Since I am a valued member of this community who recently donated $70 dollars of my own money to keep the server running that you so happily think you can develop however you see fit.
You will grace me with a proper reply in the form of english and not some pathetic childish picture which seems to be your default weak response to direct criticism.
So lets hear it, why are you and your team playing around with an established mod to the extent that gameplay is adversely affected?
If you do not reply properly then your silence will confirm to me my suspicions set out in the OP
There's no real difference in what has changed... people could always use hellfires just with less ammo. My god. @Haste has already said he's looking into the gun and that he's going to sort it out making this thread... pointless?
Also, this isn't pay to get your own way. You're a funny guy making a fool of yourself.
Posts: 3,640
Threads: 107
Joined: May 2012
Staff roles: Balance Dev
This change is experimental to see if the core functionality works. Predictably it influenced hellfires' effectiveness by rather a lot as their ammo had already been buffed in the past to accommodate multiple launchers.
Amusingly a large part of the reason this experiment was "conducted" is so that it could be applied to gunboat and battleship missiles and such.
I also doubt you were sniping bombers with Cerberus volleys at 2k+ range in the past, so yeah, I don't see why that range nerf is relevant here at all.
(12-31-2015, 08:04 PM)Snoopy Wrote: There's no real difference in what has changed... people could always use hellfires just with less ammo. My god. @Haste has already said he's looking into the gun and that he's going to sort it out making this thread... pointless?
Also, this isn't pay to get your own way. You're a funny guy making a fool of yourself.