that had bleeding.

The theory of Bleeding is honestly an interesting one, but I agree with you that it would not be good, especially for this mod.

I guess the first question would be this, would Medic be Lesser Heal, more AoE, or more Heal/Individual? Perhaps making the ability to choose by locking the Items to certain slots, making a player have to choose, and then making those tools only usable by said class?
Title: Re: Suggestions
Post by: BNS Marko on September 02, 2015, 09:31:01 am
Well why not give them multiple options? Something I always wanted to represent more in Bear Force is the situational adaptability.
In this example, a medic could take pack(s) of healing stuff that has to be 'used'/thrust animation to heal oneself, so he could drop it to teammates. That's useful if the medic stays close to friendlies, and he can easily distribute packs.

Or in situation B, he could take a bacta grenade(I quite like that suggestion) which deals AoE healing wherever he throws it. That can be used to heal allies that he can't immediately reach or if that zone is under heavy fire.
Title: Re: Suggestions
Post by: Sellsword on September 02, 2015, 10:29:34 am
A soldier can not have free space in the inventory for the first aid kit.  Therefore, an injection from the medic is more comfortable.
Title: Re: Suggestions
Post by: Monotone on September 02, 2015, 12:48:29 pm
Frankly, bleeding systems are kind of annoying, especially if you just want to play casually on a public server. I prefer the idea of a medic with a 'weapon' that boosts players' life back up. AoE might be an idea, especially if the crashes caused by explosives are fixed.
Title: Re: Suggestions
Post by: Axwen on September 02, 2015, 12:49:30 pm
A soldier can not have free space in the inventory for the first aid kit.  Therefore, an injection from the medic is more comfortable.
Well why not give them multiple options? Something I always wanted to represent more in Bear Force is the situational adaptability.
In this example, a medic could take pack(s) of healing stuff that has to be 'used'/thrust animation to heal oneself, so he could drop it to teammates. That's useful if the medic stays close to friendlies, and he can easily distribute packs.

Or in situation B, he could take a bacta grenade(I quite like that suggestion) which deals AoE healing wherever he throws it. That can be used to heal allies that he can't immediately reach or if that zone is under heavy fire.
Perhaps, for a heavy price, the medic could even deploy a Bacta Regeneration Field? Basically, a device that when placed, will heal users within a certain distance? Friendlies or enemies. and would create a green mist? (Something you could get from the Smoke Grenade)

I agree with the Grenade, and Droids  could have a "Nanite Grenade" that would 'deploy' do the same thing, but only to droids.

Perhaps Droids could recieve their up close and personal medical device through Fusion Cutters? Clones could use an Injection Syringe? Perhaps one that never runs out, but takes a while to recharge?

Frankly, bleeding systems are kind of annoying, especially if you just want to play casually on a public server. I prefer the idea of a medic with a 'weapon' that boosts players' life back up. AoE might be an idea, especially if the crashes caused by explosives are fixed.
For public use entirely it would be way too damned annoying to do, however the feature if it was ever considered (even though I don't like it either) could be turned on and off per say for... events?
Title: Re: Suggestions
Post by: Sellsword on September 02, 2015, 01:15:57 pm
Stationary auto first aid kit is a dream of campers.
Title: Re: Suggestions
Post by: BNS Marko on September 02, 2015, 01:28:55 pm
Which is why I'd prefer to just make a medic class with some bandages(for individual use) and an AoE grenade.
Title: Re: Suggestions
Post by: Monotone on September 04, 2015, 09:03:01 pm
Would it be possible to remove the glitch where you can climb sheer cliffs by crouching? It seems like it defeats the point of mountains in some maps.

Also, make the admin chat big again so people notice it?
Title: Re: Suggestions
Post by: BNS Marko on September 04, 2015, 10:44:17 pm
The crouching glitch is going to have to stay like that, not that I mind it. On mountains that aren't supposed to be climbed we'll place barriers  ;)
Title: Re: Suggestions
Post by: Anakin on September 05, 2015, 12:26:15 pm
Hmm, please try to make the Jedi/Sith better clothes according to the episode 2-3 movies, like the one Anakin in EP2-3 and Obi-wan wore. The current clothes of sith/jedi is just feel unrealistic a bit. And also if it is possible, please try to make a custom unit for all iconic villains/heroes of the clone wars such as Anakin, Ahsoka, Obi-Wan, Dooku, and such.

Example pictures of what I meant on better clothes for jedi/sith :

So here's Anakin clothes http://static.comicvine.com/uploads/original/6/68616/2243216-1162679526anakin_skywalker.jpg
Here's Obi-Wan clothes http://static.comicvine.com/uploads/original/11114/111146279/3831978-3441519-2297153687-3obi0.jpg
Ahsoka's clothes http://orig06.deviantart.net/d52f/f/2012/143/c/d/something_i__m_working_on____part_4_by_mattpc-d50vmi1.png
Dooku's clothes http://static.comicvine.com/uploads/original/0/77/112754-26240-count-dooku.jpg

Now for siths clothes, not sure. Like maybe similar to obi-wan's one but with hood over his head+robed and in black. And the other thing, I am not sure if it is possible with the warband's engine but to create like unique classes for each famous character like their faces too. Surely you guys played Jedi Academy, and they could make nice faces details in-game like this http://jkhub.org/files/file/2203-anakin-skywalker/ but yea not sure if its possible with warband, but if the face is not possible, it is enough that the clothes are would be in for them, including that mechanic hand for Anakin :D
Title: Re: Suggestions
Post by: BNS Marko on September 05, 2015, 12:52:34 pm
Some extra Jedi robes are certainly planned. Noted  ;)
Title: Re: Suggestions
Post by: Velorn on September 06, 2015, 01:52:28 pm
-move the shotgun from magna guard to b1 droid (nobody likes them because they are UP)
- Force jump should cost 200 force instead of 100
- reduce class limit of force users
-make a new model of  the "sword and pistol" weapon for clone trooper (remove the sword and give him the litle b1 driod knive or something)
-new sounds for DC-15 Carbine and maybe  some other weapons
-class limit for magna guard and Arc trooper needed
Title: Re: Suggestions
Post by: Sellsword on September 06, 2015, 02:31:30 pm
It is not the sword, it is a knife, without block.

The balance in the new version is just awful.
Title: Re: Suggestions
Post by: BNS Marko on September 06, 2015, 02:35:35 pm
Please, elaborate.
Title: Re: Suggestions
Post by: Velorn on September 06, 2015, 02:38:13 pm
u are right mate balancing all this is very important, i would increase the fire rate of all guns too because pistols and jedi force counter are still OP but i think that will never come true
Title: Re: Suggestions
Post by: BNS Marko on September 06, 2015, 02:47:55 pm
Pistols were immensely nerfed.
Their fire rate, accuracy...
Title: Re: Suggestions
Post by: Sellsword on September 06, 2015, 04:47:54 pm
Please, elaborate.

The Jedi became even stronger.
Droids do headshots on a half of the map.
Mando become a whipping boy.
Many campers appeared after the disappearance of the explosives.
Title: Re: Suggestions
Post by: BNS Marko on September 06, 2015, 06:19:14 pm
1) There have been no changes to the Jedi/Sith whatsoever except that Lightning and Teleport now cost 600 points.
2) So do clones. In 0.32 the droid guns were completely inferior and borderline useless. In 0.36 they were buffed, but their accuracy is still less than the Republic firearms.
3) What?
4) Unfortunately. Nothing we can do for now. The explosives simply had to be removed.
Title: Re: Suggestions
Post by: Sellsword on September 06, 2015, 06:35:44 pm
1) And animation. But I noticed that they began wilt more slower under fire.  Moreover, Mando and flying clones now can not resist them. (3)
2) It is droids.  :)  They prefer quantity to quality.
3) Pistols were immensely nerfed
4) I did not notice the problems in the previous version. But grenades are essential in this module.
Title: Re: Suggestions
Post by: Axwen on September 08, 2015, 02:56:32 am
1.) I still don't understand this one.
2.) You have to remember it's a player behind that droid, not an autonomous program like in the movies. Players won't be B1's if they can't do anything.
3.) For good reason, but balancing is always an issue.
4.) You didn't notice how Grenades could crash an entire server?
Title: Re: Suggestions
Post by: voultronix on September 08, 2015, 07:09:38 am
Commander battles
Title: Re: Suggestions
Post by: voultronix on September 08, 2015, 07:33:21 am
Post the mod on steam to get more people to play
Title: Re: Suggestions
Post by: BNS Marko on September 08, 2015, 09:30:53 am
I'll post the mod on Steam this weekend, though I remember Multiplayer mods don't work downloaded from Steam.
Title: Re: Suggestions
Post by: Sellsword on September 08, 2015, 10:41:37 am
1.) I still don't understand this one.
2.) You have to remember it's a player behind that droid, not an autonomous program like in the movies. Players won't be B1's if they can't do anything.
3.) For good reason, but balancing is always an issue.
4.) You didn't notice how Grenades could crash an entire server?

1)Maybe it is a bug, but the the Jedi almost no wilt, although jumping almost non-stop and reflect shots  of several  shooters. In any case, they should have a much lower HP. They are protected, even have active protection. But it's just people in robes, they must die after a few hits from the blaster. Now the Jedi can withstand two or three shots at point blank range with a shotgun.
2) Especially if they have no choice.  In this case, pay attention to point number one. This is not a movie.
3) But the pistols were the only effective weapon against the Jedi. Now they are weak even against ordinary clone. No accuracy, no destructive power, no rate of fire.
4) Only electromagnetic. Normal grenades - never. But the radio-controlled bomb had to be changed.
Title: Re: Suggestions
Post by: voultronix on September 08, 2015, 11:34:51 am
Please add more helmets for clones and armor like what the droids have
Title: Re: Suggestions
Post by: Velorn on September 08, 2015, 05:38:23 pm
even in the movies jedis are not op... they never jump around all the time, in the movie (ep 2)they died like flyes

remember that one who jumped and tryed to kill jango?... he died, jedies arent supposed to be op they hardly need to get nerfed for the casual gameplay, it might work in big events but with a small amount of players you got 10 jedi hoping around and getting 2-5 kills each round
Title: Re: Suggestions
Post by: Sellsword on September 08, 2015, 06:26:39 pm
It's just a game, and the Jedi should be simple melee class.
Title: Re: Suggestions
Post by: Euronymous on September 08, 2015, 06:42:11 pm
I feel like the nerfing force jump would make the jedi's more balanced. Having them constantly doing swoop downs to slash your head off, and be off before anyone can do much makes them abit too effective. Personal suggestion, make them unable to attack whille in jump, so kinda like the teleport.

Also, lore wise many jedi didn't focus on blast deflection or had enough experience fighting more skilled gunners like Boba and Jango fett. Or, of course massive amount of fire.  If more jedi where proficent in form 3, they might have fared better.
Title: Re: Suggestions
Post by: BNS Marko on September 08, 2015, 07:01:38 pm
Yesterday in public play I took out three Jedi as a simple droid with an E-5.
It just takes learning, like in any quality game experience.

And in all other discussion cases: Gameplay > Lore.
Title: Re: Suggestions
Post by: Velorn on September 08, 2015, 07:59:18 pm
that isnt the point i take out most of the players in the entire mod i got over 2000h of warband and im good with guns but the average player has no chance you have to admit that  sith/jedi players are leaving the round with more than just one kill

-make force jump cost 200 force
-lower the HP (they should die after 2 hits with a Dezee)
Title: Re: Suggestions
Post by: Sellsword on September 08, 2015, 08:09:18 pm
Well, I also killed the Jedi. Shooting them in the back.  :) But it's not that they can not be killed, but that they have too many advantages.  The speed, the impact force, the vitality, the ability to kill just by using a block.
Title: Re: Suggestions
Post by: Velorn on September 08, 2015, 08:12:16 pm
war taunts
-like "For the Republic!" for clones and "Roger Roger" for b1 droids ok... that would be a bit irritating  ;D
Title: Re: Suggestions
Post by: Axwen on September 09, 2015, 01:46:47 am
War Taunts could be fun.

I believe Jedi Vitals should be lowered, and Force Jump raised, but that's the only way I can see to balance Jedi.
Also, an increase in B1 Versatility?
Title: Re: Suggestions
Post by: Velorn on September 09, 2015, 12:00:09 pm
if they would include speeders i would say STAPS for the b1? + sniper and Rocket launcher?

ohh and this Fusioncutter or what ever to repair allie droids? maybe for the clonetrooper a medic bag?
Title: Buff Force Regeneration
Post by: Baskakov_Dima on September 09, 2015, 08:36:19 pm
Too speak shortly, I suggest to buff Force Regeneration bonus, as battles rarely take long enough to the bonus points exceed the gain of simply buying +500 starting points. Too speak longer...

For now subject is just weaker than simply buying 500 more points. Why?
Let's say that you are going to force jump and assume that you don't have anything better to fill the last slot, or are really going to use a lot of force. You need 100 points per jump. 500 more points means simply 5 more jumps before you run out of force, which is actually damn a lot and can be used right from the start. In order to get at least 1 more jump you need (500+100)/2=300 ticks. If I am not mistaken, there are 3 ticks per second, so you basically need 100 seconds from the moment of first usage of the Force Jump in order to get an additional jump. In DM/TDM you simply don't live that long. In battles it, surely, depends on the map. Boarding makes it kind of same as in TDM -- the engagement is very short, it will never take 100 seconds. The round can, but not the engagement.

