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RoundShades

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Everything posted by RoundShades

  1. Since most people only complain about the MCT being saved by 1 instant of repairgun on the outside wall between timed c4 explosions, could you tweak c4 damage versus mct to do exactly 5% overkill to building health or something? *shrug* just a suggestion that is moderate rather than extreme. Gives c4 destruction more of a benefit of the doubt than right now where buildings are saved by 1%, and defenders benefit of the doubt because they can save a building if 1 hotwire repairs the mct while c4 detonate on it or 2 repair the outside but just barely.
  2. What Bananas said. Server name (ConstructiveTyranny?), time, username (don't post in public but be ready to provide when asked), and putting all that in a PM to the server owner (Goku=EKT DoctorB0ng=CT Agent=Developer), they would love to collaborate and check the demo if you typed in the udk-console in-game "DemoRec", or if the cheater is in-game you can type into the console "say !showmods" to type into gamechat "!showmods" which automatically shows you all online moderators for the server. One may even see your use of command and you can chat directly with them, the person in server doesn't even need to know.
  3. The sound can sometimes bug too. It has been said to be "difficult to fix", but I would still love having a spotted entity marked on the minimap, as well as q-spotting c4 like you can beacons.
  4. Actually, my biggest problem is the C4 splash damage. If defending a doorway with c4 in the beginning, it is too good to place 2 c4 at a doorway and get 4 guys that walk across. Maybe the non-attached damage of c4 should be lowered by 10% but not the splash radius overall? That is only if a considered ChemSprayer nerf comes, as both are needed to keep ChemSprayer sane. Still seems too static to have an OP ChemTroop and the only way to defend against him is also OP AKA engis in buildings with c4 bricks because you have to deal with 20 before you get the MCT and can't necesarily backpedal them without either stepping out into base defences or abandoning the MCT in general. All that is also considering the MCT health buff, which I like but defence of it is a little too easy with c4-death-c4more. Also, in that regard, and this would be less fun but make sense, but a respawn timer would be nice. I just know it would also be a bad idea because it's less fun, especially if you die a LOT trying to fight an uphill battle, but that would also stop the same engineer you killed off a MCT from spawning at the same MCT. I mean, unless coding was implemented to not grant players spawns in the same building each time, to mix things up.
  5. I liked it. Was the Silo rates ever increased as discussed? If 5 silos granted 1 credit tick a piece, infantry only would not be as bad. Only problem before was like it was you were always using free infantry only because lack of funds.
  6. It was planned to not do an official PUG this week and just do an organized public. However, everyone showed up anyway, which is usually the OPPOSITE of what happens. It is very much appreciated, don't get me wrong, and we did have PUG in light of that. Same team won all 4, despite good impact made by the other (mine) team, the first 3 games both teams lost structures, and on the 4th neither team did. First was Canyon. When they destroyed Air, we said fuck-it and sbh rushed the bar and destroyed it with C4, tried to continue with the WF but didnt have enough health left. The enemy then hit the remaining buildings with ions. Second was XMountain, Nod had a lot of good infantry pushes while GDI attacked with tanks, eventually coming to a pinpoint when Nod destroyed PP then Ref while GDI rushed and destroyed HON with Meds while sitting on a Strip-Ion. You would think, WF-Bar vs Ref-PP would be a GDI Game-Set-Match, but no, Nod won by rushing the WF with engis (or rocket soldiers?), and afterwards while GDI tried to mount Nod Bunker to try and kill PP/Ref with Gunner/Rocket-Soldiers, Nod defended a Nuke on Bar with 8 APCs. Third was Volcano. I was actually interrupted during this match so just tried to repair, but it didn't go much better. GDI managed to take the Ref with infantry, then Nod managed to take the Ref with Arties via the Harv tunnel, then I spent most the game parrying GDI tanks with few repairs using just 1 arty at the front lava entrance, until eventually meds got in and wrecked up the place. Under is usually a GDI map and my team was GDI, but we didn't win it either. Suffice it at least to say that neither team lost any buildings, the Nod PP lost 50% heath and GDI Bar lost 50% health. GDI couldn't get any tanks because the 3-4 that would mass wouldn't get repairs and would melt to Flamers, so I got a Sniper for the first half and killed techs so meds stood a chance toe-to-toe with lights, and the second half I got a Gunner and kept tanks suppressed. It was discussed to try and bring PP down with infantry, but between needing field tanks to keep nod from retaking field every time it was cleared, and having exactly 12 players on the team, nobody organized a large enough tank or infantry rush. We did have like 2 spies if I heard correctly, either an infantry or tank rush would have been nice to merge on a beacon-plant. Which is why we are only going to talk about the first 3 matches Besides, Kenz left before he could record Under so you won't see that one unless you were there.
