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RoundShades

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Everything posted by RoundShades

  1. Oh, no, that isn't quite what I meant. I meant it replaces itself in 15 seconds once destroyed. It can be repaired, but when damaged open, it closes at full health in 15 seconds. It only needs to be forced open for 15 seconds once per infiltration, so auto-replacement offers the most leeway to the defender.
  2. If Whiteout constricted their soft-boundaries, you wouldn't be able to do that now, would you? Alternatively, if Walls stretched their soft boundaries even a bit, you'd be able to do this. You already almost can get atop cliffsides pretty safe at max-time, but lower the time and wala.
  3. The doors are metal. They won't stop an enemy, but an enemy must do 30% the damage they'd have to do to a MCT, to the door, and with coding trigger a "building attack" message as well. SBH for instance, would have to fire, in order to even get in, or sacrifice a timed c4. Either one is loud, c4 a bit shorter a time to react to. Ask for the turrets, it would only take 2 well placed guard towers, to catch any SBH heading into any of the 8 doors in GDI's base.
  4. All this is, is the timer having too much time to travel too far too fast in case of humvees and buggys and recon bike, which needs to be turned down to 6 seconds... as well as unfortunate placement of boundaries, which Walls is pretty good and well actually, so Whiteout just needs boundaries brought in a little bit. To be fair, whatever crazy thing you found with stank climbing wall on Whiteout, existed before, since soft boundaries were literally layed atop previous blocking volumes. Congladurations, you found an ancient bug!
  5. Not to derail your thread, but what about doors with healthbars? Functioning ones, that only open for that team (and to throw in a wildcard, spies?). Have about 20 "MCT-based" health that can be destroyed by anything, as well as be "disarmed by repair-gun". Respawns 15 seconds after being destroyed. That would open some strategy. Just something that this thread reminded me of. Flexible to place low-tier turrets that you can get creative with, 1 per customer and 2 per team max, would be neat as well. Even current guard tower and turrets are pretty easy to crack, even with infantry.
  6. This, and I can't ask for miracles. I know it isn't very fixable, and that it's fine anyway, because if you return your vehicle to direction it and it's turret was facing when stuck, you can reproducably always diffuse the timed c4. Unless it was thrown far up and atop the target, like harvies or mammies, in which case it isn't gamebreaking.
  7. Why not bring back the beacon pedestal? This comes up all the time in discussion.
  8. If it is a DDOS, it shouldn't crash the server anymore, and it shouldn't last longer than 6 minutes tops. If it is bad internet connection, your character being misplaced by massive distances is a barely-connected sort of internet signal. If it is just like a slideshow, where everything pauses every half a second, then it is your computer. Ultra-low settings and fogdensity-0 should help.
  9. If he uses them both up[...], he must get them back at a terminal in his own base [...] The problem is, it's neigh impossible to threaten a structure, because a single engi is a God of War when standing 2 feet from a terminal. Check every structure, there is a terminal 2 feet from every MCT and door. This is why a single engi can annihilate 3 sbh or mendoza, because even focus fire doesn't stomp the life out of veteran-level refill-spam via E->R->E->R, and the second the enemy reloads you insta-c4 them and E->R->E->R... This is why personally, I say, nerf the damage to the splash so it's only 50-40 unless that c4 is practically touching the target in which case 120-160 damage is reasonable. What you NEED after that, is to limit refills to 1 every 10 seconds. If you need a refill sooner, you were killed and belonged dead. What you NEED after THAT, is to make a death last 8 seconds, so the guy you killed don't spawn at the same terminal you killed him at. All this is very simply necessary, to make attacking a building have any meaning at all. If you kill the repairmen in a base, you shouldn't basically insert them into the building they needed to repair anyway, which is what's going on now, and when the defender uses c4 and kills 3 people, he shouldn't be able to refill and kill an additional 5. What you use if infantry launches an assault in your structure, is a flametroop, shotgunner, or autorifle, because those are AP combat units, not repairmen. C4 should work, but not 12v1.
