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Hohndo

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Posts posted by Hohndo

  1. 2 hours ago, Quincy said:

    Really good PUG. It was weird to me that we first got stomped by mass tanks on Walls and later that evening we stomped the enemy team with tanks as well on Mesa. May it be that GDI tanks are so much better? Hmm.

    Because Med tanks are the best tanks.

    I would like light tanks to be buffed a bit more in the maneuverability and speed area. Faster turret rotation, slight turn rate buff, maybe 5% overall speed buff. I don't want them tankier, but I do want them to more easily dodge fire. I just want it to feel a bit more unique and useful. I don't want it to be a med tank.

    As it stands now, they are pretty pointless, even in early game where they can be useful. Whereas, every vehicle GDI has a use. (Except Wolverine where that applies..maybe Recon bike too, but it's fun as hell lol)

  2. On 2/22/2017 at 2:45 AM, yosh56 said:

    Pretty sure the CnC community as a whole can make a better CnC game than EA's proven to over the years.

    I don't know. Red Alert 2 set the bar really high. It was all downhill from there, though.

    We could do Dune. Because thats not something thats been done in a long, long time.

  3. 4 hours ago, YagiHige said:

    The weirdest kill in any Unreal Engine 3 game, is a teamkill using their own weapon because some arbitrary engine decision. See those infrequently. I distinctly remember the physics of a AT-Mine launched buggy killing a teammate and giving me credit, it was on Complex trying to get on HoN in a goof-off server.. So it's technically reproducible, though fluke.

    How team kill works as far as I've seen is you have to hit the team player with your weapon then if they aren't damage by another player and somehow kill themselves, it counts as a team kill technically.

    Found this by accident a couple PUGs ago. My entire team in the warm up phase decided to run at me and I would shoot them, then they would blow themselves up with remote c4.

    I can't watch the video so I can't say for sure this is what is happening.

    • Like 1
  4. 3 hours ago, DarkSn4ke said:

    Seriously? That will cause only cause a slight change to gameplay, if nothing at all. You can add as much cover to the strip as you want to. - This won't prevent the game situation Luhrian is complaining about.

    You can see this on any map (Yes I repeat myself). Once Nod lost the field (especially on non_def maps) GDI can detain Nod from using vehicles by destroying them as soon as they drop off.

    Just consider what Kryps team did during the sundays PUG on Volcano [waiting for TK to publish the replay]. That was pretty much the same situation that caused this topic. Just another map [and we could just *farm* one vehicle.... as Tonys team already had given up].

    Complex can already be considered as Nod map (especially on public servers) and with early Silo it's even getting much easier for Nod now [I guess :D].

    Sooooo...maybe NOD should get it's own Weapons Factory?! I've been wanting to get one at least for some maps.

  5. 3 hours ago, Ruud033 said:

    Agree, I think the snipers right now are from the Quake-3 Arena time period where there is no recoil what so ever, in most games like BF and COD there is some recoil and even movement where you have to stand still to aim for a bit. Maybe @yosh56 could try to add some recoil into this to make it require more skills?.. just saying.

    The problem there is that is still doesn't solve the problem. It might make their kill-per-minute go down, but only so much.

    I do think the damage boost from veteran levels needs to be reduced. I don't think any sniper should kill on a full health body shot. Ever.

    This is going to go against what I just said but I think it is the best way to level the playing field. I think maybe the best way to solve the skill gap here is to make the bullets travel slower and not be instant. It's a little more complex than I want it to be, but this also has a added benefit to help against aimbots and triggerbots in some capacity. The only way they should be 100% effective the way they work would be to be closer to the fighting. Which if that is all a person is doing, it would become a fairly obvious tell that way.

    I want to add more to that but I gotta get back to work.

     

    Edit:

    It does introduce a learning curve because the further away you are, the more you have to anticipate what your target will do next.

    I don't know how much this wil would actually change gameplay, but I'd like to see it play tested.

    But this is a topic for another thread..

    • Like 1
  6. On 2/19/2017 at 6:50 AM, Ruud033 said:

    If this is the case, I'd say a good commander would switch tactics (inf only) or deploy strategic infantry to counter those tanks to get a window of time to spawn those tanks.

    We were going back to tanks because they had 2 or 3 snipers just picking us off. I'd rather see something done with the snipers. Most aren't very good, but the few that are prove that there needs to be more balancing.

  7. I would love to both see server split and map selection based on how players are in the server.

    I'd love to see 60 players playing all at once, but my problem with it is solely that some maps don't translate well to this that we still play with that amount of players. Thats why Snow was one of the first booted from this change because that map is absolutely broken with that many players. But it is a fun map that I enjoy..I just don't ever get to play it anymore now.

  8. 1 hour ago, RypeL said:

    I dont know of any dev or community dev decission to raise the limit to 60. So i kinda kindly ask you to remove that mutator. Reminder: Long agi and after carefull consideration Devs made the decision to limit it to 40 to preserve the intended gameplay. And 40 was already a compromise. I dont know why that decisions shouldnt stand anymore and i could police it if i have to. I still run the backend for the server listings and i can add filters to it, no matter what mutator you run. And seeing the situation i kinda dont know why i shouldnt. So pls reconsider. 60 for an evening or so should be fine, but a permanent 60 is against the one rule we made regarding serversettings.

    I would tend to agree. I mean there are maps out there now that support more than that, so I feel maybe those won't ever get used in this case.

    I did kind of like the idea of only allowing certain maps based on how many players are in the server. I really feel like that would help a lot with that problem.

    46-48 was still a good number to sit at. It didn't throw the balance off much if at all. I've been doing my best to keep track of the trends based on how many players have been in it. I just think 60 is way too much. Might be okay on the weekends as you say if you restrict to larger maps.

  9. I've gotten double shot a couple times. Never got no damage.

    I think the double shot is due to reading extra button clicks, maybe? My mouse has double click issue I need to take it apart for.

    I've gotten double vehicles for the price of one more often lately but it's completely random. I can't find a pattern to it. Similar to my mouse click issue.

  10. I think for what it is, Ren-X is in a good engine. I think it would be beneficial to convert to UE4 for longevity sake, but I don't think there should be talks of that till there is a 1.0 version of the game finally.

    Once we have the balance down, and a firm idea of where to go with things, it would make converting much easier in the long run. Maybe by that point I'd know enough about coding to pitch in.

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