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yosh56

Totem Arts Staff
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Posts posted by yosh56

  1. Best thing about Patch complaints, is the fact that his actual TTK is higher in the CQC mod since his headshot damage isnt through the roof and he gets less free damage off of just shooting the ground around you. The grenade is Patch's only real great equalizer. 

     

  2. 27 minutes ago, Fishyshoe said:

    Forgive me for asking, but what exactly does this CQC mod do? How does it change things compared to the game without it?

    (I feel silly for having to ask this 😥)

    The fact that you have to ask.... is actually a good sign that it's not really ruining anything.

    • Like 1
  3. 5 hours ago, Handepsilon said:

    Why do you want to have defending players have further disadvantage by giving them lower VP than anybody else.  It's time to realize that this game is about team achievement, not individual achievement

    In general, this is why new-joiners are given the average of players on their team. If you're defending, you're kind of just expected to have lower veterancy than offensive players. Veterancy has always been about aggression. 

  4. 3 hours ago, roweboat said:

    It seems like LCG take more damage from tank shells splash dmg now, which I like =D

    0 things were changed about vehicle damage or flak armour. 

    I just 1v1d a med earlier today. 

     

    MANTANK LEGION, biatch! 

     

    --------

    As far as I can tell, most of the weapons work fine in the CQC mod. Sidearms needed a pass over (since they had rediculous headshot multipliers), but after that most of the weapons were fine. Patch.... just needed to be nerfed since like beta 5.1. His nade can make up for a lot. 

    Auto rifle might need to be scaled back slightly, but overall no other units seem all that broken by it.... It just feels like headshots are where they should be now... as opposed to this strange necessity where only about 10 people in the entire game are capable of doing meaningful  infantry damage

     

    • Like 1
    • Haha 2
  5. 6 minutes ago, Fffreak9999 said:

    This was done because of the incompatibility of the scoring system we now use.

    Scoring was overhauled a couple of patches ago, and now gives far less points than the old method.

     

    Also, the old scoreboard had some issues with some players rapidly boosting their stats through either abuse of mechanics or other known methods.

    I think OP is just saying the actual stat data should have been saved. The points being reset is fine.

  6. I dunno, I've been seeing a lot more evenness in the sense that the usual 'elite' players are forced to back out of fights more often, as well as have significantly more deaths than usual. 

     

    At best, maybe some headshot damage reduction since all the numbers for those are pretty much what they always have been

    • Like 2
  7. 2 hours ago, Axesor said:

    I always enjoyed playing Nod the most, but since changing teams got locked some patches ago, becouse of some team balancing reasons, I cant play my favourite faction 50% of the time, nor with my friends, therefore my "joy level" dropped under my personal limit of what I could take.

    You're aware that was like... a server setting on one server that got raged against to the point it only lasted a week, right?

  8. Kind of agree with OP..... Being able to completely bypass them to hit one of GDI'S most important buildings is quite annoying, especially since the best GDI can do is maybe run into PP safely if they use the trees for cover. Their GT definitely should cover more than just.... the PP, and the shore could be shallower, so as not to allow swimming except when in the OOB zone. As it stands it's kind of broken 

    • Like 1
  9. Really the game doesn't have that many strong >40 player maps. Outposts, Eyes and Daybreak are about it. Beyond that, I kind of like Field with 64 people for public games... as the law of numbers dictates 31 people can't ALL be bad, and maybe it won't be a permanent base-lock. 

    It's also really easy to just veg out and play anti-tank infantry or a tank... so doesn't bother me at all. 

  10. 2 hours ago, Mystic~ said:

    Already mentioned somewhere, but the Esc menu doesn't work with the end game screen open anymore (for myself and some others at least), I usually have to Alt+Tab back to windows and then right click on the application and click "close" to end the game after a map has finished.

    F5 exit enter

    • Like 1
  11. 1 hour ago, Gex_str said:

    It's a problem from Yosh56's CQC mutator which now runs basically on every usually populated server(a.k.a. on FPI and all CT servers)

    Known issue, and honestly just brought up something that was a bit non-mutator friendly which has been rectified

    • Like 1
  12. CQC Mod_v1.0.4


    This has been up on the TDM server for awhile, but it's the mutator that aligns headshot damage and base damage on all* infantry weapons. Basically body damage is increased, and headshot damage is 'roughly' the same. Some weapons may do a bit less, or more to the head, though their vehicle damage should be more or less identical. 

     

    The readme should tell you everything you need to know. 


     

    • Like 3
    • Thanks 1
    • Confused 1
  13. 3 hours ago, Midorikawa said:

    If you are making it to at least a loaing screen then this shouldn't be a launcher error. 

    Try opening the launcher and using 'Reset Game' at the top right. That should reset the configuration files if they're corrupted in any way.

    If you had an older installation at any point, you may also want to navigate to the installation folder (usually C:\Program Files (x86)\Renegade X), right click and open 'properties' , and on the 'Security' tab add 'Everyone' and give it full control of the folder. That should prevent it having issues with compiling shaders and configuration changes later.

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