  10. Some glitches, like getting stuck in scope while reload, is pretty bad, but UDK based and not entirely a lot can be done about that. At most, possibly add a check at start of reload to do a series of things like turn rmb-zoom off then proceed. Some glitches, like not reloading as long as you don't unzoom and don't press reload, are also glitches in Planetside2 for some reason. Idk, should check for "is out of ammo" between each shot and if yes then begin reload.
  11. No. How about, since we got/are getting new maps, make last 5 maps not show up on vote, and make vote list 4 maps.
  12. I was flexible and switched everytime it was 21/24 or something stupid. B0ng switched because we were unbalanced. We should have started from the very beginning with either miz.hit or that k.io guy or whatever because he too was a sniper. That is like 5 snipers on a team, I know we didn't expect k.io to snipe, and I didn't expect to have to snipe myself, but I had to handle k.io and we had Kenz3001 trying to handle Bananas along with actually trying to play. Snipers aside, those are also very dangerous infiltrators too, along with vertiso I believe? We definitely should have had better balance, but I am glad this time, we reacted before we threw any more than 2 games into the toilet.
  13. Should increase it to 4-5...
  14. Hope Quinc3y posts his post, but preliminarily... First: Islands. Was on GDI. Started chem rush, gunned down by officers at tunnel entrance. Massive arty push, defeated by progressive GDI med tank pushes, eventually had control of Nod base entrance rest of game. Game really ended when I drove an apc as sydney and ion, and planted nod-bunker next to rock, was second attempt at ion, but mass tank exodus atop of it did it's job. SBHs and LCG could have stayed competitive, but they lost too early. Second: Complex. Was also on GDI. Much the same, for the beginning, flametroop rush covered a lot of wf interior with timed, arties and meds traded control of field. Was a regular game, despite obvious team imbalance, they had like 4 snipers and we had like 2 and I was one of them and not that good but did good that game. Field-play was nominal, arties then meds then mammies then flamers then arties again, round and round, few gunner and apc rushes too. Finally ended with STanks killed bar and ref in one fell swoop. Third: XMountain. On Nod. Lost mines, lost ref, early game. dont ask how. Good STank field-play, despite 8 meds hitting fields in droves, kept in the game a little bit. Few SBH and LCG rush attempts. Didn't net a building kill, eventually lost. Fourth: Mesa-II. On GDI. Getting frustrated at this point. B0ng decided to help us and switch to our team. Didn't stop an early-ish Ref loss. Struggling to compete for field for what seemed like forever but wasn't very long, and someone scored an amazing Nod PP kill, don't know how, prob infy. Now, Nod contracts into their base with arties on walls. Tanks keep pressure on ref. Few flame tank attempts, no biggie. GDI gets creative and works like GDI should and uses gunners and chainguns. I believe we lost the Bar then, so we had a harder time competing against Artys and LCGs, until a good coordinated 3-pronged triple-jeopardy attack put enough threat to two buildings to crack both, leaving Nod with an offline Oblesk and an Air. 3k score lead, Nod rocket soldiers whittled it down to 1k lead before it ended and GDI won. I was SO happy when the HoN died and the LCGs depleted. Last: Walls. On GDI. Was standard Pub game, GDI lost early harvester, still got field with humvees, lost it to Artys, then all the arties died to gunners easy enough. Problem was, SBH killed ref. Then, apache swarm after apache swarm eventually claimed another building. End of PUG this week.
  15. Agree, but if it's not almost touching, it shouldn't do more than 50 damage to infantry. If almost touching, touching, or attached, we can do 120-200.
