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yosh56

Totem Arts Staff
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Everything posted by yosh56

  1. I dig a good portion of this. The autorifle buff is a bit disturbing, as you can already beat most other classes if you just spray and pray your damn-near-infinite magazine in the direction of someone's head. We'll see how that plays out though. Shotguns: I like that we get actual headshot damage now (unobservant sniper punish now?). My only thing is that I would love to see the spread be less randomly generated. As of now I can completely miss somebody and take away half of their bar, though when I put a shot right in their chest I may take off a 10th of their health. I personally could care less about the PT refill timer, as 1.5 seconds isn't all that much. I'd even be okay with it being longer. Sniper reticles are iffy. I'm fine with them not having a dot for the sake of making them seem a BIT nerfed, but then again I've heard the counter argument of it giving unfair advantage to those who cheat with a dot on screen. Artillery getting a splash increase? How about.... no? They're already capable of cost-effectively beating just about anything else in the field, and that just sounds like it will make it better against infantry using cover. I'd love to see Mcfarland get nerfed, and possibly the chem trooper. Seriously, the word 'broken' does not begin to describe GDI's new guy. Stealth detection ranges being increased is something I'm iffy on. Unless it's also applied to light vehicles (buggy and hummvee) I feel like it will be a bit useless. Not to mention, seeing SBH's is only really hard on light maps. The biggest offender, as we all know, is Whiteout. Seriously, either make the effect a bit different, or just make Whiteout a darker map (Like later in the day, but not necessarily night) New launcher looks nice, and hopefully we'll have the crashes figured out. Looking forward to it all, even if I likely won't be around to play it for quite some time.
  2. Hour long time limits are ridiculous as well. That's the biggest issue I have with TMR. I kinda' have to agree here, especially after having several lobby wars. The 30-40 minute range is probably something we should consider, as one hour does drag if it's two horrendously bad teams playing one another. Even though the lobby wars were actually comprised of people that knew what they were doing (most of them anyway), it still just felt -right- for us to be playing 30 minutes. It's enough time to go back-and-forth in the field, and for credits to get to full army levels, on top of allowing time for strategies to be put in place. I won't ignore the fact that I've had some comebacks at 50:00 (did it yesterday), but it isn't as though you couldn't just have those 5 minute comebacks as well. Food for thought.
  3. ... I'm still calling troll. SBHs were never 'terrible' in Renegade, they just required you not to be a total noob and exploit the fact that you are completely invisible at range. If anything, SBHs are poking the OP line right now, though they outright cross it on Whiteout. We need the flash-on-damage back, especially for Stanks. As of now, you just look like an idiot shooting at nothing when you shoot at Stanks. Hell, you look even weirder when you chase sbhs and nobody knows what you're shooting at.
  4. Play more GDI and you'll see how SBHs are "shit". Just because you can't play them doesn't mean they are shit. It's also quite hard to actually becoming 100% invisible, scientifically spoken even though it's fantasy land doing this, you'd always see some sort of visual distortion when you are close enough to the cloaked object. However, there has been some bug reports to the fact that SBH recloaking could sometimes bug out and never become truly invisible again even though the SBH player looks as himself being stealthed. Maybe you experienced this bug? Why'd you waste effort on a topic that deserved no response whatsoever. It's an obvious troll.
  5. I... I actually find that even more hilarious than the joke. The fact that it was a vote-kick makes it all the more funny.
