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RoundShades

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Everything posted by RoundShades

  1. Great idea, I am supporting this! The obvious question is, what's to stop someone from exploiting veterancy gain by donating his friend 10k, his friend donating him back, back, forth, back, forth? Anyway, Veterancy does make the game more "reliable". Veterancy itself did play out like a bad snowballing MOBA though. We need some sort of complexity to it methinks. This was a definite improvement and foothold into new game mechanics though. We just need, to balance veterancy with a weakness or opening: -Respawn time looks like a good one, since if veterans take longer to respawn that leaves a bigger opening if they are attacked and killed in mass. We really need to play around with the idea of 12 second respawn times 30 minutes into the game, and possibly just for elite while veteran and recruit enjoy 6 second respawns. One way we do this "cheap" in programming effort, is to just allow death to toggle between teammate views. We already have a respawn-wheel, which could be bigger btw. -The difference between attacking and defending veterancy is important, but perhaps too great a gap. -The rewards when killing someone (destroying their vehicle) with a significantly higher veterancy, is perhaps not great enough? We might not even need "some relative starting veterancy" if recruits leveled normally off other recruits, but 3x faster off veterans, 9x faster off elites, and 27x faster off heroics, as an elite would also level 1/27th as fast killing recruits, and 1/9th as fast killing veterans. That does give a "comeback mechanic", as dying as a high rank, rewards the enemy more than it rewards yourself. It also means a recruit would almost level up instantly off 1 heroic kill. It's a bitch to earn the first heroic, but if the enemy are elites then it becomes just as easy as if it were ranking to veteran. Of course, veterancy would have to go from 0-150-350-800 to at least 0-150-450-1250. Time to earn would even itself off since bonus veterancy for higher-ranked enemy kills. Veterancy towards harvesters and structures, should probably either double in light of that, or simply scale to the person earning it. -Still think Harvester kills, should only reward a losing team. Yes, that may sound quirky, but it's a good comeback mechanic, so harvester kills by a dominating team doesn't feed them, but harvester kills against a dominating team can build comeback potential. Just reference a player's teamscore against the enemy team when calculating whether to reward harvester kill. -Not sure whether building kills should reward veterancy or not, but I'm leaning strongly in favor of giving less of a team-bonus and more of an individual-bonus (the RIGHT way to earn Heroic). Something like team-bonus of 30 and individual-bonus of 300. Of course, building health should probably reward the team 3vp per 10% and a person doing the damage 30vp per 10%. This would divide up the vp if it's a group effort. However, if it's too much work, team vp of in total 30 and killing-blow of 300 would be acceptable.
  2. Actually, Eyes is being used to make a more functional map, Glasses, which WILL have a minimap...
  3. Yes... a joke... hahahah... it should be working later though...
  4. I'd rather see this from Super Monday Night Combat to be honest. Then again, they don't have vehicles and a lot of the visuals were proven to be convertible. Too bad they are just as disinterested in that as well. They don't have as paramount a lack of manpower as this does.
  5. From what I was told, it was good. Where is this every OTHER week that needed it?
  6. I am sad I couldn't make it. A new lady friend invited me over for some affectionate time. Priorities. Glad it was good for those who did join, and may the odds ever be in our favor to play the next PUG in 5.2.
  7. Any way to manually make it so we sync our version to 5.16 from 5.2, for the PUG which I am fairly confident will be 5.16 unless I am mistaken?
  8. TestServer thread link to onedrive is broken. Can someone post a working current copy of Glasses? I need to make a minimap like last week...
  9. *Settings > Skip Intro Videos
  10. Fffreak9999 gets home in a couple hours. Wait till then.Or did you mean populated servers? Eh, I doubt the wait will be MUCH longer. My apologies for originally butchering Fffreak9999's name. I try to remember 3to4 but I never remember which is 3 and which is 4 and I am generally terrible about names anyway.
  11. Exceptionally Preliminary, Ryz. Wasn't sure if this patch was FUNCTIONAL, much less ready for rapid release. It seems functional from how they're reacting, so it may be more ready than they worried, and perhaps releasing faster than they anticipated. Maybe, perhaps.