  16. The background's costing as much as when you're playing the game, save for the gameplay scripting that might be hogging your CPU. I suggest you think this through first. Not that I can do anything about it.... or maybe I can, but I'd rather not The scenes are less intensive than in-game, unlike the hovercraft. They look like total crud in ultra-low settings, and doesn't stop the game from rendering the main-menu in medium, worse than the in-game at ultra-low. Basically, make "lowest" medium. It doesn't make the main menu requirement, higher than loading into a game.
  17. I too run ultra-low settings and I get black hovercraft on launch. Anyone else get that?
  18. Always was interesting how grenadier splash is point blank, as well as Mendoza's splash, but remote c4 and even timed c4, have a huge radius that can cover both sides of the Field tunnel if placed in the center. Can the radius be made more thin, the damage falloff more severe when not at point-blank? I am asking for a lower max-radius and a lower min-damage. 20 damage at shoulder's length should be normal.
  19. Will you push this version for testing server tomorrow?
  20. I don't think it needs instant, but way too high atm. Needs to be like no more than 1 whole second delay from throwing. No longer than it to touch the ground. The delay on it atm, is just way too long.
  21. Just, that this then gives teams infinite mines that automatically lay, even in the absence of Hotwires. Also, protecting doors with "semi-lethal lasers" is also "strange as hell". Laser-tripwire explosives, that is heard-of. Small change to swing it that way though. Or, could make doors "blast doors" that only open for "allies" unless "disarmed like mines currently take". Otherwise, doors are unopenable. If disarmed, the doors just stay open. Either way, one common thing can be added from all these ideas: Triggering a "building under attack" message would be just lovely.
  22. I subscribe to the idea that there is no perfect place to put mines. I put spares on the sharp turn at the top of ramps, like WF, Air, and Ref. Assuming there is a "perfect way to mine", here is an idea: - Make doors have personal mine volumes with personal mine limits, for each area of each door, or even "designated mine places" where placing a mine automatically generates a mine in that exact position. - Make a "variable mine limit", a limit that exists now, except subtract anything you would normally mine a door with, leaving mine limits closer to 4-8 outside of the "designated mine areas". - Destroyed buildings, no longer contribute EVEN MORE MINES to other structures. Is anyone complaining? No, you aren't, because it decreases stalemates from 1-structure-24-mines. That way: -Any door has a personal mine limit of 3. - Laying extra mines exceeding that door's limit, instead costs "map mine limit". -Losing a structure, loses some of your mine limit, and the reason why that is good, is because 24 mines on 1 structure creates stalemates. -If you want, you can even control "where the mine spawns inside of that area", or just narrow the area to the center of the door so the mine has to be placed in a "good place". -If you desired, you could also hook it to the Building-UI, where icons show how many mines are within. Easier to code, you could just make friendly mines explode, cause "building under attack" message, like EMP Grenades do. To do it, you need someone to code, volumes, that allow 3 mines each individual volume, that don't contribute to the ridiculously low 4 mine map limit as long as it's inside the volume. Any more than 3 mines that volume, they disappear or start counting toward map limit. Any more than map limit, they start disappearing. The volumes would be the hardest thing to code or place. After being coded, they could even possibly be attached to structures, so placing a structure comes with it's door-volumes for mines.
  23. Electronic Arts®
  24. What else is possible, is having q-spot messages handled by the server and not the player. So the server sends the message to the chat box, making it white or possibly another bright color that isn't the player's. Of course, still just to team's chat and not public. That would be more code than worth it though, than to just prevent the server from deleting the oldest post from an individual player in the chatbox. That bit of code should be easier.
  25. Depends on turn-out. If over 48 players, we can split them into 12v12 in 2 servers. The less players, the more open a target is to offense. To be honest, we would probably improve the entire game, if we just made the player cap of every server 32 or 28, and just had more servers open simultaneously. Also, with any luck, a high school friend of mine and one of my roommates may get on this PUG. Not sure if this game is their flavor, but they have both done shooters and will have played a couple of rounds by then. They will probably not be the strongest players, but they should be all aboard massing in group attacks.
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