  6. I've seen a humm-vee rush destroy 3/4 of Nod's base. That doesn't mean a rare instance like that can be stated as if it's a common fact that happens all of the time. That's just called being a good driver. You don't fight battles you know you're going to lose, e.g fighting an arty that can kite you. That's why you either have multiple meds rush an art, or find a way to kill the distance and force them to your fighting terms. The comparison is not useless... I kill arty players that 'think' they're smart all of the time. The Med is still a powerhouse; it's just a generic, not-so-clear powerhouse like it even was in Ren. It also hasn't been THAT long since I played the original Ren, and that's why I could make the comparison. About the only real difference is the fact that I can't vehicle sprint in original Renegade. Ummm, basic hardware-wise, yes GDI is stronger. Situation-wise, they may not always be able to come out on top, but basically 'YES' they are. Again, we're assuming that there's a flame tank sitting around the corner of every arty. I've literally seen this happen 2-3 times since RenX was released. Flames have a tendency to get used just for trying to break sieges, and actually rushing. Lone flame tanks generally just get baited and raped by a decent GDI team. Can't argue with Apaches being better than Orcas.. though the tactic of humping still works if you can sneak up on them. Again, Field is just where people OBVIOUSLY use tanks. The reason I bitch at people is because a well compositioned mass of armor is just as, if not more, effective on other maps. Hell, Islands is often won with masses of GDI tanks that actually rush. ... Last I checked, Sakuras/Havocs were pretty useless against armor, and the more of them there are, the easier it is for heavy armor to do their thing. Ravs/Pics though; I've been preaching since Renegade that mass PICs can take the field faster than Lights/arts/meds, or any vehicle. There were more players in the old game? Umm, we're pllaying on 40person servers, and a good chunk of the servers on vanilla Ren were 12v12s and around that number. Invalid, unless you suddenly decided that we're going to factor in 128 player and 64 player games. Truth, but if you have a half-way competent team they'll have AA. Hell, if you have a Havoc-spamming team you'll have AA. Well, assuming you don't have a bunch of idiots that DON'T 'waste' their ammo on Apaches, and instead just go for KDR. That's a player issue though, not a game one. In short, 20v20 is more than enough for GDI to be able to field a decent armor composition that even incorporates a mammoth or 2 (say what you will, but a Mammoth with Hotwires is still a helluva damage-soaker). Again, I've bore witness to it more than enough times to know it's true. Unless GDI just plain gets outplayed in the tank battles, they'res going to be a lower occurrence of SBH activity and more-than-likely a win of some sort, if they actually learn to use what they're good at... and learn to use it properly. There is something to be said about not going full wetard in a vehicle, then assuming it's a hopeless effort. And no... a character limit is beyond game-changing... and that also starts us down a slippery slope towards OTHER things suddenly being limited. What those are would remain to be seen. Again, coming from a mostly-GDI player and a GDI player who actually has a higher win% with GDI than Nod.
  7. Currently, since most servers that are left are 40p, it's generally just assumed that you're talking 20v20. Obviously in 12v12 numbers are going to be stretched thin period. An 11 vehicles rush is only half your team in a 40p server, but obviously that's virtually the entire team in a 12v12. The number of people is a moot point right now, however, as 40p is currently just a standard. As for 5 people being 'considered' half of the team, that's an assumption that the entire rest of your team is just retarded. You will always have lone wolves, but the percentage of them varies just as much. If a large part of the team isn't really talking (except about sbh's) then of course most people are either going to be just doing their own thing, and not being much of any kind of productive, or needlessly worrying about SBH's, when there'd be less of them on the field if GDI was providing even the least bit of pressure to make Nod actually have to CHOOSE to go SBH. So out of curiosity, where in there did I say that pressuring Nod was going to completely stop having SBHs You're talking to one of the best infiltrators in this game; I know it's easy to slip by a front-line that's in your base. However, 1 sbh isn't a threat (assuming you still have people in your base). If Nod gets a tech through then... bravo. Even 2 sbhs are only a minor threat to 5 people that are both sbh-checking and watching their mine-count. The point is, coordination rarely happens when there's a Mammoth's barrel poking into the front of the HON (granted, that's a horrible place to put a Mammoth, but you should get the point.) To the blue text: Umm, stick to reality in an argument. Plzkthx The Medium tank has more than enough punch... and it aims just fine. Literally, I just tested it to make sure, in first-person view it shoots just a bit to the right and below the middle of the crosshair. It's about as hard to adjust for as the arc on the arty. Actually, it's not even close to being as hard to adjust to that in all honesty. A Med also kills an arty in 7-hits vs an arty's 9 to kill a Med. Now if we're going to talk about whether the arty driver is smart, why not also talk about whether the Med driver is also competent? If they're both equal and in a fair fight(Eg, both have/don't have cover, and neither/both are teched/hottied), then the Med wins by default. Hell, my general