Misleading pre-mission screens

WellyLugaWellyLuga Member Posts: 1,631
Hey @Fluxxx. Whilst no means a massive bug like the gate closing one, could you maybe fix the pre mission screens to show what can accurately be expected in a mission. Like I know some maps won't have a tank on a .1 round but have a chance on a .2, but can it be shown to say they might? Example:









It can be pretty frustrating to think you can safely wear a non stun resist vest due to what is shown in the pre mission screen only to see one as soon as you load up...
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Comments

  • WellyLugaWellyLuga Member Posts: 1,631
    > @vshield50 said:
    > That or take those F'ing tanks out of those missions!
    >
    > The randomness sucks because it changes the dynamic of play based on the luck of the draw. Especially in the mid lvl 40s....

    This is a better suggestion, most definitely. I was just trying to be realistic with my request :lol:. SWAT is my all time favourite map and a big reason for that is it is exactly the same every single time, no random RNG spawns, completely balanced and fair.
    jimmorrison369TCBRITOvshield50
  • BttlOpenerBttlOpener Member Posts: 842
    @Fluxxx Just tagging ya again.. It is rather frustrating seeing the splash screen, with the opponents you are expecting to see, and the someone else shows up..
  • FluxxxFluxxx Community Manager Posts: 200
    WellyLuga said:

    Like I know some maps won't have a tank on a .1 round but have a chance on a .2, but can it be shown to say they might?

    You're correct about this, and it's exactly the case with the tanks. It's something to make the .2 round more difficult than the .1 without actually increasing the levels of the walkers, but will investigate and evaluate options for this.

    romeoWellyLugaBWils
  • WellyLugaWellyLuga Member Posts: 1,631
    edited August 12
    Fluxxx said:

    WellyLuga said:

    Like I know some maps won't have a tank on a .1 round but have a chance on a .2, but can it be shown to say they might?

    You're correct about this, and it's exactly the case with the tanks. It's something to make the .2 round more difficult than the .1 without actually increasing the levels of the walkers, but will investigate and evaluate options for this.

    Appreciated. I get the reasoning behind it, I'd rather it not be down to RNG though. If you want to make the .2 more difficult I think just chucking in an extra tank is a pretty lazy way to do it but I would rather it be set in stone than be down to luck of the draw. I think the lock in map needs a few tweaks as it's a little imbalanced compared to the other 5.

    In any case, perhaps adding a little tank symbol into the pre-mission screen which says that there is a chance rather than there being no warning at all.
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