One would say that it helps on very big maps where both sides tend to buy the most accurate weapons and hope for the best camping their trenches. This could be true, especially if you use the Force Counter, which uses 50 points per block if I am not mistaken. Since it will take 25 ticks to get an additional block (8.33 secons, yes?), I would say, you can be quiet tanky while attractin enemy's fire, given that a single enemy isn't very likely to kill you at long ranges. However, any long range shot trading anyway has to end in a charge. If it happens after some good amount of time, Force Regeneration does it's job, leaving you with some more Force Points to spend while leading the charge or repelling it, as you will have some time on regeneration. However, if your team decides to charge the enemy right from the start, you will have to lead the charge as a jedi, either tanking the incoming bullets while you are moving or participating in the fight when in contact, probably using Force Jump/other force. This also typically ends faster then in 100 seconds, and even if you get that spare jump, sometimes it's just too late.
Title: Make "+X fuel points" bonus for jet troopers, nerf the dual pistols
Post by: Baskakov_Dima on September 09, 2015, 08:53:37 pm
As simple as it is. :) Mandalorian BH is so strong not because of his jetpack and mobility, but rather because of his powerful weapons. I don't mean "damaging", I mean his stunlocking dual pistols that actually mean your death if he starts shooting first.

However, the core item, the jetpack, is very weak, as it can provide you a lot of assistance in battle, but runs out of fuel very fastly. Jedi can have "WHO WILL STRIKE THE ENEMY BY THE JUMPSLASH FIRST?" duels for a very long time, however, a jet trooper can only move a bit before losing mobility.

At the same time, I suggest to nerf the stunlocking capabilities of the dual pistols or simply delete them from the game, so they become something like dragoons.
1) Lore: In the films (I am not a lore specialist, so them and The Force Unleashed game are my main sources of information) pistols are used if you need higher consealment, a ligher weapon (self-defence, assasinations), or a backup weapon in case you lose your blaster rifle. Not faster shooting. Pistols are significantly less powerful than blaster rifles. I mean SIGNIFICANTLY. Like in real life, you better take an SMG than 2 pistols. As we don't have stealth or Civilian class (Lol, would be a great idea), pistols are not supposed to be the most powerful weapons on the battlefield.
2) Gameplay: Dual pistols are simply OP as they deliver high tones of damage per second and stunlock with very high efficiency. They are even more powerful than the Heavy Blaster. Yes, they were already nerfed, but they are still a stunlocking thing.
Title: Re: Suggestions
Post by: Sellsword on September 09, 2015, 08:59:19 pm
In real life, you will die by single bullet from a tiny derringer.

Pistols should have a low range and a very high rate - the perfect weapon against the Jedi.

By the way, I will reveal the secret. The Jedi are not able to protect the soldiers, this is a lone fighter.
Title: Re: Suggestions
Post by: Baskakov_Dima on September 09, 2015, 09:32:05 pm
In real life, you will die by single bullet from a tiny derringer.

Pistols should have a low range and a very high rate - the perfect weapon against the Jedi.

By the way, I will reveal the secret. The Jedi are not able to protect the soldiers, this is a lone fighter.
Oh, really, can't they?  Basically you need a column of clones/droids. A very tight column. 3 jedi give this column an almost complete protection from blasters, 1 jedi just improves it greatly.

Single pistols are OK. I speak about the twin blasters which are clearly OP.
Title: Darth Maul's lightsaber staff
Post by: Baskakov_Dima on September 09, 2015, 09:35:24 pm
My friend made it. #Invalid YouTube Link#
His in-game name is Kit_Pro. :)

What about this?
Title: Re: Suggestions
Post by: Sellsword on September 09, 2015, 09:38:37 pm
I dream of the twin swords.  :)

Jedi reflects only those beams that come into him. In addition, soldiers can not shoot through his back.
Title: Re: Darth Maul's lightsaber staff
Post by: Euronymous on September 09, 2015, 09:40:09 pm
My friend made it. #Invalid YouTube Link#
His in-game name is Kit_Pro. :)

What about this?

With polearm animations, maybe. But I still think that leaves the "issue" that you will only use one of the blades when you swing.
Title: Re: Darth Maul's lightsaber staff
Post by: Baskakov_Dima on September 09, 2015, 09:41:49 pm
My friend made it. #Invalid YouTube Link#
His in-game name is Kit_Pro. :)

What about this?

With polearm animations, maybe. But I still think that leaves the "issue" that you will only use one of the blades when you swing.
Surely, it's just a cosmetical thing. Just looking better than a 1-handed lightsaber.
Title: Re: Suggestions
Post by: Sellsword on September 09, 2015, 09:49:41 pm
Single pistols just useless trash.
Title: Re: Suggestions
Post by: BNS Marko on September 09, 2015, 10:21:16 pm
That's from more than a month ago, we experimented with it.
The MS is rather messed up, and giving the lightsaber the ability to press X and turn off/on is harder than it seems. Working on these for 0.5.
(http://images.akamai.steamusercontent.com/ugc/449581922341390977/B56056A69D5B46AD52D4332EB85ED40058757759/)
Title: Re: Darth Maul's lightsaber staff
Post by: Euronymous on September 10, 2015, 05:00:52 pm
My friend made it. #Invalid YouTube Link#
His in-game name is Kit_Pro. :)

What about this?

With polearm animations, maybe. But I still think that leaves the "issue" that you will only use one of the blades when you swing.
Surely, it's just a cosmetical thing. Just looking better than a 1-handed lightsaber.

I'd honestly rather have the double bladed lightsaber to acctually do something rather than just being cosmetic. If I understood Marko correctly, it's abit of work. If it just ends up as cosmetics, it's wasted time.
Title: Re: Suggestions
Post by: Baskakov_Dima on September 10, 2015, 09:43:32 pm
Then give us an idea about how can it work. :)
Title: Re: Suggestions
Post by: BNS Marko on September 12, 2015, 01:21:46 pm
We will make them anyhow, even as a cosmetic. It's requested very often, and will add more diversity  ;)
Title: Re: Suggestions
Post by: Sellsword on September 12, 2015, 01:59:30 pm
Maybe you will make and twin swords? Cosmetically.  :)
Title: Re: Suggestions
Post by: BNS Marko on September 12, 2015, 02:06:04 pm
Only possible with making the 2nd sword a shield, really.
Title: Re: Suggestions
Post by: Sellsword on September 12, 2015, 02:10:50 pm
I think not, but it needs an animator.
Title: Re: Suggestions
Post by: BNS Marko on September 12, 2015, 02:32:22 pm
I know what you mean, but then you have to think that every other weapon in the same class(1h, 2h or whichever we pick) will use the same animation. Therefore, their 2nd empty hand will swing in the air like if it has a weapon :P
Title: Re: Suggestions
Post by: Sellsword on September 12, 2015, 02:41:16 pm
And if to make a left sword independent?

By the way, one pistol using left hand, but others using the right. And Mando uses both. :)
Title: Re: Suggestions
Post by: BNS Marko on September 12, 2015, 02:50:31 pm
There's a reason mods don't have dual wielding, you know.
Title: Re: Suggestions
Post by: Sellsword on September 12, 2015, 03:03:37 pm
I think the reason is that no one wants. All filled heads by historicism.
Title: Re: Suggestions
Post by: Velorn on September 12, 2015, 08:47:55 pm
for 1.0 release
the biggest part of the imperial army where imperial army troopers http://s306.photobucket.com/user/RobShanti/media/ImperialArmyTroopers-1.jpg.html

officer http://img2.wikia.nocookie.net/__cb20110127015228/starwars/images/f/f0/Maximilian_Veers_NEGTC.jpg

the Stormtroopers are just a Elite unit
Title: Re: Suggestions
Post by: Sellsword on September 12, 2015, 08:50:15 pm
In my opinion it is the pilots of AT-AT.
Title: Re: Suggestions
Post by: Velorn on September 12, 2015, 09:38:03 pm
http://img1.wikia.nocookie.net/__cb20090713030424/starwars/images/c/ca/Imperial_Trooper_Deployment.jpg

http://images3.wikia.nocookie.net/__cb20111223221529/starwars/images/3/35/Snowtrooper_Captain.jpg snowtroopers are just army troopers with snow camouflage
Title: Re: Suggestions
Post by: Velorn on September 12, 2015, 09:40:38 pm
http://www.erikstormtrooper.com/imptroop.jpg
Title: Re: Suggestions
Post by: Velorn on September 13, 2015, 01:26:10 pm
accuracy of all weapons is too low in my opinion

and the Magna Guard is op i would remove the shotgun and give it to b1
Title: Re: Suggestions
Post by: Monotone on September 13, 2015, 02:58:55 pm
Velorn, you can modify your previous posts to include the links, no need to spam the thread.
Title: Re: Suggestions
Post by: Velorn on September 14, 2015, 04:21:28 pm
Music:

-Vode an #Invalid YouTube Link# its mandalorian, jango fett changed some of the words like "mandalore" to "coruscant" and things like that to make it fit better for the clones
Lyrics:
Glory!
One indomitable heart, Brothers all.
We, the wrath of Coruscant, Brothers all.
And glory, eternal glory,
We shall bear its weight together.
Forged like the saber in the fires of death, Brothers all.
One indomitable heart, Brothers all.
We, the wrath of Coruscant, Brothers all.
And...
Those who stand before us light the night sky in flame.
Our vengeance burns brighter still.
Every last traitorous soul shall kneel.
Those who stand before us light the night sky in flame.
Our vengeance burns brighter still.
Every last traitorous soul shall fall.
Forged like the saber in the fires of death, Brothers all!

-Dha Werda Verda #Invalid YouTube Link# a old mandalorian war song used by the Clones
Lyrics
The ash of the Taung beats strong within the Mandalorians' heart.
We are the rage of The Warriors of the Shadow,
The first noble sons of Mandalore.
Let all those who stand before us light the night sky in flame.
Our vengeance burns brighter still.
The gauntlet of Mandalore strikes without mercy.
We are the rage of The Warriors of the Shadow,
The first noble sons of Mandalore.
Let all those who stand before us light the night sky in flame.
Our vengeance burns brighter still.

-temple march #Invalid YouTube Link#
-droid march #Invalid YouTube Link#
- #Invalid YouTube Link#
- #Invalid YouTube Link#
- #Invalid YouTube Link#
Title: Re: Suggestions
Post by: Sellsword on September 14, 2015, 09:50:41 pm
I think you try in vain.
Title: Re: Suggestions
Post by: BNS Marko on September 14, 2015, 10:51:56 pm
I will respond fully when I have time, Sellsword. Don't worry.
Title: Re: Suggestions
Post by: Sellsword on September 14, 2015, 11:37:01 pm
I do not about you. Simply, if it is the official music, it can be a problem in the case of its introduction to the module.
Title: Re: Suggestions
Post by: Velorn on September 16, 2015, 08:53:30 pm
maps

-Sullust http://www.starwars7news.com/wp-content/uploads/2015/04/Screenshot_411-e1429821599219.jpg
-Ithor  http://media.moddb.com/images/mods/1/12/11094/ithor_2.jpg
-dromund kaas http://www.gameplorer.de/wp-content/uploads/2011/12/swtor-datacron-18-dromund-kaas-finden.jpg
ADD: ruined city (2000 year old sith empire      capitalhttp://starwars.gamona.de/wp-content/uploads/2015/03/KaasCity-TOR.jpg)
-cato neimeodia http://vignette3.wikia.nocookie.net/starwars/images/a/a4/CNBridgeCities-SS.jpg/revision/latest?cb=20091017024132
Title: Re: Suggestions
Post by: Velorn on September 17, 2015, 09:13:19 pm
new arc trooper gun?
http://pre04.deviantart.net/8c74/th/pre/f/2013/285/6/0/arc_trooper_westar_m_5__hasbro_design__by_zanderwitaz-d6q9mb9.jpg
Title: Re: Suggestions
Post by: Sellsword on September 18, 2015, 06:07:01 pm
You can finally add stairs to the audience stands for the Arena?
Title: Re: Suggestions
Post by: Sellsword on September 20, 2015, 02:06:22 pm
By the way, the clones need camouflage armor. In the forest, they are too noticeable.
Title: Re: Suggestions
Post by: BNS Marko on September 20, 2015, 02:26:27 pm
Ah yes, someone already suggested this. Ok.
Do you think the part with color should be camouflaged too?
Title: Re: Suggestions
Post by: Sellsword on September 20, 2015, 02:37:08 pm
I think they just need an alternative camouflage armor, without ornaments.
Title: Re: Suggestions
Post by: BNS Marko on September 20, 2015, 04:12:15 pm
Not the decals, I mean the color.
Title: Re: Suggestions
Post by: Sellsword on September 20, 2015, 04:13:57 pm
The colors are better left to a standard white armor.
Title: Re: Suggestions
Post by: jerico13225 on September 24, 2015, 07:15:26 pm
For all the basic troops in general (Ex: The Clone trooper, the B1 battle droid, others to hopefully come :D ), I think it would be cool if you could add some sort of option of camo to the bodies. (Maybe a separate armor that you could select, such as forest, desert, snow, and basic stuff like that.) I wont be sad if you don't agree with this, but I can guarantee you that I would LOVE if you added that.

