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Everything posted by RoundShades
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It does my heart good everytime I hear someone nut up and say this. +respect Please note, the following are suggestions, but most of them are needlessly complicated given the amount of coding manpower available to do such things. - Early TS crates, they should be non existent earlier in the game, until at least 3 minutes, that way it helps whoever the one is doing a tactical maneuver, instead of being crush by early TS vehicles and crippling your so called rush(It is fun when your side have the ts vehicles ). Already implemented next patch. Was in previous patch, but a single crate with multiple effects was replaced with individual crates each with their own effect. Gameplay wise the same, code wise more specialized to allow higher flexibility of modding/adding. - Tiberium Field suit(cost 500 and change the user/player character with the added field suit) sort of a character upgrade, it can be used as a way to traverse the harsh environment of tiberium fields without dying, also helpful when you are a hotty/tech repairing vehicles on open tib field, without the tank you're repairing backing up and harming you on the tib behind(usually happens and I have died sometimes due to it). Also gives tactical maneuverability on the user. - Stealth detector(cost 1000 and change the user with a bag on his/her back with a logo for easier reference on stealth guys on who to avoid)are you tried of getting your head pop up while standing still in the open on those pesky SBH guy, well this can help balance it out, SBH will be detected 100m or maybe 200m away from you and they will be uncloaked that way it will ease up the defense, instead of getting surprise butt s3x every time and surprise nukes on your base. Meh, those are already built into the game. Nod has special utility characters and a tiberium resistant unit is one that is very useful on volcano, complex, and canyon. GDI, well, they have various autofire weapons to sweep for sbh and a little experience in the game will hopefully make you able to see SBH and lot let them pass right by you in plain sight while you don't notice. However, some people have the idea of an upgrade system. Having a veterancy or upgrade system that modifies the range that sbh start to become invisible by a very short margain might be cool. And Nod can get Visceroid Mutants perhaps, that not only survive in tiberium but heal while inside of tiberium. - Reinforce Armor(500 or 800 additional cost and will be fitted on the next vehicle you buy) GDI storming the fronts without even sweating much due to their heavier armor, why not buy a Reinforce Armor to help you out?, adds a 250 hp or 500 hp to the vehicle, that way you can deal more damage before dying. I would neither mind this system of modification being added to the game engine, nor mind this being a purchaseable thing for vehicles/infantry. To be honest, customizable things would bring out some gameplay variety and call of duty like flavor, without being too complicated or messing up existing gameplay. The game can still be classically class themed infantry and vehicles, with the addition of utility secondary weapons like anti tank for naturally anti infantry classes and anti infantry for naturally anti armor classes and a secondary weak repairgun for sustainability in field without limiting to a free class especially if bar/hon is lost. - Sentry guns (cost 1000 team limit 4 or higher)(Where are the sentry guns at? saw them on the youtube trailer years earlier) They have a AI aim of level 2 that way they are not accurate enough but still deadly if they hit you maybe the damage of 10 hp per 3 bullets? And the Sentry will warn about the attack by a loud alarm. Never saw this before, in this game at least. Idk about mobile placeable turrets, that seems like other game's schtick. However, installable static base defenses could be decent if cost and power were balanced. Just now it would be nice to be able to pay 1.5k for a tower/turret/sam to place at a location, be inactive but vunerable to damage for 15 seconds after installation, and just be like a regular gdi/nod defense structure afterwards. Maybe a limit of 3 of each, including map-start ones? - Suicide bomber suit(cost 500 and equip the current character the player have with a radiation belt, that way people will know who to avoid or priorities in killing) When you die you will not die in vain, and you will die with a boom, and damage everyone, friend or foe with this character upgrade. (Just an idea with a cost) I like this idea either as an addition to any character any faction can buy, or as a unit itself. If it were available with any unit you buy though, it would have to be the damage of a grenade currently (half-third player health) and