suggestion to most people is to just rush the hell out of artys( assuming they're in range and can't just kite away). They can't outrun a Med, and if they're not being repaired they're likely going to lose the confrontation. That brings me to the next point, you keep bringing up 1v1s, which if GDI (and Nod) is actually fielding groups of tanks, then that should never happen. Hardware-wise, GDI can still overrun Nod easily in the field, but only after people realize that Mammoth overkill just makes it impossible for every other vehicle to actually be mobile. Meds are still just as good as they were in Renegade as far as I can tell; they handle a little bit differently, but I got used to it over the course of a few games, and now I have a 1st person view to make it even easier to fight on hills. If anything, I think they're buffed, but mostly in an opinionated way. I've driven them enough in Ren and RenX to at least know they're definitely no worse than they've ever been. So long as GDI is smart enough to field Hotwires, their metal war-machine usually runs over Nod.... assuming the drivers CAN aim, and focus down targets. And finally, that brings me to something that I already touched on earlier: GDI never seems to mass vehicles EXCEPT on Field. It seems like Field is the only map where it's OBVIOUS that you should have tanks in this giant field. Walls, Islands, Whiteout; they all seem to have small tank battles, but for the most part, there's always a massive amount of infantry/snipers and the occasional vehicle used for defense on GDI. All of the games where I've noted this, Nod fails epically... several times. Eventually however, they DO win, all for the shear sake that GDI was so busy not contesting them on the hill, or on the sides, that eventually when one or 2 people DO finally grab tanks, it seems hopeless because they get melted by the mass of artillery that ALWAYS seems to make it to the hill. That all brings us back to the fact that pressure controls a team. Of course people are going to GET OUT of the base, but would you rather have 3 sbhs on the field, that aren't even that coordinated, or 7 systematically C4ing and nuking simultaneously? As stated, I generally never see GDI lose when they actually drop the armor heavy on Nod. Sure, they may lose a building to a nuke, but trading the GDI Refinery for Nod's HON, Ref, and possibly PP? EZ. SBH's are Nod's deadliest tool, second to Stanks... which are horrifying when coordinated and successful. GDI's is, was, and always will be the fact that, skill depending, they can run over Nod in the field, assuming they aren't dumb enough to only field a minimal number of vehicles. TL;DR(but somewhat different) : GDI still makes it harder on themselves when they camp. At least, if they camp against a halfway competent Nod team that doesn't just feed them points.
  8. That way of thinking is exactly why GDI teams have a tendency to fail. Everyone THINKS that half of the team should be defending, when in reality you hurt Nod more if their SBHs can't get coordinated enough because there's constantly pressure in their base. And this is coming from an almost purely GDI player. Whiteout, for example, is a haven for stealth units. Every single time I've won as GDI on Whiteout, it's because GDI actually did what they're SUPPOSED to be good at: that's fielding generic 'do-it-all' tanks (I'm talking Meds not Mammoths), backed up by Anti air, a Hotwire or 2 to make sure that it isn't super easy to just arty whore the tanks to death, and leaving maybe 5 or so people back in base to keep an eye on mines and nukes. If you just sit back and defend EVENTUALLY Nod's going to have all the time in the world to get coordinated, and coordinated sbh's are what's deadly. Of course, it's hard to get coordinated if you know you can't get away with having 5 people be sbhs, because you HAVE to do something to keep your base alive. People seem to completely forget that owning the field, and always forcing the enemy base to be under attack is part of -controlling- the enemy. Yes you need to defend, but in the words of some guy a few hundred or thousand years ago, "the best defense is a good offense." In short, there's a reason I bitch at GDI teams that have THREE vehicles on Islands when we're already 10 minutes into the game. It's inexcusable to not field your greatest assets, then complain about the enemy using theirs. That's not to say I don't think SBH's don't need any tweaks (flash when shot please?), but even if they were nerfed the current mindset of most scared GDI teams means that they would still "be OP". TL;DR : If you sit around, waiting to get nuked or C4'd to death, then yes... you will probably get nuked or C4'd to death. The 12 people in base may disarm 20 nukes, but if you gave Nod the time to coordinate planting 21 then... GG.
  9. I was the one who said that was the first successful Stank rush I'd seen in RenX. Seriously, I counted 4 of you at the entrance.. relayed STANKS in our base... then somehow there were like 10 of you. Yeah... when Stanks do what they're supposed to, it's scary as hell to be on the receiving end.
  10. Not gonna' lie, as much as I liked 12v12 back in the old days, 40 seems like the new sweet spot. I honestly don't see it as too many people. It's 10 on offense, and 10 on defense for a smart team. 10 people is easily breakable if you're not just throwing yourself at them all willynilly. I still sneak into bases on Walls, and tank rushes still work if you just play with the enemy teams psyche. 40 is not that bad. 64 was a bit excessive IMO, but 20v20 is big enough to make sure there's competition, and small enough where you still can occasionally go outright commando. I've got more than enough solo-Hotwire building kills to prove the latter.