Title: Re: Suggestions
Post by: BNS Marko on September 24, 2015, 10:02:32 pm
Planned, yes.
Title: Re: Suggestions
Post by: jerico13225 on September 25, 2015, 04:31:21 pm
Planned, yes.

Thank you SO MUCH, I can't wait for the new release to come out!!! :D
Title: Re: Suggestions
Post by: Baskakov_Dima on September 28, 2015, 10:39:31 pm
accuracy of all weapons is too low in my opinion

and the Magna Guard is op i would remove the shotgun and give it to b1
Actually, the shotgun is the purpose of the class. The point of it. The problems are that unlike a Jedi you can't deflect bullets, use most of the Forces (especially buy more points), you are weaker in melee.

Shotgun isn't OP. It is damn hard to use as hell, or any Clone Trooper would take it. Strangely, we see most of them, at least the pros, equipping a rifle or a carabine. Probably, because it's more powerful and easier to use?

Yes, you can claim that shotgun is a bit dependant on luck, and it is true. You can claim that it can give you some lucky kills sometimes that would be unobtainable with a rifle, and it's also true. But most of the time it is a very big challenge to get close enough to reliably hit your target with a shotgun. You have to be at almost melee range to one-shot a clone, you can go just a bit further and get  a huge chance not to stunlock him and make it very dangerous.

Don't forget that when you get such close you have to go through that damn cloud of bullets, and even though you can soak some of them better than a Jedi/clone, you are not a tank.

The only thing that makes shotgun powerful, a lot more powerful than any other weapon, is that boarding action-themed map. Yes, the ranges are so close in there that only the firepower matters, and that's when you bring the shotgun. A rotary blaster from 0.5 will probably also fit the role perfectly.

Again, try to switch from a Magna Guard with a shotgun to your favourite class several times and you will notice the difference.
Title: Re: Suggestions
Post by: Baskakov_Dima on September 29, 2015, 01:25:41 am
The thing that may help with a lot of players having the same armour but coloured differently: http://forums.taleworlds.com/index.php/topic,303126.15.html

Can be edited during the battle if needed.
Title: Re: Suggestions
Post by: Baskakov_Dima on September 29, 2015, 01:28:11 am
Some suggestions for scoping etc. Inspired by Red Orchestra 2 and, to some extent, War Of The Roses.

1) When you are not aiming, both in 3d person and 1st person, your vision is obstructed by a helmet texture depending on your current helmet, like in War of The Roses. The point is to encourage fighting without a helmet or with an open helmet (giving you no protection) if you wish to get more line of sight. 
2) When you scope, your field of view is reduced and the texture of the scope is used. Texture and Field-of View are determined based on your weapon. I think that it should be possible to cutsomize it a bit. For example, during World War II most of the sniper scopes had magnifition of 4x, while the most professional of them had magnification of up to x32. At the same time, a normal infantryman can barely need a scoping magnification of x4, mainly between x1 and x2.
3) Some scopes have variable magnification, such as x3-8. Karabiner 98k's scope (of the sniper version) had the fixed magnification, but was able to be aimed through iron sights. We would probably need an interface to switch between different magnifications.
4) It would probably be better if you make it possible to set it if one prefers Toggle Crouch or Hold crouch, Hold to aim or Toggle aim etc. Especially with scoping, which doesn't take a lot of time in real life. It also has to be possible to instantly shoot from the hip, while not aiming. Will probably make reactional shots more useful.
5) Make it possible to prone, making your hitbox lower and accuaracy even better than while crouching.
Title: Re: Suggestions
Post by: Baskakov_Dima on September 29, 2015, 01:48:38 am
This suggestion is inspired by Payday 2 and slightly by Red Orchestra 1.

I think, we need an expanded hit responses and animations. There have to be several hit animations, each chosen based on the damage received and, sometimes, damage received divided by your max HP, further referred as "Fraction".

1) If the damage is below some point, no animation is played at all. Can simply be done by editing "damage_interrupt_attack_threshold" in module.ini.
2) Damage is above threshold, but other animations aren't achieved -- normal Warband hurt animation played.
3) If the shot has taken more than 40% of your  health, Medium hurt animation is played -- essentially the same, but you can't aim, shoot or move for 1,5 seconds after being hit. There is a chance that you lose your weapon.
4) If the shot took away more than 90% of your health, you fall down on the ground for 5 seconds and drop your weapon on the ground (you will have to pick it up again).

Now the pistols become worse control weapons than normal rifles, as they deal less damage per shot, thus making it harder to stun.

At the same time, they get a new spot of backup weapons in case your weapon is shot away from your hands.
Title: Re: Suggestions
Post by: Sellsword on September 29, 2015, 11:29:32 am
Too complicated in my opinion.

Just need to make pistols fast, with an average power and low range.
Title: Re: Suggestions
Post by: BNS Marko on September 29, 2015, 01:04:08 pm
Hm I'm not sure. Aren't pistols relatively **** compared to standard military issue rifles?
Title: Re: Suggestions
Post by: Sellsword on September 29, 2015, 02:50:04 pm
This is the future, pistols are already merged with sub-machine guns. In addition, these weapons for close combat. The rifle is a ranged weapon.

By the way, I propose to remove the sword from the clones. Even the commandos can not fence with Jedi.
Title: Re: Suggestions
Post by: KickingJoub on September 30, 2015, 12:50:18 pm
This is the future, pistols are already merged with sub-machine guns. In addition, these weapons for close combat. The rifle is a ranged weapon.

By the way, I propose to remove the sword from the clones. Even the commandos can not fence with Jedi.

Actually Star Wars was a long time ago in a galaxy far far away.
Title: Re: Suggestions
Post by: Sellsword on September 30, 2015, 12:59:26 pm
But still in the future.
Family guy  :)
Title: Re: Suggestions
Post by: KickingJoub on September 30, 2015, 01:08:32 pm
But still in the future.
Family guy  :)
I don't follow. Mostly because I don't watch "funny" tv series.

Now back to the point: Pistols are clearly shown as having lower firerate in everything I can remember of Star Wars official material, so that about covers that topic.
Title: Re: Suggestions
Post by: Sellsword on September 30, 2015, 01:14:56 pm
I also do not understand what Lucas meant.

Even crossbows of Wookiee?
Judging by all the videos that I have seen, they have excellent rate of fire.
Title: Re: Suggestions
Post by: KickingJoub on September 30, 2015, 01:54:31 pm
What are you even talking about anymore? No, seriously, what?

Oh I didn't say they don't have a good firerate. I said that the pistols have a lower firerate. For example in the battle of geonosis scene in the second movie the big handguns are clearly shown as firing full auto rapid. Pistols are never shown as doing that. In fact in that exact same fight you can see Padme firing one handed, and the firerate is not amazing.
Title: Re: Suggestions
Post by: Sellsword on September 30, 2015, 02:11:24 pm
This is the future, pistols are already merged with sub-machine guns. In addition, these weapons for close combat. The rifle is a ranged weapon.

By the way, I propose to remove the sword from the clones. Even the commandos can not fence with Jedi.

Actually Star Wars was a long time ago in a galaxy far far away.

Well, now is not a good rate of fire. Clone is easy to kill Mando with ten steps, because his shots more accurate and more powerful, and Mando can not even suppress him. The Jedi also have time to kill the shooter between shots, reflecting the first.

The pistol now it is just a useless piece of garbage. Besides paired.

PS Princess Padme  :), look like a mercenary shoots.
Title: Re: Suggestions
Post by: KickingJoub on September 30, 2015, 07:22:49 pm
Newsflash: Pistols are useless. That's why they're a sidearm.

Edit: Then there's Jango Fett and Samuel L. Jackson in that little scene on that one arena where, let's think, oh yeah Jango totally murders Jackson. No, wait, Jackson kills Jango with next to no effort. #Invalid YouTube Link# for reference.
Title: Re: Suggestions
Post by: Sellsword on September 30, 2015, 07:33:18 pm
And why do we need sidearm?  What could happen to the main weapon?

If we consider that it is a primary weapon for the two classes.  And that WAS the one of two things that could stop a Jedi.

http://www.youtube.com/watch?v=cF3ocZu4cZo
Samuel L. Jackson can defeat an army without a sword.  :)

PS Mercenary behaved like an idiot, and therefore lost.
Title: Re: Suggestions
Post by: KickingJoub on September 30, 2015, 07:35:22 pm
****ed if I know why you need a sidearm. Also why do you keep saying pistols were the one thing that could stop Jedi? Show some reference please. I already pretty much pointed out what was supposed to be one of the most badass fools in the galaxy not get **** done with his pistol.
Title: Re: Suggestions
Post by: Sellsword on September 30, 2015, 07:36:13 pm
Shortly before that, he easily shot the Jedi. And more - stop mix the game with the film. These are two different things.
Title: Re: Suggestions
Post by: KickingJoub on September 30, 2015, 07:41:06 pm
Shortly before that, he easily shot the Jedi.

That's called **** screenwriting and it being a pistol had nothing to do with it. And it still doesn't get us anywhere nearer to a conclusion because it's now 1 for and 1 against jedi dying to pistols.

Of course this is all pretty damn academic seeing as Force Block is a thing and this is literally about being able to stunlock with the firerate.
Title: Re: Suggestions
Post by: Sellsword on September 30, 2015, 07:45:38 pm
1. Enough to be rude.
2.I do not understand: when Windu killed mercenary - is canonical. When a mercenary killed Jedi - this is nonsense.
Title: Re: Suggestions
Post by: KickingJoub on September 30, 2015, 07:55:06 pm
I'll call the screenwriting of Ep2 whatever I want. I also didn't say it was nonsense. You can very clearly se right there where I say "it still doesn't get us anywhere nearer to a conclusion because it's now 1 for and 1 against jedi dying to pistols." which is a verification of what you said.

I'm done with this convo, I think everything that can be said has been, and you missread what I said anyway (which I consider as "rude").
Title: Re: Suggestions
Post by: Sellsword on September 30, 2015, 08:02:07 pm
Currently dies only the shooter, even if he is not opposed to Windu (Rather, it can be any noob, grabbed unbalanced class.). Because the pistols turned into garbage.
Title: Re: Suggestions
Post by: Black on October 15, 2015, 09:25:05 am
I don't know if this first suggestion is possible, however I'll talk anyway.
Is there a way to speed up the right-boot kick?
If so, are you able to speed it up if only slightly, as it seems to leave you way too vulnerable for a second or so; with an infuriatingly slow motion. If not, thanks anyway. Great work.

- Caboose
Title: Re: Suggestions
Post by: Gus on October 21, 2015, 06:01:05 pm
Now that the Official Server is running with the correct server files, I'd like to play on it more. Unfortunately quite a few of the maps are unsuited for small numbers, so I propose that you enable map polls.

I'd also suggest that you raise the starting credits marginally; somewhere around 135% of the normal is what I use for my TDM server (you won't see everyone with jet packs, and choosing the powerful force abilities requires you to sacrifice on other areas).

Lastly, I'd personally prefer 100% friendly fire, but I can understand if you do not.


All of this will hopefully attract more people and make for a better experience.
Title: Re: Suggestions
Post by: Velorn on October 21, 2015, 07:23:55 pm
+
Title: Re: Suggestions
Post by: Gus on October 28, 2015, 12:52:57 pm
Now the credits were raised, but by too much (2500 doesn't restrict any equipment/powers); and we also just lost the kick poll, while still not having gained the map poll...

EDIT: In terms of credits, I think 1500 will be a good compromise. Jet Troopers/Bounty Hunters can get a jetpack, but only basic firearms then - Jedi/Sith can get good combinations of force powers, but not the most powerful ones.

EDIT2: About the map rotation (regardless whether or not you decide to allow the map polls), I think the maps that are clearly unbalanced (one side has a clear defensive advantage; "Kashyyk - Incursion" and "Hoth - Trenches" for example) and the ones that are obviously too big for small scale battles ("Kashyyk - Base" for example) need to be taken off.
Title: Re: Suggestions
Post by: Sellsword on October 29, 2015, 09:12:22 pm
Such an idea.
1. Remove long swords from all clones. They are not fencers.
2. Add class clone-assassin. Quick and agile soldier who can jump as MagnaGuards. Weaponry - long sword, desirable - mounted on the wrist. Maybe - small blaster.
Title: Re: Suggestions
Post by: Gus on November 22, 2015, 04:48:07 pm
Two issues for the upcoming patch:

- The shotgun is way too effective currently. Firstly, every projectile fired from it does more damage than most other blasters. Secondly, the spread is negligible, so it can easily be used at long range - and to add to this, I've learnt that the shotgun spread is constant (that the projectiles will spread in exactly the same direction each time it's fired, rather than randomly spreading), meaning that, those who know how, can use it for long range sniping to great effect (looking at Leinand here, for example).

