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Everything posted by RoundShades
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Get laser walls first, start games with them ACTIVATED FROM START, test balance, move on from there. Afterwards, if need be, mess with it. However, I think balancing game-start, with mid/end game, is going to cause problems. For whole-game balance, I'd probably at this very moment, nerf timed c4 damage, but let players buy 2 for 800 credits, and then reduce beacon cost to 800, and make hotwires also start with only a single timed c4 and their remotes, and engis with only their remotes and no timed at all.
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Alright, excellent! I've wanted to play CityFlying for... about a year and a half now. At this point, I'm tempted to gather everyone up to play old Ren one Sat/Sun, and just play 3-6 matches of CityFlying (maybe glacier).
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Can we play this map now, anyone? Also, did you put some cover and debris and such, where the old Tiberium fields used to be? Wouldn't hurt to have just a few in the actual field, it'll be sniper-hell otherwise. The Minimap is still mostly functional, for added effect use a green shader over the area the tib field is, with paintdotnet.
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Does this mean we are going to get laser doors then? :3
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One more important subject. Daylight Savings. What... what time are we actually doing this damned thing, relative to the week before last? Are we doing it the "same hour of the day", or "one hour later"? If so, I can make a clock, but I'm only willing to show up if I actually show up to play, and I still work at 3pm US Central so if it starts at 2pm my time, then I can't show up until after Nov. 6 when daylight savings starts for me. Showing up for no good reason, will drain my effort quickly otherwise.
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Not sure where you'd move them , but "closer" does sound like a plan. One idea is flipping PP and Tiberium Refinery. Note, that ALSO might fix the broken harvester in this map.
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I'll start showing up, when I am actually showing up to attend a game.
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This is impossible now, as Stanks are no longer narrower than Meds, and even if they were, Unreal physics are a lot variable-istic, if a tank can barely fit, then sometimes it'll jam it, and sometimes you can squeeze a tank you aren't supposed to in at an angle. POSSIBLY get away with all but mammies, because mammies aren't a small size difference and don't have high-horsepower physics. Here's another idea. If tiberium fields are infantry-only, put a silo there so infantry have a reason to contest that area. Since no vehicles can pass that way, the silo can be inside the underpass and the skyscraper.
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So then it's all or none for vehicles, right? I'd rather all-vehicles than no-vehicles.
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Correct me if I am wrong, but didn't original Walls (non-flying) have more limited access to plateau top? Like, not having ramps to top? I forget if it had those sniper perches, but almost sure it didn't have access to very top flat part of plateau. I don't know how one'd counter infantry up there otherwise.
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Trying to make it, but house is being fumigated, so might not. More likely I might drop by on Sunday. Then again, you never know if I may stumble across a spare computer to use.
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The problem is, 9 have so much armor, that what could 1-shot them already (plenty of units can if they all fire together, including ramjet), can't prevent 8 from hitting a building. So armor isn't an option. They do pretty healthy damage though, perhaps their damage could be reduced a bit, and not hamper their hit-and-run or building-endangering properties? Limits could work, but would also reduce dynamic aspects of game and might not be necessary. Helipads actually do exist, coding might be finnicky, and placement in existing maps might be finnicky, generally a lot of trouble, but it could work.
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The mine limit, as vague as it is, covering the entire base, could use it's own voice call. "Base under attack" is an available voice clip for both Cabal and EVA. Use it as the Mine Limit Decrease sound? The only problem with that, is a player opting to diffuse them. EVEN THEN, I'd rather have the callout falsely trigger, than to not have the callout.
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With no credits whatsoever, those double-digit players can call whoever whatever they want, it doesn't change the fact that 100,000% more players give faster-paced games with sensible comeback mechanics a try. (League of Legends, Overwatch, Call of Duty, Battlefield) Comebacks after severe losses aren't impossible. They are just simply not fun for any sane person to wait in hopes of. Renegade were for people of questionable sanity. I'm not sure if Ref needs more credits. Most games I ever witness, only suffers if Ref was lost early. I'd accept an income boost, if the Ref did literally anything after 14 minutes into a game. Make it control the amount of credits you can store, or veterancy rate, or something, but it's literally useless after 14 minutes, everyone's rich at that point and will remain rich well up until veterancy lethality kicks in and ends the game. Before 14 minutes, especially 2 minutes in, it can be vital, no ref, no defense of any sort, easy base wipe. Both teams losing it at 2 minutes, can stagnate a game, which is why, if anything, Silos should go back to 1 credit/tick, and every base-defense map has one of those things except Goldrush, and it could quite frankly use one. Another important problem, is a team with a ref, can lose veterancy to an already rich team who lost their ref, because there's no longer a harvester to farm. Specifically on Gobi, applies to Field and Mesa and Under as well. There should be some periodic veterancy bonus equal to the harvester's kill every so often, or the harvester should no longer reward veterancy to a team who lost ref, or the harvester should only award veterancy to a team who's behind in score. Something.
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If you want to roll the dice on another good one, there's another PUG same time on Sundays now. Roll for initiation?