about 2-3 times the radius. That way, it doesn't gurantee a kill or is too gimmicky or has to cost a lot to balance (300creds works) - Choose your spawn, everyone can spawn with a 10 or 5 sec time limit on the chosen spawn point inside their base, that way everyone can spawn on where they want instead of spawning indefinitely every time you die on a far away building. Also help attackers know the enemy will spawn 10 or 5 seconds if the enemy die. I wish each PT would have an icon off in the corner, that makes that PT spawn your preferred spawn. When not selected, you automatically spawn at the spawn with least players spawning (to allow teammates to cover empty buildings and not leave them watchless) - Airlift of vehicles, they only airlift Humvee/buggy and apc (maybe the mrls and arty too) instead of all tanks available, that way it can really hurt the loosing side and benefit the attacking side. I won't lie. I would rather transport helicopters have this than a really strong passenger weapon. Or likewise, a "passenger anchor" that allows passenger seats to be grips on the outside, so they can fire as infantry from the vehicle but also be shot and killed from enemies (AOE does 1/4 damage as so any AOE/lockon will damage infantry but not kill them way before the vehicle itself). This could also be an "upgrade" if upgrades are ever implemented, maybe even the standard 3 person transport heli with the passenger sidecannons and an upgrade that adds the ability for you to ferry vehicles an a separate upgrade that does the same for 2 additional infantry on the outside. - Rocket Upgrade(cost 600 additional to the next Humvee/buggy you buy and it will be armed with a rocket launcher[carries 4 at a time]) damage maybe 20 hp or 30 hp per rocket. If balanced right could make sense. Could either be an upgrade, a more expensive variant, or a variant that is balanced to be terrible at anti infantry and mediocre at vehicle hit-run tactics. TBH, if we had an anti-armor humvee/buggy variant, those could be all that airdrops are limited to obtaining. - Character Veterancy [free character offer no reward] #first level of veterancy 20 hp [kill 2x the cost of the of his/her character] #second level add 10 hp and 5 hp more damage on his gun[needs to kill 5x the cost of his character not including the first set he/she killed] #third and last add stim packs that heals the user 1 hp per 5 seconds and increase his/her speed by 5 percent[needs to kill 20x the cost of his/her character not including the first and second set] Veterancy based on lifespan is snowbally and discourages sacrifices for the team which is important if you are losing and trying to spawn and defend just to keep an enemy rush at bay. Veterancy based on match progression makes sense. It doesn't have to be as noticable as far as slow passive health regen or discounted costs. Or it could allow upgrades to obtain cool new units or additions. - Tank Veterancy(Special character included on the cost of kill count) #first level of veterancy adds 100 hp [kill 10x the cost of the vehicle] #second adds 5 hp damage resistant [kill 25x the cost of the vehicle] #third adds self repair 1hp per 5 seconds [kill atleast 60x the cost of the vehicle] Probably should be attached to player veterancy. Or player upgrades. As far as tank individual lifespans, they are already very survivable in field to the point of base siege being easy, so if anything their abilities should deteriorate the longer they are out of base or in the field, but with airstrikes being effective, I can settle for them just staying the same lol. - repair gun only for vehicles and buildings, you cannot repair a person who got shot, you need medical equipment for it. # Health pack sidearm(engy, hotty and tech exclusive)(Heal yourself [right click]or others [left click] up to full health[1hp per hit]) that way either the hottie/tech buy a good sidearm or sacrifice self protection to heal others. I wouldn't mind a variation of the engineer/hotwire/tech roles, into individual classes or side-purchases. Have weak repairgun for vehicles and structures but not infantry, have 1 item for just infantry and possibly even use on yourself (but it have a cooldown or likewise be able to heal a little once and take a while to do so again), have 1 strong repairgun for tanks that slowly repairs buildings, have 1 strong repairgun for buildings that slowly repairs tanks, possibly just an upgrade option for the weak repairgun that permanently does one or the other but unlocked individually, and possibly separating the c4/proxymines into their own purchaseable equipment or upgrade or class. While I am at it, can I suggest having a small anti-tank mine limit and a class with them, and having anti-tank mines not explode or damage infantry (infantry multiplier of 0, infantry doesn't trigger) but do 200 damage a piece to tanks?
