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Which GCK vehicle needs a change in some element?

 
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Which GCK vehicle needs a change in some element
Gyrocopter - handling, controls, performance
0%
 0%  [ 0 ]
Gyrocopter - model mod, re-texturing, add animation
33%
 33%  [ 1 ]
Gyrocopter - other
66%
 66%  [ 2 ]
Reaperski - handling, controls, performance
0%
 0%  [ 0 ]
Reaperski - model mod, re-texturing, add animation
0%
 0%  [ 0 ]
Reaperski - other
0%
 0%  [ 0 ]
Total Votes : 3

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DarkFalcoZ



Joined: 16 Mar 2008
Posts: 78

PostPosted: Fri Sep 11, 2009 1:58 pm    Post subject: Which GCK vehicle needs a change in some element? Reply with quote

Catagory "Other" may include, but not limited to, extra features such as weapons, directional boosters, etc. This poll will run indefinitely.
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Exploderman
=Master= (site admin)


Joined: 14 Oct 2007
Posts: 166

PostPosted: Mon Sep 14, 2009 12:40 am    Post subject: Reply with quote

I'de say Gyrocoptor could use model and/or texture updates along with some more performance tweaks (I.E. more agile in the sky to dodge shots.)

The reaperski also can use an updated model and/or texture, and a tweak to the boost (recharge a bit faster and either a more powerful boost or longer lasting.)
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The_General



Joined: 13 Oct 2007
Posts: 305
Location: Western Australia

PostPosted: Wed Sep 16, 2009 5:04 pm    Post subject: Reply with quote

Gyrocopter: Other.

A vehicle easily improved due to it's pitiful armaments.

Bump the mortar count up to 5 (lower the damage for balancing).
Give the machine gun way more ammo, as it is:
1) Decidedly weak in normal combat.
2) Difficult to aim in a Gyrocopter.
- Keeping steady to get a good shot makes you a sitting duck.
- By the time you do any serious damage you run out of ammo.

Also; Why can't I ditch 'nades out of the cockpit?

The drawbacks of this potentially awesome weapon reduces it to a strictly transport vehicle; albiet one easily destroyed by pretty much everything. I think that, to balance it's weakness against SAM's and Homer's, it should at least have a little more aggressive power.
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DarkFalcoZ



Joined: 16 Mar 2008
Posts: 78

PostPosted: Thu Sep 17, 2009 4:12 am    Post subject: Reply with quote

Most of the things you suggest are performance and balance related, not necessarily anything different. However, I do agree that the effectiveness of the machine gun is still limited to destroying buildings.

The aim is still not good enough and even if it was, its difficult to hover correctly in order to keep things steady. I think the ammo is just fine, so people cannot destroy an entire base with one gyro.

The reason why you cannot throw nades while flying is due the mortar replacement.
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Puglin
Judge (Site Admin)


Joined: 13 Oct 2007
Posts: 618

PostPosted: Wed Oct 14, 2009 6:32 pm    Post subject: Reply with quote

Hmm. I think reaperski's need changing. Their boost should work on land, for instance; they should be more effective in general. You can't fight very well on a reaperski. Maybe increase their ammo, and make the lock-on time for homing missiles on the 'ski faster.
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The_General



Joined: 13 Oct 2007
Posts: 305
Location: Western Australia

PostPosted: Thu Oct 15, 2009 4:55 pm    Post subject: Reply with quote

Reapers are so versatile in combat that the ski is only a means of fast transport. They probably only gave it missiles for those race missions in singleplayer.

Although boosting on land in a jetski Would be awesome.
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Puglin
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Joined: 13 Oct 2007
Posts: 618

PostPosted: Sat Oct 31, 2009 1:42 pm    Post subject: Reply with quote

Shrug? I like vehicles.

... Not in a wierd way.

... Or, not to often in a wierd way. Maybe once a month.
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