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Canucck

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About Canucck

  • Birthday 06/16/1988

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    Nod
  • Steam ID
    the_rahjur

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  1. If Petro is already remaking C&C games why doesn't this one use the C&C brand? It's interesting that they'd start this now while doing HD remakes of the other games, and sounds very much like a passion project imo. Is it known if anyone from the (former) community is involved?
  2. Enemy base is a great place to killwhore
  3. Our vigilant moderators will keep us safe, it'll be fine
  4. Was that one of the wireframe or other retarded ones that made the game unplayable? There were like 2 of them you could play with "normally", and this one was by far the closest... it didn't remove/add anything that it shouldn't have. The one in the screenshots should be a checkbox in the settings
  5. RIP the days of being able to remove all of this... https://imgur.com/5P9fWYY https://imgur.com/29rnvi4 https://imgur.com/k2XOWoA https://imgur.com/EZlbWAo https://i.imgur.com/byPaQgj.png
  6. That engine ran like shit though, it's pretty much why the game died. No one could play at a decent fps even with 12-24p. 50% hitreg at best
  7. Canucck

    ADS Sensitivity

    Ok here is the better way, add this to Input.ini under [RenX_Game.Rx_PlayerInput] Bindings=(Name="rightmousebutton",Command="gba_altfire | senschange",Control=False,Shift=False,Alt=False,bIgnoreCtrl=False,bIgnoreShift=False,bIgnoreAlt=False) Bindings=(Name="senschange",Command="setsensitivity 30 | OnRelease setsensitivity 5",Control=False,Shift=False,Alt=False,bIgnoreCtrl=False,bIgnoreShift=False,bIgnoreAlt=False) Make sure to delete the existing rightmousebutton bind. Change the setsensitivity values to whatever you want (first number = scoped sens, second number is your normal sens). You will have to hold the ADS button to keep the new sensitivity even with a sniper, as soon as you let go your sensitivity will change back.
  8. Canucck

    ADS Sensitivity

    I think the best you can do is either have a mouse that can change dpi on the fly, and change it while you scope, or have a separate custom keybind that increases sensitivity while you hold it. You could add something like this to input.ini Bindings=(Name="LeftShift",Command="setsensitivity 30 | onrelease setsensitivity 5",Control=False,Shift=False,Alt=False,bIgnoreCtrl=False,bIgnoreShift=False,bIgnoreAlt=False) While you held leftshift with this your sensitivity would go to 30, and when you let go of leftshift it would go 5 There is probably a better way using just keybinds, but the toggle ads option not applying to snipers kinda makes it weird
  9. It's not just that there are stalemates, it's that they start only a few minutes into the game. I'd try something more drastic in order to slow down progression a bit without making the gameplay actually feel slower. You could get rid of stat power creep from veterancy, and instead use it to unlock different tiers of inf/vehicles/equipment. Something like Recruit gets free/t1 inf and vehicles, veteran t2 inf/vehicles + airstrikes, elite t3 inf/vehicles + nukes. You could change building death penalties, where they can be "revived" after some time consuming process but still apply penalties afterwards, and not count towards the win condition (so killing buildings that haven't died yet is still the priority, buildings that have died already don't need to be killed again to win). Penalties for revived buildings would be something like... Vehicles from a revived WF would take 2-3x longer to spawn and start at half hp, halved pp/ref penalties when revived, revived BaseD or BaseD using revived power only shoot spotted targets, etc. You could start with buildings still under construction, with different buildings starting out at various stages of effectiveness and coming online at different times in the early game. I don't like the power creep from veterancy atm, I think that's a big part of your TTK point. But if you're going to add more abilities I'd start with party abilities. Things like having Gunner/LCG add 25armor to nearby friendlies. Have certain vehicles/inf either gain a bonus or have a penalty for grouping, etc.
  10. Marathon or AOW? Before you start with changing fundamentals you should have a clear picture of how you want the game to progress over time. eg Which vehicles/inf/strats should be effective or ineffective at different times as the game progresses? Right now with marathon you get some weirdness in the first ~5min, then the game basically stays the same for the next 1-3h, and that shit is pretty boring (It feels something like the early game is 0-3min, mid game 4-7min, late game 7+ min). If you're going to start from the ground up, start with a timed match so you can have expectations you can work around imo. Would also make some rule like mutators have to be dev approved until you have X number of regularly active servers when/if you start making major changes
  11. The last couple years worth of patches have been trying to compensate for the shitty aspects of marathon games, again I don't think that means it's working well. I dunno what choice there is though when there's only 1 server, and the server owners pretty much have more control over balance than the devs by using mutators
  12. Games should end before the entire server turns over. Lots of people complain about balance/stacking, but a lot of people filter through a 2h+ game, it's never going to remain balanced the entire time due to the massive turnover. Imo if you end the game without the majority of players that started it, the game was way too long. People get bored and leave, and just because more players joined the only populated server doesn't mean marathon is working well...
  13. I love loading onto a map like Snow with 64 players, then immediately getting hit by a tunnel nuke, 3 airstrikes, 50m radius arty splash, and a dozen chem nades as soon as I step out of a building. I'm sure it's quite an exciting experience for new players
  14. Try setting a value between 0.0 - 1.0 instead of 0-100 (or 0.8-1.0 if the 80% thing is true) As in "ScreenPercentage=0.8" for 80%
  15. round1 mantanks vs Lappen round2 mantanks vs exdee exdee did not play in round1 mantanks does not play in round3 5 rounds, 4 matches for each team
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