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1) There are a variety of development/mod ideas, one close to done as a matter of fact, that intend to make matches more reliably end sooner. This should make marathon less lengthy. The only difference between AOW and Marathon if it works well, will be whether it ends in score in 45 minutes or only ends in base defense, despite that most games should end in 20-40 minutes no matter what. 2) The trick to get players to join a server is less nefarious than described. Basically, with small communities people join the server with already players in it, and some server owners will keep a combo of afk players and few bots each team in a game to make look like the best option to join if other servers are empty and appear somewhat active, and within 1 match 8 people join anyway so it is basically "Fake It 'till you Make It". I neither support nor condone it, but simply muse at how mundane the "trick" is, it isn't like you reroute their choice of server selection to your server, and 60% of the community are experienced players who know they can play with whoever they want, yet somehow making a server appear as 2/40 instead of 0/40 is guranteed to get you 38/40 players within 1.5 hrs. Really, I can't be that mad about "Fake It 'till you Make It", nor about how it somehow attracts players. I won't lie, what bothers me more, is that we have about 3 active communities hosting servers, all good communities and servers, and yet it takes all 3 of our populations to populate 2 servers, and yet those communities won't cooperate sometimes and one will host 3 separate servers to populate them instead of just 1 and allowing another community to pick up 1, or try to influence members to play on one or not play on the other. Really, we should be cooperating in that area, at the very least so we can have 1 Marathon and 1 AOW server instead of only AOW/Marathon, or even any 1 of the communities hosting separate Marathon/AOW and hosting 2 of the same gamemode. In that regard, old ren was smarter back when communities had 1 AOW and 1 Marathon. Also, speculative statistics here, but if servers had 32 players per, we could populate 3 easier, with more players total and more active servers total per any 1 part of the day, even if it were the same 1 community hosting 2 32player servers instead of 1 40player. Also would have less a chance to stalemate Marathons, make AOW grindy score fests, and make progress seem impossible on your own, since it seems impossible to get through 20 people sharing a field together but 16 itself is significantly easier for 1 person to make a difference. This isn't biased, as I prefer 12v12s and others prefer 30v30s but I played a 10v10 pickup game and while it functions it is the extreme stretch of manpower per task to expect from "casuals", and while competitives can make a 10v10 work they can also make a 30v30 work if everyone teams up in 4 man pairs except that casuals are also less likely to do that so you basically instead get a crowded random heap of 20 wandering solo players in field dying randomly to no type of organization at all and a game stalemates on both sides. If we could get 60 competitive veteran players, and some form of 4-5 man "control groups/squads" with each squad a leader and very obvious color coding to keep squad members functioning as a unit, we could easily have a 60 player game with a vehicle limit of 12 and make it function splendidly. One day this may happen, but as far as unorganized casuals, this game can still be fun with loose teamwork and people just doing what they want in collaboration with what their team is doing (solo infiltrations but calling out your attack to your team so they can tank rush sacrifice to defend your move, or field combat but prioritizing targets that oppose your teammates such as sniping their engineers or countersniping to defend your engineers or even patrolling base while the team is out in field). It's just a great idea to have 32 player public servers for the average casual/newbie in my opinion.
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And Cuban Terrorists, I am familiar. I played APB more recently though, and those definitely had MAD tanks and Demo Trucks...
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Aye? Aye, his English is all turtles and biscuits, but does he mean you can lock enemies out of tibsun vehs like they were allies? If so, that is sort of OP, having a veh that an enemy cannot steal. Unless that wasn't what he meant, hard to tell...
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Isn't that ra1s shtick? Boom trucks and MAD tanks?
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There were 2 pairs of beacons in same 30 seconds so it doesn't surprise me. Honestly a pug was the only place that could be handled without it being a guaranteed building kill.
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They claim to be 95% figured out in how to download maps automatically through internet-based protocol rather than unreal.
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They were fun this week tbh. Who hates tibsun vehs. They didn't change any outcomes AFAIK.
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Your maps is not bad at all /insidememe Good job, puts me to shame for sure.
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My favorite match was Canyon. Although still a very smashy shutout, at least it favors both sides evenly, whichever side gets field just sort of rolls over top. Maybe both holes in the wall should be infantry entrances as well as exits, and maybe both teams should have a single entrance turret like from whiteout to prevent the first tank surge in the game from becoming the last every time. What was up with the crates? B0ng said odds are they are default config, but we got first crate tibsuns and one time we had 4 at the same time. Def a bit higher than usual. GGs indeed though.
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Also remember guys, this is today so if you want you are more than welcome to join the TS and turn sound off as early today as you want. You will recieve a poke around game time. The earlier you do it, the less likely you'll lose track of remembering to be on, eh?