  11. We had this in several Renegade servers, It wasn't linked to one death however, and it stuck with the player for the entire match. It was based on Veterancy points and your actual score. So point-whoring would give you a high score, but you would never be promoted without actually killing and being productive in some way. (Vehicles, infantry and buildings all gave veterancy points. Buildings obviously gave the most, whilst infantry gave the least. IIRC, there were three ranks you could attain in game, and I don't remember their exact names in Ren, so I'm just going with 3rd gen CnC of veteran, elite and heroic. The benefits were generally a 5-10-15% health bonus, and in some cases they added other perks At veteran and higher, some servers added armor to vehicles you were driving, and also made light armor you drove resistant to snipers. Some servers made it so that when you hit veteran you would start getting a refund for your characters if you switched. (EG.. buy a Havoc for 1000, then buy a rocket soldier and get 500 back for the Havoc) There were probably more rewards, but the system that doesn't rely on you to survive necessarily definitely fits better, and it rewards players that actually do things besides point whore, or just kill-whore free infantry with a Ramjet.
  12. Not going to lie, the VAR having spread is still one of those design choices that makes me wonder if the devs were lighting up while making this every once in awhile. I guess they had SB hunting in mind, and a bit of spread makes that job easier, but not so much that we need THAT much spread. Also, I don't think Gatsu meant that the VAR couldn't headshot.. I'm pretty sure he meant that it should be like they have the shotgun now wheres there's no added damage. If anything, I wouldn't mind the headshot damage getting a bit of a nerf if we did go back to 100% accuracy.
  13. Time for the new wave of complaints. Me on the other hand, I shall merrily go about losing my weekend. On a side note, I saw nothing about the GDI harvester's constant malfunctioning on Walls. It wasn't on the list, but was that an issue that was corrected ? (Referring to the fact that it often dumps at the ref... then just stays there.
  14. Herding cats indeed, my friend, herding cats indeed. But sometimes... when those cats finally become wolves in a pack, it becomes a glorious day.
  15. I'm going to run some counters here, but admittedly (thanks mostly to the permaweapon bug) I feel like it is easy to get away with just playing a Hotty or a Tech all game. But that's merely because I can supplement my main weakness with a one-time payment of $125. Let's talk about: Remotes: Honestly, I don't see the problem with remote C4s at all. I've died a total of... twice to remote C4s, namely because they're very situational in terms of combat. If an engi is defending, they make sense since one can simply refill them, not to mention their attackers are likely going to be trying to get into an enclosed space (a structure). Dodging a remote C4, when in actual combat outside of a building, hasn't given me the least bit of trouble, and at best they may take a chunk of armor. If an engi is using remote C4 while assaulting... well they're just wasting their ability to do one of their primary jobs. As for the Remotes being unnecessary... I beg to differ. They actually help to nerf single engis in their building-busting potential whilst simultaneously rewarding a team for getting a legitimate squad of engineers into a structure. I say they nerf single engis, because remotes die off after death, meaning the engineer/tech can not time their explosion to virtually insta-gib structures. If every C4 was timed, there'd literally be no tactic necessary for what to do with C4 and an MCT. You'd just place it and hope for the best. Choosing when to detonate remotes on an MCT determines whether or not those enemy engis trying to kill you are actually going to be able to save this structure or not. If you trigger too early, they can just save the building by healing enough. Repair guns: I honestly can't see the problem with the current repair gun. Engineers are supposed to be versatile, and the biggest reason that everything about engineers feels a bit OP right now is the fact that suddenly they can carry weapons that are questionably powerful. Them being the only class that can disarm mines and heal/capture