ripednail wrote: ↑Tue Jul 09, 2024 10:24 am
I personally don't like having to kill the battle tank
I agree.
I think the problem is that Blue aren't getting a (well deserved) "break", between BT attacks. The 'penalty' for all that power was supposed to be SLOWNESS. But people started Bunnyhopping with the BT. Although it looks ridiculous, I've let it go, because I was concerned that it too 'too long' for a BT to get from spawn to the Blue base, particularly on the bigger maps. But currently, I don't like that (after all that effort of killing one), a BT can respawn and reappear at the Blue base within 30 seconds.
I'm not sure what to do about this. I don't want to weaken the BT because its' 'toughness' is the whole point.
Options:
1. disable bunnyhopping completely
2. make every single jump add to respawn time
3. make every single jump reduce armour
4. make the BTs armour take a while (eg 5 minutes) to 'build up' to max'. So you can BH (and get there quick), but you'll be weak, OR:
5. Make the BTs armour 'activate' after eg 5 minutes.
6. The BT can't shoot for 5 minutes.
7. Disable BHing if the BT gets *any* damage. so BHing can ONLY be used to travel to the blue base.
8 <insert your idea here>
Of course certain people who have been LOVING the current BT situation will complain, but hey .. I'm happy to them to decide what the 'nerf' should be. Also, to compensate, we can always talk making the BT *tougher*. For example, give the BT the (once per spawn) option to do an emergency turtle for 60(?) seconds. ie they can activate some kind of temporary 'invisibility shield'(?), but they can't move or shoot
This is all up to discussion, so I welcome feedback from all interested parties.