Post by Tesseractor on Jun 16, 2021 1:14:04 GMT
Count Rate by Tesseractor
- - This would play better without the very over-powered actor(s) with Miniguns. These rip through players instantly without any warning and are frustrating. These actors were the main issue in the original IMO.
+ - I'd suggest checking the balance of the job as the team on the East is noticeably further away from the objectives than the team on the West. This was more noticeable when testing than it likely will be in fuller lobbies. Never-the-less the fix is relatively simple.
= = Solid enough, will include at some point but not in first person but would play far better with the above change(s). Will be more inclined to include earlier if feedback taken on board.
((Boats Vs GL-Granades )) by Dabsession420
+ + There's a lot to like about this. It's rare to see a water based combat job and it's a particularly good concept. Action seems balanced enough.
+ - There's a few ways players can get stuck (bike team falling in water), water team getting stranded off boat (and other team having no way back due to ramp design) or attempt to cheat by swimming beneath the road network later on. I'm not sure either of these can be easily fixed and even then whether it's worth the effort to fix them. I would like to see some way to drive back though as in fuller lobbies action can get spread out naturally.
+ - Falling off the bikes is somewhat annoying as they tip forward so much when they jump it's almost impossible to avoid. It did make me laugh though when everyone fell off at the same point. The Zombie Bobber or Avarus would be more sensible slow 1-seater alternatives though.
- - The end ramp for the water team has a gap beneath it where it's possible for both teams to get trapped. This could definitely do with some way out (climbing or otherwise)
- - Round length is simply too long IMO. 10 minutes for a job that's best played on multiple rounds means easily 30 minutes. 7 or 8 minutes would be fine.
= = Good concept I'd like to see with 30 player support if I'm honest to be enjoyed by more players (as people tend to run 30 player playlists). It's imperfect as is with the round length making the issue of players getting stuck in various places overly frustrating. In one round the boat team got stuck in the gap for the final ramp which was particularly frustrating as there's no way out. Would like to re-try if this is edited.
Just realised your review could have been for the hard version aka this one rather than the link at the top socialclub.rockstargames.com/job/gtav/Q46BuLVmZ06RcB2GtYp9zQ the one with guns in the description is the hard one
Yeah the vehicle side they’re kind of tough. The weapons cache side they’re super hard. Not impossible but difficult enough to not engage with typically. Due to the resistance on the way to the vehicle the team who gets there first isn’t necessarily at an advantage. So picking up better weapons will definitely help or engaging at range with technicals or snipers will definitely help. Loads of different strategies to foil the other team and actors capture vehicle side. Once you get to the vehicle. You can obviously just grab it and run, or you can simply hop over a wall and get the weapon cache while props protect you from the powerful enemies. Once there you can basically camp the vehicle and hop over the wall again when the enemy go to take it so they’re forced to try and take it from your team. You can have a teammate ride on the roof to watch out for ambushes etc. Alternatively you can just grab all the good weapons and take the vehicle/ride on the roof once you know you’ve got better weapons than the other team. For the other team it’s not impossible to work around those things but it’s certainly more difficult and they’d need their thinking caps on probably. That version is definitely a battle of whits but I can see your point about the weapon cache side and there’s loads of people who’d be pretty mystified entirely. It’s not the end of the world for them if they are just yeah
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