  7. I will try.
  8. Chem Suggestion: Reduce ballistic velocity? That would make him acceptable at stationary targets at longrange and most targets at closer range, but the currently acceptable target leading that even I can do would be a lot harsher to try and hit a target farther than half the maximum range. It also makes sense that fumes would be less hitscan. Although it also makes sense that this, along with some other weapons, would have damage falloff too. This, flamer, and shotgun anyway...
  9. Other than maybe Hotwire/Tech, still feels steeper losing wf/air than bar/hon. Every single purchaseable infantry unit still left, are the best ones to get before it died anyway. Compared to 2 vehicles, 1 you'd almost never get and 1 you'd only get if the team also didn't have tanks (because driving an APC onto a field with enemy tanks just doesn't work). At this point, that at least justifies giving MRLS-ARTY, because APCs are heavy-armor and MRLS-ARTY stand half a chance of at least repelling assaults from the cover of their base or holding field using APC cover. The only problem, lies in some maps where nod arty is OP and is the only single vehicle you buy that map, I am looking at Complex. I actually fear either those, probably mess with this even more than just having main battle tanks med/light and just accepting nod will be weaker in that case. Or, we can just leave it like it is because besides one team now just rolling over and dying already (we have a button for that now too, how convenient ), it is probably the best it will get.
  10. RoundShades

    Okami

    I think I see Havik play every great now and then, but I don't think he kept with this or was able to find very many people. Too little a playerbase, and the 3 established clans (communities anyway) tend to suck up players interested in commitment since they already have the established social network amongst them. There are a few people that play using a tag that only 3 people use or so, like WarX, and honestly I don't mind that since everyone just plays in 2 servers anyway and it isn't like they are private...
  11. Loaded question indeed. I don't think it's fair to even ask. It isn't necesarily all their fault as a whole. They had something they wanted to hold together, despite futility. There is nothing wrong with that. If they wanted to, they could in fact make a comeback with a functioning playerbase. Nobody needs their original admin to function. Nobody needs a teamspeak or a mainpage or game-server. They just need 4+ people with a [tmx] at the beginning of their name. They could even borrow off [CT] assets like teamspeak and server to play in, it's somewhere to chat and somewhere to play, nobody will judge because I respected TMX back in their day and still do. If anything, it is possible their stuff would still be on if some dingleberry didn't DDOS RenX. It's more right to blame that anonymous bloke...
  12. Idk, the only problem with this is inside of structures the defender can still die 5 times and still get a quad-kill with remote c4 (I am looking at you "jessica!" at last Pug...) ...could the remote c4 get a wee bit more of an infantry damage nerf?
  13. We may eventually absolutely have to do 2x 10v10 so if we have 60 attendees we will have enough room for them (2x 15v15). I thought it was pretty good until it ended.
  14. It runs for me on that fine, .2ghz less cpu and same GPU size. I have 8g ram, but that is mostly unused, the UDK takes like 3.5g ram which is close but my system uses 3.8g ram even with TS3 simultaneously so as long as your computer isn't virus-ridden or something eating the ram. EDIT: 1.6g for UDK, so really you could marginally run it on 3g ram.
