Pulsating everything :o EDIT: loaded it up for a second time... Discord one still pulsating Seems you have to go through it before it disables. I'm not sure people in general will appreciate 3 separate flashy things hehe. One other mention would be that it would be useful, after the tutorials, that you could move onto the next weapon/equipment challenge after completing one, without having to open menu, open challenges, find the next challenge, and go.. currently there's only an option to retry.
Add a 'back' button to the challenges menu.
Is it me or does the primary of the light of apollo have no sound?
Heal gems persist when player has disconnected - they also stay in offline challenges between one challenge and the next. I'd like a way to forcefully destroy from a distance, too...
Unfortunately I won't be available to test this patch, but I do look forward to the next one.
As I've said privately to JP, I have reservations about close damage falloff.. I think just slowing down fire-rate, enough to make it a crazy plan to use at close range, would be adequate, while still leaving that clutch chance that someone pulls it off.
I can't say too much about the falloff without trying it a bunch in 1vs1s and matches (which I can't due to hols). It's all down to whether you notice the 4th shot - if you don't, and it's still hard to hit and slow to fire, I'd be happy. If it's hard to hit, slow and then you have to hit them a 4th... you'd be giving someone with literally s*** aim the win over someone with great aim that was forcibly nerfed by falloff.. that's the way I see it. It happened in Ace of Spades but at longer ranges - headshots suddenly didn't kill people and it was like.. well.. I couldn't be any more accurate but the game obviously hates me lol. They made the weapon slower in that game too - and believe me, I would've gladly accepted an even slower fire rate if it regained that consistency at distance.
I am worried about the RL becoming more consistant, I really am. Its secondary function is still very powerful and gives the weapon ample reasons to be used, while primary, especially given the direct hit, may make the dumbed down weapon a better choice for everyone.. that is my worry.
So.. if you really do want to continue to make it easier, an easy man's choice for damage, something has to give. Perhaps that something is the secondary. I know I suggested implementing this secondary back in the day, but I don't think I grasped your ambition for the weapon back then. Perhaps making that kind of shock weapon a different varient, like a direct hit version, would help alleviate some of the problems I'm feeling with it. The secondary isn't consistent damage, it's something different entirely.
Window idea for first base:
More visibility for defenders to see if people are swooping in, allows for easier defence of first point.