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Then the prevention is slightly faster. Just make sure to mine 5 and refill so you don't use all 6.
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And of course: "Mean, green and unseen." But anyway, mirage tank is looking good so far! It will be interesting to see how the "tree planting" will work. In that regard, the tree mechanic is neat and all, but functionality wise it might be best to incorporate stealth-effect to it instead of tree-model. That way, it isn't map dependent or very awkward... Obviously stealth effect linked to movement, it unstealths when moving and stealths when standing still.
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Getting a TS Vehicle Crate Early-Game
RoundShades replied to RoundShades's topic in Feedback & Bug Reports
Crates are more prone to kill you first crate of the game then. I suggest adding speed and regular characters to start-game crates. As for vehicles and spies, 4 minutes should be plenty for both of those. -
I have just recently been able to reproduce this and talked to the devs directly on that one. However, luckily, specifically for mining, I have a "prevention" and a "fix". Prevention: NEVER refill your mines after just using them. This goes for Timed and Remote C4 too. If someone is in your structure and you throw your last c4 at them, do NOT refill remote c4 immediately. Give it like 5 seconds since throwing your last 1 to refill. If you refill instantly after your last one left your hand, it will remove the weapon because they are empty, after the refill goes through, thus removing permanently, and being unrefillable. Also, don't use up all 6, 5 a door is optimal anyway, use 5 and refill so you keep 1 left when you refill. Fix: If you have lost the mine weapon and cannot refill it, go to the PT and switch to Grenades in the top corner below pistol and leave the PT. You will now have nades. Now, go to PT and switch grenades back to mines, same place top corner. NOW you will have mines back. There is NO fix without repurchasing your hotwire/tech/engi for losing timed/remotes, so don't refill those after just having used them or you will regret it.
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Not saying it's a better game mechanic, but you get better vehicles from crates every 5 minutes in most servers now, than buggys/apcs. There are better infantry than those, for both teams. Really, it doesn't add much when you are given a vehicle with 0 vehicle offensive power. And no, an APC has as much offensive power as a hotwire on foot on an infantry path. A smoke grenade only costs 100 too, compared to 1200 apc.
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If they don't mind you playing, privacy won't matter much. Turn it way down, I at least will type most important in-game events. If they do, sorry we won't see you this week, there is always next week. EDIT: Countdown updated for 25th.
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I have suggested the pro-schoolyard selection method. Basically, team captains are selected, each chooses a number between 1 and 10, closest to a number we typed in private gets to choose first or second. If first, chooses first teammate. If second, other guy chooses first. The second chooser will get to choose 2 people on their first pick though, and then each will choose 1 a piece until everyone is chosen. Teams can be rebalanced mid-play as well, if after 2 matches it doesn't seem fair, the teams will trade the highest scoring non-captain on the winning team, with the lowest scoring player on the enemy team. Wala. Problem solved.
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Im saying, 3 of them pouncing in, can kill 2. And if 3 can kill 2, they can amass another 3 in 4 minutes, while an airdrop takes 12. That is a steadily slipping situation.
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Doesn't end stalemates as easily. Besides, it is usually crippling enough, considering they have enough tanks for a rush maybe twice the rest of the game after losing one. Even mammies on xmountain aren't enough between nod airstrikes and flame tank sacrifices. I mean, its 800 to kill a 3k.
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Man, I REALLY need to increase the size of my skybox on CityFlying. It looks so much smaller, but I am too skeptical to make it huge because sense tells me it is harder to render or something. I am also skeptical of lighting, I just gave a generic light a brightness that is dimmish and a bare minimum darkness in the shadows that is still acceptably visible. Advanced lighting and huge skybox models scare me...
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Try a fresh download/install? From a torrent if you have a torrent program, the 2nd download link is a torrent link. The fact it is such a large file means home internet has a lot of chance to corrupt at least a single bit of data as it is streaming. Torrents insure the file integrity better, it double checks and will backtrack if the data wasn't right as it downloads it.
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Excellent. How did you do it?
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Wow, you legit had this idea 3-4 months before I suggested it with the release of the SDK then. I did suggest an infantry map with 3-5 silos instead of refs for both sides.