  15. Looks even to me. How can you tell without measuring? I aligned to the cursor, and it looks center, aligned to the space between "Destroyed" and "The".
  16. Snipers and Engineers. Not so keen on Gunner or Raveshaw.
  17. Sadly, The Ramjet and Volt Autorifle are actually probably the best of the 1k weapons. The autorifle maybe not rightfully so, maybe they are too good. The Ramjet though, you should definitely have to pay 1k for what it does, my problem hasn't been the hipfire accuracy, or the existance of a high lethal weapon in a low-lethality game... ...but rather the existance of instakill as a mid-high cost weapon. It cost as much as an APC, and delivers one of the most necesary and effectual single-unit benefits in the whole game. Right alongside of repair, and building destruction, and vehicle destruction. It delivers infantry destruction better than Gunner delivers vehicle destruction, and light armor destruction equal to Gunner's building destruction. Trust me, 8 gunners can kill a building, but 8 snipers can kill an apache. The free marksman class is very effectual and delivers counter-sniping so mass-sniping is less effective even when Bar/HoN is down. The 500 sniper could be less lethal than a ramjet and less effective for their cost, and 1k cost more than vehicles so they could definitely use more survivability, so this patch tests both of those in one single change. I am embarrassed to ask this but I won't play the better-than-thou game, so I will just ask: snipers can still kill hottie/techs with headshots no? If not, I might consider the problem to be the hotwire/tech's healths, but if so I don't see the problem since 500s are still important for just that. Remove snipers from the game, for instance, and vehicle gameplay would be sorta kinda bland, but with snipers in the game even post-nerf, any team without a sniper is at a massive disadvantage especially when an enemy has a sniper that has nothing keeping him suppressed. There have been SO MANY PUGS that have been complained about when 1 team got a sniper but not another, that is why a HUGE PLANNING FACTOR goes into balancing Bananas and Minji against usually Kenz and Tokyio. Because snipers simply are not balanced for their necessary utility, and I think the answer isn't removing one or any of the sniper classes, although, like this nerf, I can even support trying the removal of one just to see. I think it is simply making them balanced for their utility. If they cost 500, they should do their specialty against units of equal or lesser value (<500 infantry) and a side-role (light armor mediocrity), and if they cost 1k they should do their specialty against units of equal or lesser value (1k infantry) and a side-role (light armor mediocrity +25% damage over their cheap counterpart).
  18. I don't see how it's a triple nerf on a single class, but that single class is a 500 credit infantry destroyer at any range, particularly important that they destroy the repairs tanks depend on in the field. 1) People beg all the time to remove snipers in general from the game as a whole because they don't belong, at least that wasn't in this patch or the look on your face would say it all. 2) People also want to remove the 500 and leave just the 1k. Others want to leave the 500 and remove the 1k or make havoc a stronger building killer than hottie. I am also glad we are trying things to make sure where things may head, as well as trying alternatives as this to tie things over or just see what works. 3) Before, there was no practical use given the headshot-kills on both and the overkill of the bodyshot damage, both snipers killed in 2 bodyshots and 1 headshot and you spend twice the cost of the unit just for a chance that a bodyshot could kill a slightly more expensive unit. Now, at least there is an actual difference for their cost, 1k infantry can get out of instant-lethality of cheap snipers. As far as hotwires with sidearms go, I always thought hotwires should have their abilities re-appropriated because they will always be overused if not overpowered as long as they both repair everything the best and are the only unit with the chance to instakill a building, as well as mining a base.
  19. I always suggested after 1-2 games if it is too one-sided, to take the highest scoring non-sniper non-team-leader on one team, and trade them to other team for their lowest scoring person. That way, at least basic strengths are improved for the disadvantaged team. But I wasn't on today because roommates computer died. On a related note, if anyone knows a cheap way to replace a copper-coiled capacitor component on the face of a motherboard, let me know, because his motherboard has ye olde leaking tipped capacitor...