- Jedi/Sith will have way less offensive capability since jumping will cost twice as much (from what I've heard). I propose that they be given more defensive capability instead, by lowering the cost of deflecting blasters - or increasing the effectiveness of Force Defence (having it lower the cost even more than now). This will not go against the perceived aim to encourage teamplay, I think, but it will make sure that the Jedi/Sith are still a force to be reckoned with.
Title: Re: Suggestions
Post by: Sellsword on November 23, 2015, 10:32:43 am
By the way, shotgun of separatists is more accurate. On the sensations.
Title: Re: Suggestions
Post by: BNS Marko on November 23, 2015, 01:02:43 pm
I'd hate to burst the bubble but it's the same item.
Title: Re: Suggestions
Post by: Sellsword on November 23, 2015, 05:25:48 pm
But different classes.
Title: Re: Suggestions
Post by: BNS Marko on November 24, 2015, 06:49:14 pm
Their weapon proficiencies are identical.
Title: Re: Suggestions
Post by: Ares on November 24, 2015, 06:53:53 pm
The magnaguard is just better with shotgun because he can easily escape his oppenents with the force jump. I already saw some comments here who asked for the shotgun to be removed from Magna and added to B1, and I think it's pretty much a good idea.
Title: Re: Suggestions
Post by: BNS Sleekphantom on November 24, 2015, 09:11:19 pm
The magnaguard is just better with shotgun becuse he can easily escape his oppenents with the force jump. I already saw some comments here who asked for the hotgun to be removed from Magna and added to B1, and I think it's pretty much a good idea.

Mmmm.. Hotgun..

Also, if you were to remove the shotgun from the Magna what other special weapon would it have (aside from the Staff which is kind of useless for an event)?
Title: Re: Suggestions
Post by: Ares on November 25, 2015, 02:18:51 pm
I have a book with every single weapon // droids // characters, let me find the one with magna guard and I'll tell you.
Title: Re: Suggestions
Post by: Velorn on November 25, 2015, 06:01:22 pm
you may just give him better armor like 30 40 20? or the b1 droid pistol that would be pretty good i guess
Title: Re: Suggestions
Post by: Matt141 on November 25, 2015, 06:06:16 pm
I actually made a suggestion for a replacement weapon for magnaguard in August :

Since apparently grenade launchers are coming, would it be possible to replace the magnaguard shotgun(that I don't think was ever used in the lore?) with the grenade + rocket launcher they used in battlefront 2( http://starwars.wikia.com/wiki/Bulldog_RLR http://starwars.wikia.com/wiki/RD-4_grenade_launcher )?

Title: Re: Suggestions
Post by: Ares on November 26, 2015, 07:09:45 pm
Ok so after reading the book (sadly it is in french, can't actually take a photo and show you but still)

They basicaly say this :
Magnaguards, General Grievious bodyguards share his terrible reputation. IG-100 magnaguard excell in melee where they use their staff to shock or kill heir oppenants. Grievous train his magnaguards to melee tactics to focus on one ennemy at a time.
 - (That's everything I managed to traduct, the others things are useless).
Title: Re: Suggestions
Post by: Velorn on November 27, 2015, 11:32:23 pm
a bulldog rlr would be a bad idea because well obviously its a rocket launcher a pretty small rocket launcher
Title: Re: Suggestions
Post by: Walrus (Sev) on December 01, 2015, 12:29:06 pm
T-21 light repeating blaster for clones
Title: Re: Suggestions
Post by: Axwen on December 16, 2015, 02:33:17 am
This isn't something that I'm really suggesting now, but I've seen plenty of people ask for it, more variety in the Jedi/Sith Cloaks?
Title: Re: Suggestions
Post by: Ares on December 16, 2015, 09:11:11 am
Would love it. :)
Title: Re: Suggestions
Post by: Kinghaas on December 17, 2015, 07:39:47 pm
I have an idea for Bear Force 2. You start out with 0 gold and to earn gold you have to play on the Bear Force 2 official server (or whatever server) and get kills to earn gold so when there is an event, people will have to use the money they earned from the official server to buy stuff during events. In the Bear Force 2 official server (or whatever server) every thing is free.
Title: Re: Suggestions
Post by: Ares on December 17, 2015, 09:27:29 pm
Mercenaries mod for Bear Force II with rare items aka lightsabers would be amazing.
Title: Re: Suggestions
Post by: Axwen on December 19, 2015, 03:53:03 pm
Nord Invasion Bear Force II.... Minus the Nords. Add Hutts and Droids. Yes, good.
Title: Re: Suggestions
Post by: [GA]cLvR on January 10, 2016, 06:50:21 pm
Great work, would u consider making medic armour little diffrent from regular trooper? they do look diffrent, everything else great, keep it up!
Title: Re: Suggestions
Post by: Axwen on January 12, 2016, 01:53:26 am
Great work, would u consider making medic armour little diffrent from regular trooper? they do look diffrent, everything else great, keep it up!
I agree with this, perhaps a colored cross on the inside?
Title: Re: Suggestions
Post by: Sellsword on January 12, 2016, 11:13:43 am
Target.  :)
Title: Re: Suggestions
Post by: Axwen on January 12, 2016, 12:49:55 pm
Target.  :)
Certainly. I love being a medic, so I'm setting myself up for slaughter. It shall be glorious.
Title: Re: Suggestions
Post by: Velorn on January 23, 2016, 09:37:30 pm
jedis are still overpowered as a jedi i can easily kill like 5-10 ppl in public they deflect way too much
Title: Re: Suggestions
Post by: Danilkom on January 23, 2016, 09:43:22 pm
After today's official release of 0.4, I've still noticed a few small balance problems that weren't fixed in 0.394 as well.

Besides the shields (which everybody considered absolutely OP and nobody is denying it), the jedis could use a shield along with their lightsabers, which is ridiculous.

Other than the shields, I really have to do a special complaint that a lot of people doesn't talk much about:
The accuracy/fire rate balance.

First, I have to say that I absolutely LOVE the sniper rifle in practically any game. And seeing how under-powered it is in 0.4 is saddening.
To make it shorter, the snipers are practically a downgrade from the CIS pistols. Pistols that are held on the shoulder, while crouched has the same accuracy as a sniper while standing and aiming down the sight.
At least, that's how I see it according to the crosshair gap (which is nonexistent now).
Other than that, the fire rate is ridiculously high: aiming in ADS mode (aim down sight) still keeps an INSANELY high fire rate. Hell, it is even higher than a DC-15 carbine in hip-fire from 0.34.
This causes a ridiculous issue with the fire rate. First, people can shoot as much as they want, but being able to suppress enemies with no recoil and deadly accuracy is overkill.
I want to make it clear that I love the fact that we can finally shoot perfectly and not having to count on luck, or learn how to read the spread patterns with an oddly unsuited crosshair, but allowing rifles to do this, causes sniper rifles to be virtually useless. Who would want to make a 5 ammo consuming shot instead of betting on 5 separate shots, which could also do a headshot, generally resulting in instant death?
So, what I'd like to see is a huge nerf in the fire-rate of assault rifles/separatists' B1's pistol (to the state of the 0.34, as an example.) and possibly a buff for the sniper rifle, or maybe a reduction in the ammo cost per shot (3 sounds good in my opinion).

Onto the accuracy, I really hate the fact that hip fire is useless. Yes, I said useless. While firing in close ranges, the firerate reduction in ADS stance DOESN'T JUSTIFY CHANGING TO HIP FIRE, which is completely useless. If you actually planned this, you'd just make 1 stance, the ADS one, and we would be fine.
Since you'd generally move while shooting in close quarters, the accuracy is even worse than while standing, although you could play it CS style, strafing and shooting when you stop, but then you'd still use the ADS stance.
I personally think that increasing the hip fire stance's firerate and it's accuracy is a good option: in it's current state, the maps that are made are often long-range based, meaning that nobody would even attempt to hip-fire if the enemy is nowhere near melee range. And it would buff the Republic Commandos, that I find sadly weak. They don't have a spectacular athletics level, no jetpack, and thus, no mobility. Increasing the hip-fire's strength would reward commandos for managing to push through the enemy lines, putting snipers in a tough position.

Now, on an another subject, I won't complain about the shields, because I already know that we share the same opinions on it.
But I'd really like to be able to choose my own crosshair from a wider array of choices.
I already have good crosshairs from NW, but I'm unsure if they are compatible on this mod, especially with the gap tightening, and the shooting system, which is probably(?) different.
It wasn't a big issue in 0.34, since there was always a slight gap. But now, especially when you're sniping as a rifleman, it's just impossible: you can't see where the enemies are when you are crouched+ADS with a DC-15/Westar M5. There's just a huge + standing in the middle of your screen, blocking your view of the enemy, and you won't know when he's moving of not because of the horizontal slash which blocks everything.


Since the current state of the mod is more clone based than actual melee, I think that the balance of the ranged weapons should come first. But right now, I find some weapons really under-powered, especially the sniper rifle, which I absolutely love.

As a conclusion, I hope that all my balance suggestions could help you in any way. I really liked how this update made the game more skill and strategy based, rather than sheer luck, and I genuinely feel like the mod is heading into a good direction.

Sincerely, 212e_Veteran_Danilkom.
Title: Re: Suggestions
Post by: Anakin on January 23, 2016, 11:08:02 pm
Hi again,
I think I forgot to actually link some sources on skins/lightsaber/models so I'd suggest to consider these, might make a bit of modifications on them and put them into the mod if you guys dont want to start a model from scratch.
 Because I love the new version, I have played it, but still my eyes were on the jedi/sith skins, they just I dont know, don't really look like them, I do like the head skins though!
 Since the mod is focusing on clone wars atm, it would be nice if we could have like more "canon" lightsabers, from famous users, like dooku saber, anakin, obi wan, ahsoka, etc.
 Here's an example of the lightsaber http://tf3dm.com/3d-model/anakin-skywalker-star-wars-rots-lightsaber-43005.html For the playermodel,
here's Anakin one http://tf3dm.com/3d-model/anakin-skywalker-56235.html or http://tf3dm.com/3d-model/anakin-skywalker-47336.html depending on the likings.
Now for other models of course, http://tf3dm.com/search/?q=clone+wars&format=All+Formats&search=Search this is a real good website to look for.
Also it could be just as well a tip on if you guys decide by making up these models from scratch onto the mod. Thanks for reading! :D Can't wait to see actually really skins/sabers then it will have all star wars atmosphere
Title: Re: Suggestions
Post by: Aijnin on January 24, 2016, 03:40:19 am
Adding to what Danilkom said, perhaps you could make the lines of the + thinner?
Title: Re: Suggestions
Post by: Sellsword on January 24, 2016, 02:05:37 pm
Danilkom
I do not like one-handed sword of the Jedi.
Title: Re: Suggestions
Post by: BNS Marko on January 26, 2016, 10:05:26 am
@Danilkom
The snipers already have 290 m/s shot speed compared to every other blaster's 200 m/s.
We'll try to find a way to prevent lightsaber + shield combos.
Hip fire I agree, I might've nerfed too much. But that's because the new preferred stance is shoulder aim.
And about the crosshair, they wouldn't be compatible with NW I believe, I've been trying to figure it out for a while, I think we'll have to replace the color and shape of it.

Thanks for the suggestions ;)

@Anakin
We'll add new Sith/Jedi battle armours, but no specific characters, simply because everything has to be as uniform as possible.

@Aijnin
Possible, but we're thinking about new crosshairs altogether.
Title: Re: Suggestions
Post by: Axwen on January 26, 2016, 01:15:27 pm
@Danilkom
The snipers already have 290 m/s shot speed compared to every other blaster's 200 m/s.
We'll try to find a way to prevent lightsaber + shield combos.
Hip fire I agree, I might've nerfed too much. But that's because the new preferred stance is shoulder aim.
And about the crosshair, they wouldn't be compatible with NW I believe, I've been trying to figure it out for a while, I think we'll have to replace the color and shape of it.

Thanks for the suggestions ;)

@Anakin
We'll add new Sith/Jedi battle armours, but no specific characters, simply because everything has to be as uniform as possible.

@Aijnin
Possible, but we're thinking about new crosshairs altogether.
To disable the Shield use by Jedi, couldn't you simply disable or lower their shield capabilities so that if they do pick the shield up, it will break in one hit by anything? Quick fix, but an overall inability to pick it up would be better.
Title: Re: Suggestions
Post by: Velorn on January 26, 2016, 02:13:24 pm
well b2s using shields is also not very good
Title: Re: Suggestions
Post by: KickingJoub on January 26, 2016, 03:48:09 pm
well b2s using shields is also not very good

I agree, only the classes that can spawn with shields should have them. But on the topic of B2s, how about giving them some melee capability? I just went and tried to punch some clonetroopers and it didn't go very well. I'm not sure if a melee weapon or just really high unarmed ability would be the better option. Give it some thought!
Title: Re: Suggestions
Post by: Sellsword on January 26, 2016, 03:51:35 pm
By the way, maybe give brass knuckles to the heavy droids? Short but very strong.
Title: Re: Suggestions
Post by: Euronymous on January 26, 2016, 04:42:58 pm
Why the **** would a droid need brass knuckles? I mean ****sake man....
Title: Re: Suggestions
Post by: Sellsword on January 26, 2016, 04:48:39 pm
Because it's more convenient than switching to a fist.
Title: Re: Suggestions
Post by: KickingJoub on January 26, 2016, 04:56:56 pm
Could we A: Not resort to swearing and B: Not just run around trolololling what is a serious suggestion?

As for brassknuckles, I think just an invisible one would do fine, the metal arm should hit hard enough alone.
Title: Re: Suggestions
Post by: Sellsword on January 26, 2016, 05:09:25 pm
Well, this object is very close to the brassknuckle.

