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RoundShades

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Everything posted by RoundShades

  1. Mcfarland so broken. Stealth effect, necesary to extend on stealth tank, not on sbh itself. The artillery gets it as a nerf against vehicles because it has a slower shells, the larger splash counters that against infantry. A new launcher sounds cool, old one worked for me though.
  2. I thought the same in Call of Duty Search And Destroy. Why wouldn't you throw the dynamite/briefcase away from the objective. Furthermore, why wouldn't you set the briefcase to explode in 8 seconds? Furthermore, why wouldn't you just destroy the objective with an external signal? Really, it works in it's own little world, just like beacons do now.
  3. That much, is game functionality, not so much canonical. I don't see the fascination with cabal as the Nod announcer either, the other hot sounding Nod chick from C&C Renegade suffices. Or Kane himself if you are shooting for awesome instead of canon. All the announcements though, are just function. A game like Renegade classic needed more announcements, you would get a message saying AGT under attack, and another message saying War Factory Destroyed... . A game like this has sufficient callouts. I hated not having one for the silo, the only ambiguous cunning ways to tell if silo was captured was going into secondary weapons at a PT. If a vet can know to do that, then make it a VISIBLE ICON OR CALLOUT so newbies can do it too.
  4. I always suggest giving players a personal limit of 6-8 mines, and a team limit of 20. A single person can still mine roughly 30, and multiple people get a very generous mine limit. At the very least, each individual can mine 2 structures lightly. With 2 people, you could at least make sure there are some mines at every necesary point. I am just suggesting something that might work with the unreal engine from what I know of it. Then again, areas should work with unreal engine, and making the inside of each building have a special individual limit of 6 so one can at least put a few mines a door. That would even work with my idea, giving each structure a limit of 6 and each individual person a limit of 3. That covers the base and that covers personal usage. Oh, and I suppose "tunnel entrance" should count as a structure.
  5. I don't get the hate for PT refill cooldown, it is only 2 second, it only prevents stationary invincibility from all but instakill headshot sniperrifle kills. If a sbh on lakeside for instance, is in the barracks and headshots a basic rifle soldier time and time and time again, he can PT refill until the SBH runs out of ammo. Direct headshots will fail to kill. Now they will, maybe, unless they wiggle around for a second and then refill, which they can. Good question though, why wasn't mcfarland splash damage reduced? I love their anti ramjet class properties with the firing around corners. However, scoring kills with impunity on all infantry so easily and indirectly, is too much. Scoring damage at all suffices it's role. Much love for this build. I see a lot of potential, this game will seem much better than it ever has, and I want to play the hell out of it once I can install it. I can dig it doing regular damage. Vehicles can only hit mcts through real obscure means. Killing the engis alone is reward enough. Bonus damage is high level exploitable.
  6. Might should go to their forum and request it. Unless they have a recorded game they usually listen. Otherwise, look up how to obtain a different IP.
  7. I can try it a few times. But you are right. Now that you mention it, I have never seen the bug off of whiteout but I do see it fairly often, every so many games, on whiteout, and it is usually between the warfactory and walls, indicating you are probably right, it is apparently trying to pilot air thinking it is a base defence or a vehicle?
  8. The AI, I swear, became an Unreal 3 robot character thing. I suspected it so I googled it to confirm. That REALLY breaks immersion and the 4th wall. Decided to post just to make sure. THINK I read this somewhere else long ago though...
  9. Supply drops being a purchaseable thing from PT for a steep cost to make up for a lack of a factory make a team lacking a building viable yet disadvantage, they would drain resources faster and often not have access to vehicles due to lack of credits. Idk about character balance, ramjets being 175 is a good idea but I wouldn't mind purchasing higher max armor either, it is a good cred dump. Gunner doesn't even lock onto vehicles, compared to his 400 counterpart it is generally situationally always better to have a single hit lock on rocket, gunner having lock on is a start and more ammo at least allows liberal use of his weapon. Chem Sprayer not taking lingering chem burn sounds simple enough a buff. McFarland is the best anti infantry just about, it makes sense to make him a 500 class at that rate, or just make his damage not kill in a clip even if he spams the floor, just enough to force an enemy infantry retreat. I don't get the volt rifle a lot either, it is pretty sort of strong but it can't be stronger than laser chaingun which lands bullets more reliably and does same dps and clip damage, for a 1k unit it should have better stats. I stand by the variety point of secondary weapons filling roles. It gives players options to purchase supplements to a character primary, and I suggest it because I always get pistol to supplement machinegun classes and smg to supplement snipers shotguns and launchers, not to mention the common complaint that techs are 80% infantry and are most buffed by secondaries so a secondary repgun would buff non-tech classes more.