  20. You can go to /CookedPC/Configs/ and find any options in one of the configs along with hidden configurable information. You can change any of the options, note that some may bug because perhaps that little outdated guy wasn't designed with high-low variants of graphic options and the engine doesn't generate variants itself. Back up a copy-paste of the original config to your desktop or something, use at your own risk as it may make black dawn stop working, replacing the original config you backed up from the original download should fix anything you do though.
  21. spawn commands should work as default from Unreal3 games, and to find the "entity names", just find the actual weapon/vehicle's filename in the assets (unless it's cooked in which case I am not sure how you'd find them, but in the actual RenX 5.004 it is usually stuff like "spawn RenX_Game.Rx_Vehicle_STank". (also note the Stank is never shown in Black Dawn so it possibly doesn't exist in the files).
  22. We are taking it seriously. Well, I don't have a lot of time so, I can't say much, I tried and have even less done on mine before I got caught up with a lot of shitty life situations. But he has a lot working already. He does need a ramp, CSG is not shitty but I will not argue as I am not making the map anyway, I just suggested it as a measurement placeholder. I was going to take a look at making an overpass myself, probably best if I/whoever made it as pieces to both contribute to useable static mesh in the RenX SDK Assets and to move bits and pieces around more modular, so road-section and pylon individually and such. With that in the map, I also will offer a smoggy swirly skysphere, and to structure a city-block-like surroundings to emulate a believable city environment, as well as something decorative remeniscent of an urban environment such as dumpsters or something. That is all this map needs. I might argue myself it could use something to spruce up gameplay, I would not vote for a silo on this map as I don't like it, I would vote for a midfield access ramp for vehicles to get on the overpass but that is debateably "bad" (but infantry is getting a catwalk from what I hear), it's harvester also arguably needs decent cover from the base entrance via dirtmound or hilly terrain and/or a larger credit dump to offset it's possibly long-ish travel distance, and I like the heights of his map which I never said anything about but is better than original City's unuseably tall building and akwardly tall overpass which went in a figure 8 which wasn't very believable. Also, if you agree with it, and he agrees with it, this could be a collaborative piece. There is a lot done with his map to start anew unless someone else has a map this far completed (you can tell us if you do, pm or otherwise), and this 1 map can be passed off between anyone who wants to agree to work together, him, you devs, and other modders included, and we can get this done. Most of us just really want it to be playable, with functional non-glitchy non-exploitable no secret base to base sort of design, and then cosmetically sound afterwards. Right now it looks in the direction of cosmetically sound, not there yet but getting there, and CSG with a default concrete texture would give a measurement of where an overpass has to be and give the engine something to allow the player to drive upon to test out other things in the map until a static mesh comes (real soon anyway hopefully you/he/I/someone gets or makes one).
  23. That actually would be really cool (but maybe goofy that it can hold several tanks under it's own weight). Will consider this if I work on the overpass, hope if someone else does that they consider this as a possibility. Of course, this would only be cosmetic, wouldn't change that it's a one-way drive over it. Although I did consider if a mid-map on-ramp would make the overpass more populated with combat than old city, where it was a seperate narrow path with the threat of air, if not just a landing strip for repairs outright. Start with functional (maybe the mapmaker should use placeholder CSG for the overpass just to measure it's dimensions), then make a functioning draft, then add cosmetic to it only if it could use something convincing.
  24. I will try to get my best friend/roommate to play as well, he hasn't ever opted to play on invite before but I am getting more insistent.
  25. Forum been down every time I checked lately, but I can look around, see what I can do. Maybe there might be a free asset model on some site somewhere, it would be faster and could at the very least be used as a measurement placeholder. I will get back to this with what I find around this time tomorrow, someone else should also give it the good ol' college try if they can meanwhile. And personally, thank you, for doing what I got too tied up to do, what with the unexpected moving a couple months back. P.S. Do you happen to need a meh-ish swirly smoggy night skybox (sphere)?
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