Speaking of droids, maybe pass a shotgun to a heavy droid? Simple droid too frail for close combat.
Title: Re: Suggestions
Post by: Gus on January 26, 2016, 06:34:47 pm
Can't the shields be made into a two-handed wield? They look so heavy it doesn't make sense that you can carry them in one.

Another issue, which I believe many people would agree with me on is the new melee system. All melee weapons except the lightsaber are extremely limited in their use after the removal of stun. I believe all melee weapons should have their damage increased to counter the effects of the stun-removal and the increased rate of fire (and to be honest I think the lightsaber damage could just as well be increased even further; it's rather silly to have a lightsaber bounce off an opponent considering what it is).
Title: Re: Suggestions
Post by: Anakin on January 27, 2016, 03:26:55 am
Alright, that is completely fine, and I'm glad to hear progress! :D

 Just please, make sure for the new clothes for jedi/sith, for the jedi to be like this http://i.imgur.com/9ha8ELu.jpg
 and http://images.buystarwarscostumes.com/products/7529/1-1/authentic-anakin-skywalker-costume.jpg you know what I'm saying, the robes that we actually saw the jedi in the movies.
For sith, I would like to recommend to have variety of "masks" instead of head types for the siths, because as of right now, I think you know it too that the actual warband skins/faces doesn't really look intimidating as a sith should look like.
So in short, simply try to replace the head parts for sith for masks, and the body part for black long robes with hood and or without hood to more look like a sith. Examples: http://img1.starwars-holonet.com/holonet/dictionnaire/photos/perso_vindican_1.jpg

and http://static.comicvine.com/uploads/original/7/70801/2705007-star_wars_the_force_unleashed___starkiller__sith__by_mrgameboy2011_d4xi7vg.png

http://mynocksden.com/_Media/sith-acolyte-v4-red_med-2.jpeg

http://vignette3.wikia.nocookie.net/villains/images/1/10/1661864-Darth_Nihilus.jpg/revision/latest?cb=20131113075558

I know they are not from Clone Wars the masks, but I just meant by them to show their kind of clothes, armor. This is gonna be awesome! :D
Title: Re: Suggestions
Post by: Gus on January 27, 2016, 09:50:29 am
Personally I think the whole armour concept is rather silly. Unless you absolutely have to walk around with cybernetics because of a handicap, like Darth Vader, why would you encumber yourself with some crappy armour? Someone trained in the Jedi arts would not need any. Masks are OK, but I don't think they should be prevalent, rather the exception. I disagree about the alien faces, I think quite a few of them are intimidating, and very well done! I do agree, though, that a variation of clothes (not armour) for Jedi/Sith would be nice.
Title: Re: Suggestions
Post by: Sellsword on January 27, 2016, 12:01:32 pm
This is a personal masks.
Title: Re: Suggestions
Post by: Euronymous on January 27, 2016, 03:08:51 pm
Someone trained in the Jedi arts would not need any.

I disagree. Depends on what kind of duelist you are, your strenghts and weaknesses. Djem So practitioners would gain many advantages wearing armour, being able to push around other duelists much easier, and having a huge blow countered isn't as much a risk with armour on. Now of course, lighter, speedier, more acrobatic centred duelists would gain no advantage wearing armour.

EDIT: The example above wouldn't NEED any, but it would be pretty useful.
Title: Re: Suggestions
Post by: Anakin on January 27, 2016, 05:32:14 pm
Just letting this one name to answer for the person who said " a non handicap sith would not need armor" just look up Kylo Ren, pretty sure you know it. Darth Maul as well, I don't mean like a whole battle armor like for jedi in swtor, but like a black robe that actually looks like darth maul, and maybe other armors for sith. I do agree too the aliens are well done, however. For sith, there are a few special such as the Darth Maul species, you can keep that 1 head, and a few other that actually look like sith, or needs sith eyes, but other non-sith looking heads should be removed and replaced with masks in my opinion. And also, the Sith Acolytes, http://farm7.staticflickr.com/6102/6407488237_14e1271d0b_z.jpg that you see in the trailer of swtor, weren't "handicap" EITHER yet they all wore mask, armor, etc. How's that huh?
Title: Re: Suggestions
Post by: BNS Marko on January 27, 2016, 06:32:27 pm
Because movies need to be 'c00l'.
Title: Re: Suggestions
Post by: Megu on January 27, 2016, 07:51:47 pm
Suggestion:

It annoys me a lot that the Force Users have to camp and hide behind corners a too long time amount, it is already enough that they can simply get shot after getting out of force, but running around with a little amount is just annoying cause the Force User has only the solution to camp - if he is not suiciding by blaster.
The Solution would be a meditation like situation to get a boost on force regeneration (eg +10). To reach this state of mediation you would have to fulfill a few conditions, for example like crouching while not moving and nothing in hands and after 10 seconds the meditation boost would start. Maybe someone could even make a nice Buddha meditation animation  ;D
Title: Re: Suggestions
Post by: Danilkom on January 27, 2016, 09:03:11 pm
Suggestion:

It annoys me a lot that the Force Users have to camp and hide behind corners a too long time amount, it is already enough that they can simply get shot after getting out of force, but running around with a little amount is just annoying cause the Force User has only the solution to camp - if he is not suiciding by blaster.
The Solution would be a meditation like situation to get a boost on force regeneration (eg +10). To reach this state of mediation you would have to fulfill a few conditions, for example like crouching while not moving and nothing in hands and after 10 seconds the meditation boost would start. Maybe someone could even make a nice Buddha meditation animation  ;D

I think that the mod was intended for force users to be more of a form of "lone lurkers", roaming around, kill a few clones and get out ASAP.
Meditating on the battlefield sounds a bit foolish. How can somebody meditate, around buckets of blaster shots?
Even Bastila from SW:KOTOR had to use her battle meditation from the biggest fleet, affecting soldiers from really ****ing far away.

And if you do this, force users will be even more overpowered: they are supposed to be hard to use but rewarding classes, not overkill soldiers able to carry the whole team.
But by increasing their ability to regen, you'll just increase the rhythm of their attacks, putting even more pressure than they do now.

Plus, force healing would become ridiculously OP. Get a force user in the republic, stick around all the squadrons, and heal them, meditate, repeat. I'd make the republic absolutely overwhelming, because of their ability to do massive heals.

Force users are already well buffed with the no-stunlock update. Stunlock would make any blocking mistake fatal, you could die at any bullet taken. Now? Mistake is allowed. You can withstand 1-3 bullets.

And you're saying that they have to camp: but it's the same to everybody. We're all running around as clones or droids, doing rituals for the flying spaghetti monster so that we don't get a headshot. You have the extra bonus of being able to move from cover to cover with a force jump, or just block and run from cover to cover. Either way, you'll still end up with no permanent damages, which is our case, since healing is still quite scarce, even with a medic in your squad.
Title: Re: Suggestions
Post by: Gus on January 27, 2016, 11:13:06 pm
Ehm... The Knuckle weapon can block. That's simply retarded. I can accept that some of the short weapons can now block, even though I preferred it the way it was before, but the knuckle thingy... [/rant]
Title: Re: Suggestions
Post by: Megu on January 27, 2016, 11:30:55 pm
How to survive sitting like 20-30 seconds in middle of battlefield doing nothing - even not blocking ?  ;D ;D ;D ;D ;D and the stunlock removing annoys more force users then pleases. I mean if you even need to do nothing and sheathing all weapons like 10 seconds to even start the regeneration buff - that would be pretty hard to survive 5 seconds in a battlefield.
Title: Re: Suggestions
Post by: Aijnin on January 28, 2016, 10:20:47 pm
Megu, I encounter your problem very rarely. If you don't have force regen, force jumping too much at the beginning of the round wil put you in a tight situation when you actually reach the enemies.

As for blocking blaster shots, don't do it too much. Moving side to side while moving into force jump/kill range works well if you don't have cover. Also, force jumps really help if you want to get to cover quickly. As long as you don't squander force doing jumps because you're impatient, you'll be fine.
Title: Re: Suggestions
Post by: Danilkom on January 30, 2016, 12:53:29 am
Megu, event wise, as long as you stick to a squadron, you will never have too much trouble giving yourself 30 seconds of rest.
I used to often hide until my whole team died on 0.364, so that enemies would push enough so that I could pick up a few of them in close range, and retreat to another squadron.
I'm literally in fetal position for a few minutes.

And honestly, I feel like the force users are already strong enough as they are now.
As an image, the clones are the footmen of NW: they are the basic pawns, that can hurt a lot single-handedly, if they have skill. But they are often limited to a certain point.
Jets are the arty: they don't come in often, but when they do come in, they can either do nothing, or annihilate a whole squadron anyway, they can just reload their canons (reload their jetpacks), and strike again.
And the force user is the cav: he can pick off enemies quite easily, especially if they are distracted. They mostly serve as a support, but if they want to, they could eliminate a lot of people.

Using that analogy, the cavs of NW are quite weak: hussars for instance will get crushed by a well placed bayonet, regardless of his current speed, as long as the bayonets strikes the head of the horse. If he falls, and has no support, consider him dead.
But the force users of BF are even better: they can take up a few shots, if they are prepared (has a lot of force before going in), they can survive for extremely long amount of times, and only another lightsaber or a well organized jet squad could pressure him.
I honestly don't understand why anybody would think that they deserve a nerf. They are already well buffed, considering that a skilled player SHOULD be able to beat a force user, given that he has skill. But
the stunlock removing annoys more force users then pleases.
I don't understand how can you come to that statement. There is no true disadvantage for a force user to be unable to stunlock someone. Unless you want more difficulty, which is not the case, since you clearly want to buff them by making easier force regen.
And in a lightsaber fight, it's not like it matters a lot: trades also exist on Chivalry: Medieval Warfare, and not everybody complains about it. It's not even that viable, since you die from 1 hit the majority of the time.
Title: Re: Suggestions
Post by: Baskakov_Dima on January 30, 2016, 08:50:22 am
I wish to talk about the prevalence of rapid-firing weapons over slow-firing. As for now, it is more realiable to shoot a lot of shots somewhere so some of them connect instead of trying to guess where is your enemy going to move.
Title: Re: Suggestions
Post by: Baskakov_Dima on January 31, 2016, 05:57:30 am
For now medics are barely useful as:

1) Medics don't see wounded people
2) Wounded people don't see medics
3) Medics have very limited charges

What I suggest:

1) Give medics a special uniform
2) Make medics see Hp of their friends
3) Make the amount of charges higher or even infinite.

In current situation the only use of snipers is during events.
Title: Re: Suggestions
Post by: Sellsword on January 31, 2016, 11:19:25 am
Danilkom
This is a wrong view.  Jets are now virtually useless in combat class that is only used for the delaying process.  Jedi is the class which has many unfair advantages that require little or no skill of the player.

In general, the exclusion of the stun is a very big mistake for four reasons.
Title: Re: Suggestions
Post by: KickingJoub on January 31, 2016, 03:16:53 pm
In general, the exclusion of the stun is a very big mistake for four reasons.

Which are? Just out of curiosity.
Title: Re: Suggestions
Post by: Sellsword on January 31, 2016, 03:21:05 pm
1) The Jedi, with their defense, have a great advantage.
2) I do not see, I hit or not, and therefore I can not adjust the shooting.
3) I do not notice that I was hurt, so do not have time to avoid a new attack.
4) It is simply illogical, bullets created in order to have effect of stopping.
Title: Re: Suggestions
Post by: KickingJoub on January 31, 2016, 03:27:41 pm
1) The Jedi, with their defense, have a great advantage.
2) I do not see, I hit or not, and therefore I can not adjust the shooting.
3) I do not notice that I was hurt, so do not have time to avoid a new attack.
4) It is simply illogical, bullets created in order to have effect of stopping.

1) Agreed, though jedi should be rare enough for that not be the a huge issue, and besides, it's always possible to charge at them with a knife :D
2) You do get a hit "thud" sound, though it's perhaps hard to hear over all the pew-pew, but it's still possible, if hard to know.
3) Then keep an eye on your hp bar or listen to the sound of you getting hit. Seriously, you not glancing at your hp bar is hardly the mod's fault.
4) Unfortunately stunlocking made the mod rather unbearably **** in the shooting department. Go play some other shooters and come back with a list of big, succesful ones with stunlocking. They don't exist. It just doesn't fit into the FPS/3rdPS genres. Stuns in melee would be fine.
Title: Re: Suggestions
Post by: Sellsword on January 31, 2016, 04:03:34 pm
1) I am concerned about a particular Jedi that cuts me after I hit him in the stomach with a shotgun.
2) It is difficult, too much extraneous sounds.
3) I have to follow the course of the battle.
4) Go play in native
Title: Re: Suggestions
Post by: KickingJoub on January 31, 2016, 04:04:41 pm
4) Go play in native

I'll just be unreasonable and ignore the rest because... Did you actually read what I said? No? Okay, bye.
Title: Re: Suggestions
Post by: Sellsword on January 31, 2016, 04:11:27 pm
And what I said? You do not like shooting? The Native is nothave it. This mod is created for the shooting.

