Rock2ober 2015: The Timeslot

What: Rock2ober 2015

Where: tastyspleen.net:26666

When: Saturday October 24th 2015, 23:00 GMT/ 19:00 EST. Convert this to your timezone here.

Who: ALL the Stars of AGR and Q1TF

Why: It’s Rock2ober, man!!

Get your blood pumping!!!: Rock2ober Movie Part 1 , Rock2ober Movie Part 2

===============

Meanwhile TODAY, we have:

What: Weekly AGR Session

Where: tastyspleen.net:26666

When: Saturday AND Sundays 23:00 GMT/ 19:00 EST. Convert this to your timezone here.

Who: People who miss playing the BIG maps!

Why: Because we have Walls!!

MAP SCHEDULE: mininoheros/2tech4/TBA

Note: This weekend: Team damage: ON, mirror damage: ON

—————

ROCK2OBER 2015
As stated in the video, the proposed timeslot for Rock2ober 2015 is:
22:45 GMT, Saturday, October 24th 2015
This is your FINAL CHANCE to let me know if there’s a problem. Email me if you CAN’T make it:

myemail

 

AGR Terms and Conditions:
Newbies: AGR has some unique server rules. Please make sure you read and understand the AGR Terms and Conditions

 

9 comments to Rock2ober 2015: The Timeslot

  • Beltan

    Sounds good.

    Something’s been bothering me lately. I always liked the soldier skill (summon grunt), but when you compare it to the builds like sentries and teslas, the soldier skill really blows the builds out of the water for defense.

    Considering a lot of factors, I’ve thought of some ways to improve the health of balance as far as the builds and grunts are concerned.

    + Grunts buy medpacks more frequently.
    + Grunts at high ranks become immune to disease.
    + Grunts rank up faster.
    + Grunts have a shorter “pain-stun” interval at higher levels.
    – Grunts gain much less maximum health per level.
    – Grunts start with less maximum health.

    + Builds upgrades cost 60% less metal.
    + Builds health is increased by 75%.
    – Builds repair option only heals 10% of the build’s health per second, keeping the builder in place like hacking does until the player cancels it by moving or until the build is destroyed or fully healed.
    + Builds have only one level of I.C.E. It takes 30 seconds to implement, and provides the benefit of level 3 I.C.E.
    + Builds have an option to implement I.C.E. without the hacking skill, but it lowers the maximum health of the build by 33%.

  • KING-OF-PING

    Please get rid of the smoke/lightening effects from gas on other players that have not been hit by gas!!! It’s very distracting and it screws up the view of the players, for example: enemy players that you are trying to hit but can’t see in the dang smoke!!!!! I’m requesting this hopefully so u will make a change before Rock2ober.

    • OneManClan

      Yea that was a bug, which I fixed last night. Incidentally this was related to the ‘you can see other players scanners’ bug, which has also been fixed! 🙂

    • Beltan

      Yeah I’m sorry that my preferred item sorta bonked the game last time but I had a great time playing. Thanks for the quick fix there, OMC!

      I should’ve recustomed and used something else for the session, though. Sorry about that, people.

      I want to also say that it was one hell of a fight- even though red lost, they were definitely catching up. Blues really would’ve have to get their shit together to clear out the base in BAM so that we could fend off those reds.

      I can’t remember who the reds’ Demoman and Sniper were but you guys in particular really made it tough for me to slow you down! Nice fights!

  • Wolfgang

    Please don’t upgrade grunts, they are powerful enough if well looked after and tactically placed. It’s not fun for red (or blue) to fight AI bots that can be respawned almost straight away.

    The build upgrades suggested by Beltan would make lazy engineering too easy. The best way to upgrade an engineer is an easy mod, give standard engineer class an anti-grav gun for moving builds around.
    When as a red you know where long standing builds are, they make easy pickings but if they could be moved by canny engies then it makes things more interesting.

    Just my thoughts.

    • Beltan

      The grunts wouldn’t actually gain any overall power (aside from infection immunity later)- in fact what I’m talking about is bringing balance by reducing the Grunts’ starting health.

      Like you, I want to see quickly-spammed Grunts die quickly and allow attackers to make headway faster when they are playing well. I just want to encourage players who use grunts to rely more on strategy and care rather than blindly tossing out grunts just to block up every chokepoint.

      Builds provide a severe zone control presence at the cost of mobility, but the problem is that even without purchasing anything out of the ordinary, players are able to move in and- with a few shots in a matter of seconds- are able to destroy a build that has taken hundreds of points worth of metal and several minutes to upgrade fully.

      Anyone who has engineered knows the feeling of finally completing your fully upgraded Tesla only to have a spy drop two mirvs on it.

      If builds repair more slowly but can take more punishment, Engineers are encouraged to defend their build, but have to take more time to undo the damage, allowing attackers more openings to engage the build before it is restored.

      I’m trying to encourage “active” engineering by pumping up builds’ hitpoints so that the engineer’s work isn’t destroyed with a few well-placed shots, but instead takes some wearing down.

      Lightweight builds would be a better choice if you wanted easily-relocated traps. Like a motion sensor that is also a level 1 sentry (non-upgradable). Have the metal? Just toss it up onto a wall or ceiling for a quick (though minor) threat.

Leave a Reply

 

 

 

You can use these HTML tags

<a href="" title=""> <abbr title=""> <acronym title=""> <b> <blockquote cite=""> <cite> <code> <del datetime=""> <em> <i> <q cite=""> <s> <strike> <strong>