  12. I had work. Unlike last week, I didn't get off in time to catch the end. Glad it was good either way, a good PUG is good for the community, just like a good occasional update is, especially a content-based one.
  13. Any reason the inside walls DO still have it?
  14. You check the troubleshooting thread? The wipe thing, you already did. The windows 10 permissions, have you already done that? Lastly, another problem people have had lately, is at the very bottom of the troubleshooting thread, pertaining to "version of .net and directx", so check it out and try to grab a version from those links and methods. Lastly, try to download a new version, through torrent. Your ISP might just be breaking download packets ending up with damaged files. The game is a free product, and torrents act as a download manager to check every file for consistency.
  15. I had said that at least once somewhere I think with repair guns in here. At any rate, yes, I would fuck with very little balance until veterancy. Veterancy throws current balance on it's head, and I do believe in large games it can end the maps in Marathon naturally around 40 and end maps in AOW most oftenly before score needs to settle it. Good news, is if it DOES, we need to condense servers more, have only "Marathon", though it hardly seems a fitting name anymore, but I don't like C&C mode either.
  16. The adv rep gun and the normal rep gun could have a recharge thing like the purchasable rep gun, but their "ammo" could go up to 1000 and instantly recharge. I was thinking something a little different. Regular repair guns are constant, Advanced Repairguns heal fast for 800 points of health, then only heal at regular repairgun speed, until let cooldown. That way, building response damage can be reacted, but not maintained damage. Also true with tanks under constant damage, won't have the super-fast heal the whole time. Also helps migitate "afk-repairing" a building.
  17. Ehh, this sounded like a Crummy week. I came in last game after getting fresh off from work, so I had fun while losing. Just had a 5 man SBH team gun down snipers in salvos, and then tried rushing the AGT (2 made it to agt, humvee kept defending even though they didn't need to, but if it had left we coulda downed the AGT). We have bad weeks. We have a patch coming hopefully eventually, so just try to laxly enjoy until then.
  18. New job, work today, have fun without me tho.
  19. Making AFK people have to press something to join to a team, is possible, but is a little bit of work for a fairly easy to circumvent thing (people rejoin instantly when vote-kicked for idle, just to go idle again anyway). AFK repair, is sort of tied to the above. Just need more than 1 structure tied to it.
  20. The problem with than with Valley, is that 1 structure, with 8 people afk repairing it, and just 5 people in a defensive stance with chainguns, can demolish any 15 man infantry attack. There needs to be at least 2 structures to divide repair onto (wouldn't be against tweaking repair guns, but best not to do it when adding so many new changes). Thus, the need for more than 1 objective target, such as 2 structures, but only requiring 1 target destroyed to win (doable by kismet last I checked) However, that is backseat to testing Valley as-is with Veterancy, maybe 15 attacking veteran units can defeat 5 veteran units and the repair of 8 lesser/non veteran repairmen.
  21. I always thought we should put more interest into infantry only maps. Even if it's new game mechanic where first building kill equals victory. I thought that would work in 5.16, considering 1 building is always easy to kill but the other one is always easy to camp when there are maps with only 2 buildings. However, I especially think it can work in 5.2. Not priority, but up to players, to choose Valley, actually TRY that mofo, and play it with new game mechanics. In the update after, with enough interest, we CAN have infantry-only maps into rotation and have that much more diversity in gameplay. (I also think Valley should turn it's credit income down a teeny tiny bit)
  22. I made one too. It's an entry to Tenkaichi Ironman Budoukai Abridgathon, or #TIBA2016 . Figured it may or may not reach a larger audience and place in top 30 of all entries, but I'd put a link here nonetheless.
  23. Was great games today. Always remember to check TS3, as the server will likely be hidden. ProTip for the Veterans, when your team does a tank rush and the vehicle limit's reached, instead, get an anti-infantry class and get out of a tank to stand at a door and fire from the outside at the MCT/Repairmen. That'll bring a building down even if it's being repaired.
  24. I'll be on barring if my nephew shows up to spend time.
  25. As far as maps, I keep saying we need to stretch the "map removal" period to 6 maps. That way, if Field is played, players cannot select field until 6 other maps are played. We have 10+ maps, there is NO REASON we can't go without field for 6...
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