As for the other shooters. Maybe you find one where you can fence? And so the timing has a huge role.
Title: Re: Suggestions
Post by: KickingJoub on January 31, 2016, 04:54:41 pm
And what I said? You do not like shooting? The Native is nothave it. This mod is created for the shooting.

As for the other shooters. Maybe you find one where you can fence? And so the timing has a huge role.

I said that stunlocks make shooting bad, not that I dislike shooting. Native is irrelevant as it's not a shooter, and doesn't really have stunlocks anyway.
The second part: Jedi Outcast/Academy. Almost all shooters besides have some melee component, and critically: No stunlocks. Sure they don't have "fencing", but if you haven't noticed many classes in Bear Force II have access to melee weapons, while no jedi can choose to spawn with a gun.
Now if you're not going to stop wilfully misunderstanding what I write, I have nothing left to say to you.

Ps: Stun (or staggers or whatver) and stunlock are not the same thing. If someone is laboring under the misconception that they are, then this should fix that.
Title: Re: Suggestions
Post by: Sellsword on January 31, 2016, 04:56:15 pm
Of course, you still can not say anything constructive.
Title: Re: Suggestions
Post by: KickingJoub on January 31, 2016, 04:59:46 pm
Of course, you still can not say anything constructive.

Pot and kettle.
Title: Re: Suggestions
Post by: Sellsword on January 31, 2016, 05:01:06 pm
I do not understand idioms. Speak in plain language.
Title: Re: Suggestions
Post by: Vengeful on January 31, 2016, 05:04:29 pm
1) I am concerned about a particular Jedi that cuts me after I hit him in the stomach with a shotgun.
2) It is difficult, too much extraneous sounds.
3) I have to follow the course of the battle.
4) Go play in native

1. One time occurance
2 and 3.It seems like you have a problem with your ears, mayby you should get that checked out?
No seriously, the hit sound and the getting hit sound are loud enough to hear them over pewpew.
4. ...
Title: Re: Suggestions
Post by: Sellsword on January 31, 2016, 05:10:36 pm
1) No, this is a frequent occurrence, for someone who knows how to choose the moment for a shot.
2) Very funny. I'm not saying that I do not notice, but it's very distracting.  And yet, I need to understand who makes this sound? I? My target? Comrade next? The target of my comrade? Sniper, by the way, does not see the HP bar.

And most importantly, what's the point in all these inconveniences?
Title: Re: Suggestions
Post by: Jepekula on January 31, 2016, 05:52:49 pm
And most importantly, what's the point in all these inconveniences?

That's the reason shootstun was removed, it was inconvenient and annoying, more so than your consistent rambling.
The fact is that you said one possible scenario where shooty-stun could be nice, and ignored that in almost every other possible situation it's not a good thing. Did you ever play the previous version? It was, to me, annoying to the level of unplayability to get shot and stunlocked, without a possibility of getting to cover or retaliating. Especially the dual pistols that one class got were horrible.
Title: Re: Suggestions
Post by: Sellsword on January 31, 2016, 06:02:53 pm
Of course I am playied. The stun was in its place. You're exaggerating - if the projectile flew halfway across the map, you had plenty of time to escape from the second.
Title: Re: Suggestions
Post by: Euronymous on January 31, 2016, 06:05:19 pm
Congratulations, you missed the point. Entirely.
Title: Re: Suggestions
Post by: Sellsword on January 31, 2016, 06:06:02 pm
So enlighten me.
Title: Re: Suggestions
Post by: Jepekula on January 31, 2016, 06:12:15 pm
It was, to me, annoying to the level of unplayability to get shot and stunlocked, without a possibility of getting to cover or retaliating. Especially the dual pistols that one class got were horrible.
Title: Re: Suggestions
Post by: Sellsword on January 31, 2016, 06:15:08 pm
Yes, these pistols were too strong, but that's no reason to destroy all the mechanics and destroy the last advantage of shooters. And in general, be happy that you are standing on your feet after being hit.
Title: Re: Suggestions
Post by: Jepekula on January 31, 2016, 06:18:59 pm
Please, read it again. I never said that the problem was the pistols. The problem was the stunlock caused by either a) more than one guy shooting at you b) pistols.
Also, when there's a jedi coming at you with a lightsaber, you are supposed to either run the **** away until you get support or the jedi guy goes kill someone else or take your knife and gut the bastard. If you try to shoot at a guy who is busy hacking at you, you're just putting yourself in a disadvantage. I.E you suck.
It's not the game's fault.
Title: Re: Suggestions
Post by: Sellsword on January 31, 2016, 06:23:53 pm
Firstly, Jedi runs faster. Second, why should I lose a priori, even if this class who has been given a bunch of advantages, grabbed by a noob?  Why should one class have an advantage over the other?

If I shoot first, he has to die, or at least interrupt the strike because of the wounds.

#Invalid YouTube Link#
The Jedi are mortal.
Title: Re: Suggestions
Post by: Jepekula on January 31, 2016, 07:02:05 pm
Do you not understand? If guns stunned jedis, they would stun everything else too, and no one wants that, and thus, the development team weighted the two evils and figured that it was better to have without hitstuns.
Title: Re: Suggestions
Post by: Sellsword on January 31, 2016, 08:55:54 pm
That you do not understand that the time of the swing - the only weak point of the Jedi. At other times, he is protected by the passive power, which does not require any skills of any player's effort.

Developers only increase the problem, creating a gap between the classes and the inconvenience for the shooters. This is a greater evil.

I asked around on the server, many do not agree with the removal of the stun.
Title: Re: Suggestions
Post by: Jepekula on January 31, 2016, 09:02:37 pm
Do you know what a stunlock means?
Title: Re: Suggestions
Post by: KickingJoub on January 31, 2016, 09:20:10 pm
I asked around on the server, many do not agree with the removal of the stun.

Yeah, I miss easy kills as much as anyone else.
Title: Re: Suggestions
Post by: Sellsword on January 31, 2016, 10:10:55 pm
When you have been killed?  :)
Title: Re: Suggestions
Post by: Jepekula on January 31, 2016, 10:12:08 pm
While the two are often intertwined, easy kill does not mean the same as easy death.
Title: Re: Suggestions
Post by: Sellsword on January 31, 2016, 10:15:40 pm
Transfer Features.

Today I saw an interesting duel with swords between the clone and Jedi.
Title: Re: Suggestions
Post by: KickingJoub on February 01, 2016, 04:24:04 pm
Some bigger, badder, redder admin text that pops up in the middle of the screen might be useful, as currently the admin messages get easily lost between all the people joining and leaving etc.
Title: Re: Suggestions
Post by: Euronymous on February 02, 2016, 08:38:18 am
Also, please add some banners. It's a ***** trying to find Your clan in the mess at spawn.

"I am at the tree on the left!"

*Entire clan goes to the wrong tree*

Annoying.
Title: Re: Suggestions
Post by: Vengeful on February 02, 2016, 08:41:26 am
To add to the Banners. It is really hard to distinguish Snipers from normal troopers on maps with wood/desert camo (For Clones). And really hard to distinguish Snipers from Squad Leaders, Commanders on the droid side. So even if the 501st gets Banners, a visual difference would be helpfull.
Title: Re: Suggestions
Post by: Jepekula on February 02, 2016, 12:02:48 pm
Also, please add some banners. It's a ***** trying to find Your clan in the mess at spawn.

"I am the tree on the left!"

*Entire clan goes to the wrong tree*

Annoying.
Basically possibly that could potentially be helped if we actually took the time to get some distinguishable colours for us.
Joub should be as bright and distinguishable as possible.
Title: Re: Suggestions
Post by: Gus on February 02, 2016, 12:25:40 pm
May I suggest pink?
Title: Re: Suggestions
Post by: Euronymous on February 02, 2016, 12:31:56 pm
Also, please add some banners. It's a ***** trying to find Your clan in the mess at spawn.

"I am the tree on the left!"

*Entire clan goes to the wrong tree*

Annoying.
Basically possibly that could potentially be helped if we actually took the time to get some distinguishable colours for us.
Joub should be as bright and distinguishable as possible.

That would help. But the spawns are so clustered, that having banners would be better, imo.

May I suggest pink?
It is known that Joub likes pink, so Yeah. Sure :P
Title: Re: Suggestions
Post by: Jepekula on February 02, 2016, 04:16:49 pm
Yeah, it would still help to have banners.
May I suggest pink?
As long as he is seen far and wide.
Title: Re: Suggestions
Post by: KickingJoub on February 02, 2016, 04:19:46 pm
Yeah, it would still help to have banners.
May I suggest pink?
As long as he is seen far and wide.

I'll jump on the bannerwagon and say each merry band of men would be easier to spot with them. (See what I did there?) Though it would be less realistic, no reason those bothered by it couldn't just turn off banners completely. In my experience the faction of the hooded bastard coming at you with a lightsaber doesn't matter much or is evident by their saber ;)

Ps: Alright fine I'll be pink then. This is not what I had in mind though!
Title: Re: Suggestions
Post by: Kinghaas on February 05, 2016, 09:07:58 pm
Can there be a class where someone can take an ammo crate that holds around 10 packs of ammo.
Title: Re: Suggestions
Post by: Sellsword on February 06, 2016, 12:07:00 pm
We urgently need a transport. Especially at such terrible maps.
Title: Re: Suggestions
Post by: Gus on February 06, 2016, 12:08:13 pm
Which maps are you referring to?
Title: Re: Suggestions
Post by: Sellsword on February 06, 2016, 12:12:55 pm
Terrible - almost all of them. But  transport needs for very large-scale maps. Mustafar is just a dream of megaloman.
Title: Re: Suggestions
Post by: Gus on February 06, 2016, 12:27:25 pm
Mustafar and a couple of other maps could do with having the spawns tweaked. As to your other statement, that's just your obnoxious opinion.
Title: Re: Suggestions
Post by: Sellsword on February 06, 2016, 12:34:52 pm
Glass walls on maps is this normal?

I'm not talking that about flyers almost forgotten.  Yesterday we had a long dragged out а Mando from a giant flower.  And a massive problem - more walking, then fighting.

http://s019.radikal.ru/i628/1602/bf/8c8b0afadad4.jpg
http://s019.radikal.ru/i614/1602/bd/da342faff9f9.jpg
Or this architectural extravagances.
Title: Re: Suggestions
Post by: Axwen on February 07, 2016, 12:04:59 am
Glass walls on maps is this normal?

I'm not talking that about flyers almost forgotten.  Yesterday we had a long dragged out а Mando from a giant flower.  And a massive problem - more walking, then fighting.

http://s019.radikal.ru/i628/1602/bf/8c8b0afadad4.jpg
http://s019.radikal.ru/i614/1602/bd/da342faff9f9.jpg
Or this architectural extravagances.

Almost all the maps could use tweaks in some form or another, especially the Arena. I'll personally be uploading a modified version to Official NA soon that will fix that issue.
Title: Re: Suggestions
Post by: Sellsword on February 07, 2016, 01:51:15 pm
It would be better if you put a ladder there.  :)
Title: Re: Suggestions
Post by: Sellsword on February 08, 2016, 11:20:32 am
Maybe prohibit the use of swords with shields, but allow the use of pistols? It's still ballistic shields, but not chivalrous.
Title: Re: Suggestions
Post by: Jepekula on February 08, 2016, 12:54:54 pm
What's the point?
Title: Re: Suggestions
Post by: Sellsword on February 08, 2016, 01:01:01 pm
Firstly, the droids or clones are becoming too good fencers. Secondly, they can not attack from a distance, when they advancingщк.
Title: Re: Suggestions
Post by: Gus on February 08, 2016, 01:57:36 pm
Can't the shields be made into a two-handed wield? They look so heavy it doesn't make sense that you can carry them in one.
Title: Re: Suggestions
Post by: Sellsword on February 08, 2016, 02:00:00 pm
In this case, the infantryman is transformed into a toothless turtle. Using a pistol (not a rifle) with the shield it is normal practice
Title: Re: Suggestions
Post by: Euronymous on February 08, 2016, 02:10:02 pm
Whille we are at the topic of Shield, the droid Shield sucks absolute balls. Like Your entire left side is open.

Firstly, the droids or clones are becoming too good fencers.

So you want droids/clones to die even easier to Jedi?

Secondly, they can not attack from a distance, when they advancingщк.
Fair enough, only problem would be that you get exposed when firing With a Shield, but oh well. Can't have it all I Guess.
Title: Re: Suggestions
Post by: Sellsword on February 08, 2016, 02:14:22 pm
In the melee - yes. In the shootout - no.

It is better lower the shield than hang it on the back.
Title: Re: Suggestions
Post by: Jepekula on February 08, 2016, 02:21:42 pm
Okay, so, first you say that jedi are OP. Okay.
And now you want to nerf the other classes, making the jedi even more powerful?
I can't say that I quite follow.
Title: Re: Suggestions
Post by: Sellsword on February 08, 2016, 02:26:50 pm
Weaken for firearms, stronger in the melee. This is called balance. In addition, when the droid fences with the Jedi, it's just ridiculous. This is a shooting class. If you want to fence - take MagnaGuards.
Title: Re: Suggestions
Post by: Jepekula on February 08, 2016, 02:48:02 pm
I'll fence with any class I can, I am not stupid enough to leave myself without a plan B.
Besides, that's like saying that you should not use bayonets in NW since musketeers are a shooting class.
Title: Re: Suggestions
Post by: Sellsword on February 08, 2016, 02:55:20 pm
Plan B - shot at point blank range. In addition, you can fence even without the shield and block.

