21 Aug 10, 11:07PM
The armour in 1.0 was partially broken, because it would not protect you any more wether you had 50 or 100. A stupid mistake we made even before 0.9, because we simply kept cube armour values, but we forgot that cube had tiered armours. This was fixed, and turned into 4 diffrent "protection levels" - wich have been lowered again, since they might have been too good. We are also experimenting with adding 5 seconds to the spawn interval for both armour and helmets.
If someone has 100/100, he can't pick up any more armour. Don't damage him (enabling him to pick up again), get armour yourself first. If you damage him, try to plant a nade when he goes for the next armour. Armour makes your opponent stronger, but an armour-concious player is also more predictable.
The new system just forces you to deploy new tactics. Playing defensively and trying to get to armour first, before attacking is part of the concept. In CTF, if your team controls the armour, you can avoid to have a guy coming in with 100/100...
There are maps where there might be too many helmets placed, especially in the smaller maps. We will revise the helmet numbers/placements in the future.
If someone has 100/100, he can't pick up any more armour. Don't damage him (enabling him to pick up again), get armour yourself first. If you damage him, try to plant a nade when he goes for the next armour. Armour makes your opponent stronger, but an armour-concious player is also more predictable.
The new system just forces you to deploy new tactics. Playing defensively and trying to get to armour first, before attacking is part of the concept. In CTF, if your team controls the armour, you can avoid to have a guy coming in with 100/100...
There are maps where there might be too many helmets placed, especially in the smaller maps. We will revise the helmet numbers/placements in the future.