buildings is just... very engineer of them. Again, it's the fact that they're now able to do all of that.... and wtfpwn anybody who stands in their way. I'm only for engis being the only class able to cap tech buildings because it'd stay true to the CnC nature. Well, that... and before engineers were offensive powerhouses, they felt like they could be of some other use than throwing remotes on MCTs and repairing things(Engis, not tech/hoty). In short, the repair gun is SUPPOSED to be powerful to make up for a lack of offensive capability; buy-able weapons (especially the tib ones) have kinda' broken that. Okay, they've completely rewritten the rules. The repairing of buildings has been discussed before. Honestly, as much as I hate siding with some of the childish idiots and pretty much saying L2P, I have to agree with them here. Pounding buildings is the WORST way to kill them. It is, and always has been. Hell, the Renegade single-player campaign even had a mission surrounding that. The repair rate, and the completely consistent returns of the repair gun are fine IMO. The more engineers that are dumb enough to make a building stay at 100%+, the less resistance you'd actually run into outside. On top of that, if there are other buildings to destroy, it's high time you convince everyone to just rush them, block the doors, and laugh as the team of +50%- engis tries to switch buildings in time. And then... well, there's always a beacon. Honestly, pounding structures is more about pressure than actual destruction, unless it's a legit rush. where doors are blocked and engis out in the open are mercilessly destroyed. Repping vehicles: I don't think it's really all that bad. You made some points that all kind of just led to common sense. In Planetside/Battlefield, you go engineer whenever you plan on tanking as well. Why? Because you want to be able to heal your own stuff if it comes down to it. It's not like you can heal and shoot at the same time, and stepping out of your vehicle on GDI generally results in you seeing every detail of that $1500 mammoth tank you just bought for Nod. Being able to heal friendly vehicles around you is just a plus, but once more people learn that sniping engineers is the best way to kill vehicles... well that won't seem quite as powerful as it is now. As much as I hate to beat a dead horse; nobody is really really being a team-player with their sniping. Anti-vehicle: If you think Engis are the best anti-vehicle, then you simply run into some horrible vehicle drivers. Most drivers with any sense will simply stay back from engineers and use this thing called a GUN to make their heads into something they'll smear on their toast later. Getting close enough for an engineer to C4 you is generally just your own damned fault for either A) lack of awareness, or B) sitting still, or just outright driving too close. I'd like to see your awareness of my (currently broken) Raveshaw actually help you. It won't, because Ravs/Pics/Anti-vehicle-infantry-in-general are all capable of putting the hurt on MULTIPLE vehicles from range. You can't simply kite them, and you knowing where they are does not aid you in the least bit so long as they're in range of you. Of course, we can also chalk up the ease of C4ing vehicles to the fact that it's much harder to run people over in RenX than it was in Renegade. Medic Guns: Sorry, this isn't Tiberian Sun era... otherwise I'd debate that. Still, as you already mentioned, healing infantry is hard enough as is. It's one of the most balanced things in this game, and we probably shouldn't touch it... then it might explode. Synopsis Tiberium Auto Rifle for engis kind of broke everything. Seriously... I know the gun was virtually useless in Renegade, but now I feel like it circumvents the need to have any skill in a gun fight. The flechete(sp?) gun is debatable, but at least it requires aim. We'll have to see how much Tib rifles are exploited in the next patch, as I believe the major issue right now is that EVERY engi/hotty/tech is rolling with a gun that belongs on a character that costs twice as much as they do. And yes I like my mouse-wheel.
  16. You've officially change my life =D Also, I see no difference in the detect radius. I feel like the tunnel entrance on Walls actually does seem slightly bigger on RenX than Ren. It's not much, but it seems just enough to be significant.