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Fix'd. Also, ties it to refinery suddenly. Not saying it shouldn't, but the first part is definitely a problem, where nobody wants to invest in mines. Besides, getting "the cost" down to a science is hard. Too high, and a team can win sheerly through "mine-attrition" by tossing EMPs from infantry path constantly with no intention to go further. Too little, and a team can place 255+ in one setting, requiring a "team limit" again, which then gives the same problem with new problems to go along with it. Also, to be fair, damage and alert are WAY less dev effort than radar blips even are. I'm just saying, you don't actually want radar blips. One week, and you'd be reversing it because it's arbitrarily impossible to breach solo. It'd essentially be "full com centre", the second a green blip disappears, before even the "MINES!!1!" message is called out, you'd have 4 chaingunners mowing you down the instant the green blips vanished.
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I can attend both the PUGs this week, like usual, however, make note, on Saturday I have 2 hours after PUG start before work. If PUG starts late and has long matches, I'll likely need to leave mid-game.
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The argument of 1-man-building-kill-OP is a different balance point entirely. Make c4 do critical but not total damage then. I've suggested this many a time in the past. The argument of mines making more sound, there is little grey area between a vague mine limit number showing a missing mine, and a very directional noise. Then, you now add a new mechanic of "how much did player invest in sound system", where PUGs start using turtle beaches, and pubs are still deaf dumb idiots. If you want mines to be more specific than they already are, by any stretch of the word, might as well make them precisely specific and in-your-face about it, while reducing their actual damage and number. Then, the defender kills them. The infiltrator can still play mind games by triggering mines through diffuse or entry, and provoking a false alarm. If you don't, then you literally cannot make it, even if "faint audio" or otherwise, building-specific. That makes infiltration near-impossible or only effective against the newbs. I mean, you could give in-base radar, but we saw how impossible infiltration was at first with com centre. Really, that other point really stands. Are mines the problem, or are single-person instant building kills? Should we lower c4 damage slightly to MCT, or should we reduce engineer c4 carry down to just remotes and tech/hotwire down to just 1 timed, and then allow players to buy 1 more timed for 400 credits more? While we're at it, should we reduce beacon costs by 200 since they are expensive yet "audiable" anyway, compared to insta-kill silent hotwire/tech they are near worthless?
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Like I said before, an increase in sound, or anything that makes it building-specific alert, should probably not also kill the enemy in 1 explosion, or have enough mines to place enough to kill 2-3 a door. Right now, they are death-deterrents with a vague alarm, if they are specific-alarms then they should be vaguely damaging and not catastrophically lethal.
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I never saw a big flaw with switching to blast doors. If you're going to do lasers, don't waste dev time and just have auto-spawning mines that do the same. If doing blast doors, give them a health bar, a health regen, when fully damaged, they auto-open and remain, when fully healed they are allowed to close again. If you sneak in behind defenders, then that's their fault, and if a tank raid comes in and shells a door, then make the door able to survive a few shells, so the defender can actively repair. Really, mines are way too hardline, blast doors are more bypassable, yet less punishing on loss of a hon/bar, it just requires more defender presence.
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Wide field. Also, if you put the silos strategically where they can be accessed by that gap in the wall, then the team's tiberium field, becomes the enemy's easy infantry-path silo. Not like silos do much more than keep power going through a ref loss. Lakeside hardly notices the silo loss for it's team.
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If this alone were the case, Spy SBH should not actually cloak. They should appear "long distance visible with cloak effect" as a Nod player would see another Nod Teammate SBH. Teammates aren't invisible to teammates, teammates just glimmer with light at any range with a UI box. So if not for both teams getting SBH spy, then GDI's SBY spy should not functionally cloak, it should just appear to Nod, as a Nod SBH appears to Nod. If they notice it's not the real McCoy, then at least the spy wasn't any better or worse than a rocket soldier, chaingunner, or engineer. Cloaked, it's the single most useful thing you could get from any crate ever, and both teams should have access to it. It would be pretty fucking important to Nod if they got one.
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*described Planetside2* Anyway, just make the spy SBH obtainable by both teams, or by neither teams. Preferably both. If you are going to make a crate make any player's unit stealth, that'd be skong af, might as well do to tanks that the player enters too. Dat stealth Mammy is nothing compared to the vehicular manslaughter of a Buggy, Humvee, Recon Bike, or Light Tank.
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On top of this, vehicle theft leads to Nod getting tanks that weren't balanced for them to have, a lot more often, than GDI ever finds themselves in possession of a stealth tank, stolen or otherwise. On that note, be CONSISTENT. Either give Nod the ability to see GDI SBH Spy as a "teammate" sees them, or give Nod the ability to get SBH spy themselves which are stealth and invisible to base defenses. I don't care which. Personally, SBH Spy are game-enders and should be available to both teams from crates. Even if there were two separate crates, one for regular spy characters, and one for SBH spy that had it's own odds of rolling and worked for either team. Even if the "spy sbh" was a new unit designed fresh for either team to get out of crates that is cloaked and evades base defenses. It's awful that Nod cannot get SBH that are undetected by base defenses, but GDI can.
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It'd use 2 silos, one a piece at the respective tib-fields, before it'd use a com centre. Also, it'd need a new minimap if you added any tech buildings. Sad trombone.