Do you compare musket with an automatic rifle?
Or maybe then we will leave one versatile class?
Title: Re: Suggestions
Post by: Jepekula on February 08, 2016, 02:58:28 pm
No - I compare a knife to a bayonet. Shooting at point-blank range is stupid and handicapping oneself since you simply can not block. Also I do not want to be a twat to someone who took the time to get to me.
Title: Re: Suggestions
Post by: Sellsword on February 08, 2016, 03:05:54 pm
Knife against lightsaber.  Of course, so you have to keep him at a distance. Or use magnaguard. This is the meaning of the division into classes.
By the way, shooting at close range is very effective. If the Jedi are not cheated at every turn.

By the way, it's weird, you do not want to weaken the Jedi against the shooters, but you want to weaken them against a knife. Maybe you just like melee? Then I recommend the native.
Title: Re: Suggestions
Post by: Jepekula on February 08, 2016, 03:46:56 pm
Yes, I like melee - that's why I play Warband. However, I have no idea where you got the idea that I want to weaken the jedi against knives from. I would prefer rather strict limits to jedis, but alas, I don't think other people would accept that.
Title: Re: Suggestions
Post by: Sellsword on February 08, 2016, 05:37:10 pm
Because this is the ultimate mockery of the canon.  :)
Title: Re: Suggestions
Post by: Jepekula on February 08, 2016, 05:41:38 pm
No, the amount of jedi running around is worse.
Title: Re: Suggestions
Post by: Sellsword on February 08, 2016, 05:43:44 pm
Think of it as Padawans. Skill of the majority of players is quite appropriate.  :)
Title: Re: Suggestions
Post by: BNS Marko on February 08, 2016, 05:46:08 pm
Eh, I think I said multiple times for me gameplay>lore. And yes, we will try to fix all the gameplay issues right now, we're working on a 0.41 patch.

Heh, most of you know I didn't even watch the movies...or the series...or anything Star Wars related  ;)
Title: Re: Suggestions
Post by: Sellsword on February 08, 2016, 05:51:23 pm
However, you have managed to pick up the ideas of the omnipotence of the Jedi.  :)
Title: Re: Suggestions
Post by: Gus on February 09, 2016, 01:44:25 pm
Well, in reality the droid should have no chance whatsoever, in melee or ranged. I don't think B1 Battle Droids are programmed for melee at all.
Title: Re: Suggestions
Post by: Sellsword on February 09, 2016, 01:50:01 pm
At a ratio of 1 to 100 that they can effectively shoot. And we have every droid as a fusion of hundred. But Jedi still studied fencing from childhood.  For fencing Grievous created MagnaGuards.


By the way, it may be possible to return to the stun for the selected weapon? Shotguns, slow pistols, sniper rifles.
Title: Re: Suggestions
Post by: Velorn on February 21, 2016, 06:06:08 pm
 i found a new CIS gun :D http://jedipedia.wikia.com/wiki/DT-57_Blaster
Title: Re: Suggestions
Post by: Sellsword on February 21, 2016, 07:35:39 pm
This is a unique personal weapon.
Title: Re: Suggestions
Post by: Euronymous on February 21, 2016, 09:27:19 pm
It is not. The english page for that article says that it was used by B1's.
Title: Re: Suggestions
Post by: Sellsword on February 21, 2016, 09:40:34 pm
I meant "Annihilator". 

They are using it in the module. More expensive weapon for the B1.
Title: Re: Suggestions
Post by: Euronymous on February 21, 2016, 09:42:55 pm
I see.
Title: Re: Suggestions
Post by: Sellsword on February 23, 2016, 05:40:36 pm
You can add another type of camouflage? Something dark, for night operations.
Title: Re: Suggestions
Post by: Anakin on March 14, 2016, 12:43:52 am
https://facepunch.com/showthread.php?t=1441777
and http://tf3dm.com/search/?q=clone+wars&format=All+Formats&search=Search , if anybody could port and modify it to fit into the mod would be perfect :D
Title: Re: Suggestions
Post by: Velorn on March 14, 2016, 01:02:33 am
1st this is cartoon style

2nd we dont rip stuff from other games
Title: Re: Suggestions
Post by: Anakin on March 14, 2016, 09:15:29 pm
1st this is cartoon style

2nd we dont rip stuff from other games

2nd Ok. 1st, since when the new Cold Weather clone isn't cartoon? Lol it really does look like from the clone wars animated series which is cool cuz cartoon/animated series is amazing
Title: Re: Suggestions
Post by: FranciscoCC on May 16, 2016, 07:23:49 pm
Hi my suggestiongs are:

- You should add a continuous noise to lightsaber because I think that the continuous noise to lightsaber will be cool because it will give you the feeling that you are holding up a lightsaber and not a stick (Actually the lightsaber makes noise when you turn on/off it and when you launch an attack).

- Camo to Jet trooper.

- Barricades to Felucia - small

- Maybe artillery hah.

It's all for now. :P
Title: Re: Suggestions
Post by: BNS Sleekphantom on May 16, 2016, 08:00:16 pm
As cool as saber sounds would be, it would likely get extremely irritating.
Title: Re: Suggestions
Post by: FranciscoCC on May 16, 2016, 08:43:30 pm
As cool as saber sounds would be, it would likely get extremely irritating.
mmm nah i don't think so.. :s
Title: Re: Suggestions
Post by: Ianitori on December 20, 2016, 12:10:21 pm
Don't know if people still read this but if you are this is just a quick idea i had.

Faction suggestion : Naboo
Roster would consist of...

Naboo Soldier
http://vignette3.wikia.nocookie.net/starwars/images/d/d7/Perosei-SWE.jpg/revision/latest?cb=20120121173045

Naboo sharpshooter
( i dont have an image but i imagine you can make something up

Naboo Officer
http://a.dilcdn.com/bl/wp-content/uploads/sites/6/2014/03/6-panaka.jpg

I don't have any weapon suggestions for the Naboo soldiers , i'm guessing they would just be similar to the rest of troopers but different models.

Gungan soldier
http://3.bp.blogspot.com/-CoenYtZSz8s/ULxrhuk2r9I/AAAAAAAAAq0/gcskBKzrP6U/s1600/gungan_energy_shield.jpg
for Weapons i would say...
a spear ( similar to what the gungans use in the movies)
A energy shield
some sort of throwing weapon ( http://vignette2.wikia.nocookie.net/starwars/images/d/d5/Gungan_warrior.png/revision/latest?cb=20160911012903 )

Gungan Calvary
Now obviously horses don't work in the mod at this time ( i don't think they do at least :p) but if you do get them working this would be a cool class.

Basically a Gungan soldier but can choose the mount of a Kaadu (http://vignette3.wikia.nocookie.net/starwars/images/6/6e/Kaadu-BF.jpg/revision/latest?cb=20090923144452)

If you wanted to mix things up you could give the gungan soldier some sort of sword , so only the cavalry have spears.


Note
I don't know how well this faction would work against all the other factions because they would be out gunned now that i think of it but it would be cool to have them for scenario events.
Title: Re: Suggestions
Post by: Arthur on December 21, 2016, 02:39:48 pm
If this would be put in the game it would msot likely be under the Republic faction, because from what you already stated before they would be the weakest faction of all and would be easy to gun down.
Title: Re: Suggestions
Post by: Ianitori on December 22, 2016, 03:37:57 pm
You might start running out of room for all the classes , the reason i put out this suggestion is because the original 2 factios are basically fully fleshed out and ive been wanting some more diversity with the faction choices. I know it takes quite alot of work for the new factions but its just a thing that i'd like to see to be added , so its not always republic against sepratists and so on.
Title: Re: Suggestions
Post by: Inahara on January 17, 2017, 09:02:43 pm
I was thinking that the Scarif shoretrooper would be a cool unit to add, ofcourse they were unique to scarif but they had a desert-ish camo and they look awesome. Adding a simple desert camo to the stormtrooper armour would be easier but I feel like this could be like the Clone snow trooper and Galactic trooper, not necessary but still cool.

Shoretrooper Squad leader: http://news.toyark.com/wp-content/uploads/sites/4/2016/11/Black-Series-Scarif-Shoretrooper-29.jpg

Shoretrooper: http://do3d.com/wp-content/uploads/2016/07/shoretrooper-Helmet-Rogue-One-Star-Wars-Story-3d-printable-model-from-do3d-com.jpg

I also thought that a seperate Rebel Heavy class could be nice, like the separate sharpshooter class.
They could have this Rebel Heavy trooper armour: http://vignette2.wikia.nocookie.net/starwars/images/1/17/Rebel_Heavy_Trooper.jpg/revision/latest/scale-to-width-down/600?cb=20100113194742



Hi my suggestiongs are:

- Camo to Jet trooper.


I feel like jets getting camo would be a bit unfair, I think the lack of camo is a way to balance out their superior manoeuvrability
Title: Re: Suggestions
Post by: Ianitori on January 22, 2017, 05:56:54 pm
Back again with a suggestion.

Ammo Packs!

Basically something that the normal troopers would be able to equip and they would be able to drop it and it would suply 5 or 6 ammo packs

Pretty simple( idea at least) but would be a cool feature to have
Title: Re: Suggestions
Post by: Habsburg on February 01, 2017, 01:48:08 pm
This probably has been suggested before, but Id love to see some varieity to clone helmets, there are so many cool designs that I'd love to use...
Example:
(https://s-media-cache-ak0.pinimg.com/736x/5c/59/50/5c5950abc464e21950784b489818b254.jpg)
As you can see, there are a lot, and I know that it would be very difficult to add more helmets without completely messing up the equipment tab, but it would make me and a lot of other players happy.
Anyway, thanks for taking the time to read this.
Love the Mod btw ;)
Title: Re: Suggestions
Post by: Akreal on February 01, 2017, 05:07:13 pm
This probably has been suggested before, but Id love to see some varieity to clone helmets, there are so many cool designs that I'd love to use...
Example:
(https://s-media-cache-ak0.pinimg.com/736x/5c/59/50/5c5950abc464e21950784b489818b254.jpg)
As you can see, there are a lot, and I know that it would be very difficult to add more helmets without completely messing up the equipment tab, but it would make me and a lot of other players happy.
Anyway, thanks for taking the time to read this.
Love the Mod btw ;)

I think this could be very good and maybe different spray types for clone armors and last Clone Commander helmet definitely needs rework.
Title: Re: Suggestions
Post by: Salcos on February 01, 2017, 08:08:52 pm
Ground Pilot units? :)
Title: Re: Suggestions
Post by: Locke on March 31, 2017, 11:20:05 pm
I can't be bothered to check all twenty pages of the thread to see if this has been posted, but how about a set of different banners for each faction (like how you can choose in native and NW)? It would really help 172nd officers keep their squads together. I'm not sure if other legions follow the same procedure, but it should benefit them as well.
Title: Re: Suggestions
Post by: Akreal on April 01, 2017, 01:01:11 am
I think colours supposed for that but banners could be nice too.
Title: Re: Suggestions
Post by: Locke on April 01, 2017, 06:38:22 pm
I think colours supposed for that but banners could be nice too.

Well, unless the 172nd decides to start assigning colors for squads, which will never happen, I think banners are a better idea.
Title: Re: Suggestions
Post by: Aku on April 07, 2017, 01:52:50 am
Bring back the pistol-gun combo weapon! That looked so cool! From what I heard it sucked, but just revamp the coding and put the weapon back in, because SHEESH that thing is crazy cool.
Title: Re: Suggestions
Post by: BNS Sleekphantom on April 07, 2017, 03:37:13 pm
It was OP if anything, especially if you were to convert it to this version.

Rip force users even more if they were brought back without serious nerfs.
Title: Re: Suggestions
Post by: BlueTitan on April 20, 2017, 03:37:51 pm
maybe Shore-troopers and Death-troopers could be added in a future update  ;D
Title: Re: Suggestions
Post by: Otto on May 28, 2017, 01:00:59 am
Sorta new so dunno if this has been brought up.

Really liking the Heavy Blasters, T-21/Relby V-10 for the damage output, despite the accuracy being varying. I was told they fit/fill the shotgun category for Emp/Rebs that the CIS/Repubs have and that's why you can't raise them to your shoulder. That's fair and all but, I feel like it could be more effective if it was given this ability. Now I don't know if this would drastically affect balance in the blasters but I found when using the T-21 or Relby in a close quarters building or corridor I felt it was at a disadvantage because I couldn't shoot over certain cover spots. For instance today, in the cantina map you couldn't shoot much if any over the bar armed with said weapons.