  17. As an avid Renegade player/fan, Unit's response (and the ones that seem to pop up all over here) are honestly annoying and making the community look kind of childish. Seriously, just saying 'no' doesn't get anybody anywhere. You don't have to go in-depth... but make a half-way valid point. Still, he's right that this is not every other shooter. However, the reason mines should stay the way they are simply ties into two things. A) (The simple answer) A few infantry can just spread the damage of mines and get by them if they're aware of the game mechanics. B) (The long winded answer) Making a team 'need' Hotwires/Engis to clear mines falls into the team-play aspect. If any class could diffuse mines, there'd be almost no reason for hotties/techs to do anything but mine and defend the base. Assaults with infantry could easily just be done by 3 of any class walking in a building, circumventing mines and using their timed. Not to mention, assuming this would be an easy 1-shot-splash killing an area of mines, that would completely negate at least the slowing/deterrent factor of mines. To give an example, in Planetside 2 Anti-tank mines can be disarmed, or just blown up. It takes roughly 2-3 seconds (IIRC) to disarm a mine with an engineer's repair tool. Now let's remember that the engi has to walk right up within like 3-5 meters of this mine, then wait 2-3 seconds to disarm a single mine. Since Engineers with max certs in the right places can place 6 mines, that would mean this engineer disarming them would be disarming for 12-18 seconds. Now, with me being an avid tank-driver in Planetside, I can personally say I never wait for that BS. I just have my gunner shoot 1 mine and have the explosion kill the rest (if it doesn't we just shoot all of the mines). As much as I find it convenient to be able to do so, I do believe it makes the Engineer ability to disarm more of a novelty than anything else. Now that's for vehicles, but proximity mines for infantry are different. Sticking to PS2, the proxy mines are generally one hit kill if you run into range, and also the mines are kind of hard to see. This makes it fairly easy to just hold a choke point down with one or 2. However, assuming people around you actually notice these mines, the easiest way to get rid of them is just to shoot them. Anyone can shoot them, meaning that you could just exterminate the issue as any old class. That's nice and all, but most people will generally hit mines... because PS2 has medics that can (when completely ranked) more-or-less insta-revive you. AAAAND this is where this 'argument' has been headed the entire time(I fluff, so sue me). In a game like PS2, BF, or especially COD, there's nothing at stake for the individual; in short, there's no penalty for dying really. That being said, if you die to mines in those games, you just rage a bit and re-spawn. Or maybe even just get revived. Mines are not a CORE mechanic in any of those games, they're just another weapon. In Renegade however, mines are a core component of base-defense, and you should not simply be able to circumvent that fact without doing anything out of the ordinary. The reason Hotwires and Engis have a repair gun that disarms mines is because they are MEANT to be the ones that get into bases and single-handedly become game-changers. To not just have a wall of text, here's a bit of perspective. Havoc/Sakura : Meant to kill people VERY easily with a secondary of being pretty good at fighting light armor/Aircraft. They're good at defending a beacon... but even if they get in a building they're not meant to do much of anything to it. Gunners: Built to be a medium range tank deterrent with a secondary to have enough DPS to substantially damage buildings, thanks to high dps. As for his effectiveness against infantry... well, he kind of sucks for anti-heavy-tank, and splash-damage in general is easy-mode in Renegade. SBH's: Built to infiltrate/exploit... but not meant to be a building-killer without a nuke, or some major coordination. Secondly, SBH's are good for recon... but nobody seems to use them for that. Hotwires/Techs: Primarily repair, and defend with the 'secondary' of being able to solo a structure. Note... SOLO. They can get past mines because it falls into the reason for their existence. Engineers are also meant to destroy buildings (One person engi whilst their escort provides the 2nd timed-C4 needed to actually destroy the structure). The primary reason that mines are placed (if it is not obvious) is to keep enemy infantry out of buildings. Yes, putting mines in the tunnel indirectly keeps people out of buildings. Free soldiers/Havocs/Sakuras/Every-other-infantry-class-that-isn't-an Engi, these are not primarily or secondarily supposed to be used to infiltrate and destroy structures; they're made to be ASSISTING the 2 classes that are capable of doing that job. Now admittedly, with Hotties and Techs being able to carry carbines, their ability to do everything but snipe is... disturbing, but we'll see how that goes when the sidearm bug is fixed. Now that was a bit long winded, but the jist of it is: Hotwires/Engis have mine-clearing right in their job description. Every other class is meant to do things that help hotties/techs get that inevitable BOOM. If that doesn't help... well. 'cuz it's Renegade =\
  18. From what I can tell, you can't jump over them, and their detection range seems roughly the same. The only difference I've noticed with mines, though not the mines themselves, is that there's no walk button in Ren-X. No walk button means you can't set off like 5 mines and still live. As for all of your mines still being there... err, random bug? I'm pretty sure I've seen somebody run over my mines once without setting them off.
  19. ^ That. But really, I wouldn't be against putting mine counter on the TAB menu, even though I've been kind of exploiting the always-on mine count. It's easy to tell when an sbh makes it through the tunnel. As for building health, I can see it being on the main HUD as small bars beneath the icons now, but to give people more incentive to actually use the TAB screen it may be better if the icons on the HUD merely went from green-yellow-red. This way, those that are willing to actually be observant of the TAB screen can tell when they're being suckered, and tell the true target of a rush/bombardment. As for the icons flashing when the building is taking damage, I can't say that doesn't put a complete damper on being a sneaky bastard that gets all of the attention on a structure that's only been timed-C4'd and not the real target of a greater scheme.
  20. That File is Legit i've downloaded it and i hosted a private game just to look at chars n what not its SSexxxy
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