I feel with these guns it wouldn't be as balance changing as with the shotgun due the to rate of fire not being the fastest, and there is only one blaster bolt being fired instead of a spread like the shotguns. So being able to aim up over a covered position wouldn't give you to much of an advantage with suppressing fire. So maybe if it's possible test out the capabilities with raising the blasters, without giving them a major boost to accuracy, just the ability to raise the blasters.
Title: Re: Suggestions
Post by: Jm Von Cat on May 28, 2017, 01:42:50 am
Skin suggestions:
Clone sand trooper/hostile environment
(http://vignette4.wikia.nocookie.net/theclonewiki/images/6/66/Wolfee.png/revision/latest?cb=20130503063421)(https://s-media-cache-ak0.pinimg.com/originals/72/71/00/7271000c0c5048985550ae8f7ebeeffc.jpg)(https://puu.sh/w35er/e499082647.jpg)(https://puu.sh/w35dM/9919cb4cb2.jpg)

ARF helmets for ARC trooper class.
(http://img11.deviantart.net/b0e9/i/2015/116/9/3/arf_commander_beast_by_thomasblack1-d4f5t5d.jpg)

Shore trooper & Officer
Regular trooper (https://vignette3.wikia.nocookie.net/starwars/images/1/14/Standard_shoretrooper_-_Hasbro.png/revision/latest?cb=20161212020901) Officer (https://vignette2.wikia.nocookie.net/starwars/images/a/a8/Shoretrooper_Squad_Leader_-_Hasbro.png/revision/latest?cb=20161212021049)

Just some ideas for diversity and interest, probably not a top priority.


Title: Re: Suggestions
Post by: Ianitori on May 28, 2017, 06:09:25 pm
I would really love ARF helmets for the arc troopers , they are by far my favourite helmets
Title: Re: Suggestions
Post by: Akreal on May 28, 2017, 09:54:13 pm
It would be nice If Normal Clone Troopers can pick Commander Helmet and ARCs pick ARF Helmet. It shouldn't be hard to implement that.

(https://lumiere-a.akamaihd.net/v1/images/databank_clonecommandercody_01_169_f3aa1a91.jpeg?region=0%2C49%2C1560%2C780)
Title: Re: Suggestions
Post by: Chainsor on May 29, 2017, 09:39:44 am
Skin suggestions:
Clone sand trooper/hostile environment
(http://vignette4.wikia.nocookie.net/theclonewiki/images/6/66/Wolfee.png/revision/latest?cb=20130503063421)(https://s-media-cache-ak0.pinimg.com/originals/72/71/00/7271000c0c5048985550ae8f7ebeeffc.jpg)(https://puu.sh/w35er/e499082647.jpg)(https://puu.sh/w35dM/9919cb4cb2.jpg)

ARF helmets for ARC trooper class.
(http://img11.deviantart.net/b0e9/i/2015/116/9/3/arf_commander_beast_by_thomasblack1-d4f5t5d.jpg)

Shore trooper & Officer
Regular trooper (https://vignette3.wikia.nocookie.net/starwars/images/1/14/Standard_shoretrooper_-_Hasbro.png/revision/latest?cb=20161212020901) Officer (https://vignette2.wikia.nocookie.net/starwars/images/a/a8/Shoretrooper_Squad_Leader_-_Hasbro.png/revision/latest?cb=20161212021049)

Just some ideas for diversity and interest, probably not a top priority.

Interesting ideas. I like it
Title: Re: Suggestions
Post by: CamJo on May 29, 2017, 03:52:02 pm
Hi I'm new to the community but I have a Couple of ideas and such.

Ideas:

. An idea which came to mind was maybe changing the horses and making them like the planet animals or maybe even walkers and speeders?

. Phase 2 Clone trooper armour would be nice as Arc troopers would require them and most Commanders.




Title: Re: Suggestions
Post by: BNS Sleekphantom on May 29, 2017, 04:29:20 pm
Hi I'm new to the community but I have a Couple of ideas and such.

Ideas:

. An idea which came to mind was maybe changing the horses and making them like the planet animals or maybe even walkers and speeders?

. Phase 2 Clone trooper armour would be nice as Arc troopers would require them and most Commanders.

Cam, please take your time to read through. Speeders have been asked for and discussed many times.

As for phase two armour, it's the armour that's already been implemented for quite a long time already.

I sincerely hope you've at least opened the mod once before posting.
Title: Re: Suggestions
Post by: Theretor on June 03, 2017, 12:23:35 am
Hmm maybe rename the force user class to the Galactic Empire from Sith Sorcerer to Inquisitor (http://starwars.wikia.com/wiki/Inquisitorius)? Just to keep it more accurate according to the new SW canon? And as the Rule of Two (http://starwars.wikia.com/wiki/Rule_of_Two) was in affect during that time era aswell...

And have these armors as a unique armors just for the Galactic Empire force user class(es)? Maybe aswell the Lightsaber hilt to the Inquisitors?
(https://s-media-cache-ak0.pinimg.com/originals/53/c4/6c/53c46c2de38ffb359fd7062358e0fd74.jpg)(https://s-media-cache-ak0.pinimg.com/originals/d9/a6/c6/d9a6c6ba64982272ae51f7f203809373.jpg)(https://s-media-cache-ak0.pinimg.com/originals/d4/11/02/d41102dc655f36a47d1e9fc96e86eb54.jpg)(http://pm1.narvii.com/6107/ec16ff4a77e93fe5d8e00a7b4611b36ce29fbf27_hq.jpg)

Title: Re: Suggestions
Post by: Gazerbeam on June 03, 2017, 01:12:20 am
Hmm maybe rename the force user class to the Galactic Empire from Sith Sorcerer to Inquisitor (http://starwars.wikia.com/wiki/Inquisitorius)? Just to keep it more accurate according to the new SW canon? And as the Rule of Two (http://starwars.wikia.com/wiki/Rule_of_Two) was in affect during that time era aswell...

I really like that Idea. Especially because it is hard to refer to Sith or Jedi due to both classes being basically the same except for the colour of the Lightsaber. This would also enable people to completely turn of banners and help to be even more immersed in the Star Wars Universe.
Title: Re: Suggestions
Post by: Ianitori on June 21, 2017, 05:14:10 pm
Pub Play

So im making this suggestion since i know that the upcoming release of conquest will take up alot of developers time and concentration so im concermed we'll be missing out on the other stuff. Mainly pub play ofcourse.

I often play on public servers and ive come to realise that there havent actually been alot of new maps viable for public play that have been released. The most common ones are played alot and liked but it can get boring having the same maps over and over again.

And before you say it , yes i know that there have been maps for publay in every update but im talking about maps that people will actually like, there arrent that many that im fond of playing at this point.

(http://i.imgur.com/UH4YgyA.jpg)


As a side note , im not suggesting that your main focus be pub maps since that would be silly , but if you set a certain mapper to try it that would be nice
Title: Re: Suggestions
Post by: Gus on June 21, 2017, 05:30:17 pm
I think the Bear Force II public is spoiled with the amount of maps, and as you say, there's always more being made.

I'd like to ask this to you or anyone else playing regularly: Which maps do you like and which do you not like?


For reference, here's the current rotation on NSW:

set_map dantooine_fields #Dantooine - Fields
add_map manaan_spaceport #Manaan Spaceport
add_map tatooine_outskirts #Tatooine - Outskirts
add_map muunilinst_downtown #Muunilinst - Downtown
add_map mp_custom_map_49 #Geonosis - Skirmish
add_map mp_custom_map_39 #Rhen Var - Research Station
add_map geonosis_arena #Geonosis - Arena
add_map mp_custom_map_58 #Mygeeto - Bridge
add_map mp_custom_map_17 #Tatooine - Cantina
add_map muuninlinst_great_bridge #Muuninlinst - Great Bridge
add_map mp_custom_map_27 #Ryloth - Battlefield(Village)
add_map kashyyyk_forest #Kashyyyk - Forest
add_map tatooine_outpost #Tatooine - Outpost
add_map mp_custom_map_1 #Muunilinst - Road to Harnaidan(Night)
add_map mp_custom_map_44 #Naboo - Gungan Lake
add_map mp_custom_map_74 #Tatooine - Rancor_Pit
add_map kashyyyk_incursion #Kashyyyk - Incursion
add_map mp_custom_map_11 #Acclamator - Boarding
add_map mp_custom_map_20 #Mygeeto - Factory
add_map mp_custom_map_49 #Geonosis - Skirmish
add_map muuninlinst_streets_of_harnaidan #Muunilinst - Streets of Harnaidan
add_map mp_custom_map_57 #Dantooine - Crystal Cave
add_map tatooine_outskirts #Tatooine - Outskirts
add_map mp_custom_map_62 #Kamino - Battle Room
add_map geonosis_battlefield #Geonosis - Battlefield
add_map mp_custom_map_17 #Tatooine - Cantina
add_map kashyyyk_forest #Kashyyyk - Forest
add_map muunilinst_downtown #Muunilinst - Downtown
#add_map mp_custom_map_47 #Coruscant - Jedi Temple
add_map mp_custom_map_40 #Felucia - Outpost
add_map geonosis_arena #Geonosis - Arena
add_map muunilinst_harnaidan #Muunilinst - Road to Harnaidan
add_map tatooine_outpost #Tatooine - Outpost
add_map muunilinst_downtown #Muunilinst - Downtown
#add_map mp_custom_map_65 #Death Star
add_map mp_custom_map_26 #Corellia - Hills
Title: Re: Suggestions
Post by: Ianitori on June 22, 2017, 06:45:36 pm
I know there are alot of maps , but the fact is alot of them arent played much and the ones that are get pretty repetetive.


add_map mp_custom_map_49 #Geonosis - Skirmish
add_map mp_custom_map_44 #Naboo - Gungan Lake
add_map mp_custom_map_74 #Tatooine - Rancor_Pit
add_map mp_custom_map_57 #Dantooine - Crystal Cave
add_map mp_custom_map_62 #Kamino - Battle Room

In my opinion you should remove all of the maps listed above , simply because they arent very good or played that much

add_map muuninlinst_streets_of_harnaidan #Muunilinst - Streets of Harnaidan
Also i dont even know what this map is lol



Title: Re: Suggestions
Post by: Vraelo-Ren on June 23, 2017, 04:03:44 am
Rancor Pit is great though.
Title: Re: Suggestions
Post by: BNS Mαrk on June 23, 2017, 11:54:13 am
add_map mp_custom_map_1 #Muunilinst - Road to Harnaidan(Night)
add_map mp_custom_map_44 #Naboo - Gungan Lake
add_map kashyyyk_incursion #Kashyyyk - Incursion
add_map muunilinst_harnaidan #Muunilinst - Road to Harnaidan
add_map mp_custom_map_26 #Corellia - Hills

The maps listed above are in my opinion either too big for public play or just outright bad. I also think that the maps listed below should come up more on the server.

add_map mp_custom_map_39 #Rhen Var - Research Station
add_map mp_custom_map_17 #Tatooine - Cantina
#add_map mp_custom_map_65 #Death Star
Title: Re: Suggestions
Post by: BNS Marko on June 23, 2017, 01:26:05 pm
Incursion is pretty damn good..
Title: Re: Suggestions
Post by: Ianitori on June 23, 2017, 05:11:05 pm
My mistake , Rancor pit isnt supposed to be in there
Title: Re: Suggestions
Post by: Inahara on July 06, 2017, 10:09:23 pm
Crystal Cave really needs some work
Title: Re: Suggestions
Post by: Vengeful on July 07, 2017, 10:18:05 am
Suggestion for Conquest only, when somebody with a specialist dies his team loses 2 points, a jet loses 3 points and a jedi 5.

That way restrictions on classes could be lifted in Conquest and everybody could have fun (just be careful when playing strong classes)
Title: Re: Suggestions
Post by: Ianitori on July 08, 2017, 01:35:07 pm
If you were able to implement that it would be a cool feature , so people cant spam strong classes and have no weaknesses. it would also encourage people to play tatically , which would be nice
Title: Re: Suggestions
Post by: Ianitori on July 10, 2017, 04:42:05 pm
Weight Variations

Just a thought that occured to me , if clone/droid armour had weight variations it could encourage the use of scout troopers for actually scouting , for instance. On a larger map like Mustafar. It would be smart to send up troopers who's armour weighs less to scout/secure the area while the heavy troopers and arcs arent as fast.

To implement this i think you could add a new type of armour or edit current classes like scout troopers and commando droids . If you decrease the weight of their armour and decrease how much defence it gives it would let them be faster but weaker at the same time. I don't know how useful this function would be on smaller maps and on public play but imo it would boost realism for events and would be a cool feature to have.
Title: Re: Suggestions
Post by: Ianitori on July 22, 2017, 01:59:05 pm
Oh boy a new , possibly retarded suggestion from ian! but wait , this actually might be good.

Ive been playing native recently on a server called "Camelot_DM" and ive noticed that they actually have a command system e.g /h to find out what commands there are , and i think it would be pretty good to have command systems in bearforce for new players who dont know how to crouch , force jump , aim etc .
Title: Re: Suggestions
Post by: Akreal on July 24, 2017, 10:24:11 pm
I would really like to customize my crosshair. Like maybe changing colour or chaging the type of crosshair to dot. Is it possible to implement this?
Title: Re: Suggestions
Post by: Baskakov_Dima on October 06, 2017, 09:34:26 pm
I have just missed an official event because:


What do I suggest:


Like "Time: 20:00 BST. Use this link (https://www.google.ru/search?newwindow=1&q=20%3A00+bst&oq=20%3A00+bst&gs_l=psy-ab.3...7251.11819.0.11961.13.12.1.0.0.0.96.679.12.12.0....0...1.1.64.psy-ab..0.3.188...0j35i39k1j0i67k1.0.3vZkHn2uWVM) to see the time converted in your time zone".

I am very frustrated by missing this event.