  10. Nah, so far the playerbase is sort of small. So, it should influence default starting teams, but if a player opts to join a server it should join that server and if a player opts to play with a teammate it should do so. Super Monday Night Combat lost a lot of playerbase because it installed "Moba Matchmaking" being sort of a moba. So, players can't join games, just click search for match. Matchmaker won't even attempt to build a game if players are too far apart in numbers, and matchmaker wouldn't allow more than 2-3 people to join as a team. Became hard to find a game and impossible to play with more than 3 people at a time. That turned away more people than it kept. Then again, that was a moba, it was so hard it turned away new players, and it was so restrictive in skilled stacked teams that it turned away experienced players. You can still find matches but it lost a lot of shine. I would support matchmaking if it auto-selected a server with the most human players and least bot players, and I would support server balancing to take joining players to a server and decide a good team for them based on their steam rank, but I would not support forcing them involuntarily to a server or team with no option to navigate to the one you want.
  11. Vehicle is destroyed no? In Unreal I believe the vehicle has ownership upon build. Ownership transfers through codescript on enemy entry and teammate entry after idle, but I could swear if actively in it or if one is built right when you disconnect, it explodes.
  12. Which is basically legacy. There used to be a stupid trick where if all detonated at once using some mod for an audio cue, they did 100% building damage with just 2 remotes and 1 timed, because damage stacked for more when combined in explosions, why I don't know. Anyway, glad it is gone. The old trick still remains though, of as a t2 tech, using 1 remote to kill people, leaving you with 40% + 40% + 20%, 2 times and a remote, equalling 100% structure damage. Feel free to dynamite punch an enemy en route to the terminal.
  13. It counted a win, then counted the adding of score after official win, then counted the win with additional score.
  14. It was hopeful though. It always is depressing to see such vigour in a project, just to not kindle. If I had a nickel for every project I had like that...
  15. All this is normal for an integrated graphics machine with 4g ram. On lowest settings, a 4g ram with 1g dedicated gpu, you should get nearly smooth gameplay. Yeah, there is sprinting and ads now, so skill and speed up'd as well as general old gameplay. Also, this beta version is buggyish. Crashes a lot between games and sometimes in-game. Generally, people are spoilt, this game is great to just pass on because of occasional stability. I play through it, ultimately no problem with it. The only cheats are "unreal" common ones, speedhack, some ammos ones, aimhack, ones like SMNC and Unreal and other games on engine. Anyway, find a cheater, you can save the replay of them playing and send it to devs and server host by typing in game console "capture" or something like that. Then contact a server moderator or whatever, and they will have evidence. Whatever that player does on screen, you can watch from their perspective, and it makes aimhacks look hella obvious. Besides that, exploitable glitches too. Can put beacons in clippable geometry so they are impossible to find or shoot at and disarm. Can get an ORCA from random crate in a non-flying map, land on an enemy building which will have no ramps for rooftop access, and plant a beacon nobody can get up top to get. Oh, and not a glitch, but a LOT of c4 buggies, or "flaming vehicles", where u crash into a tank and blow the tank up with c4ed buggy.
  16. I got in late and had to leave a little early. In light of that, you will upload from twitch to youtube right?
  17. I'll watch. 30 bids is a lot of man hour, but its definitely developed. that stream today or new time or just sometime later?
  18. My weekend time is usually shaky, I work nights and all. However, if you laid out a time I would try to set an alarm to make it happen. Also, any reason why live stream? Is it that close to done? I know thats a big assumption I shouldn't make, but eagerness is in me.
  19. I actually suggest most of you to not panic. This is a beta. Beta isn't release, it isn't a tarnished name, and those who really care think this game is alright as is and can only get better. I am sorry, but convincing a larger playerbase is hard, sometimes even requires deception because "larger" means more generic. However, this is a free game. If it were Steam and had more maps and less crashes, it would get more attention. However, besides panicing guys who are upset there aren't 2+ servers open all the time, why worry when there isn't a chance the game will die. The devs don't lose money from lack of sales lol. I hope they make the game well. After that, if playerbase doesn't grow, its nobody's fault, I will continue to support it.
  20. Thanks for the informative. This in fact does also relate to C&C Renegade, or is that not a part of this? Because there is a standalone program and I believe xwis is also functional.
  21. Maybe I am just admirable of Kenz3001, or maybe I am eager for more maps / "X-city". I am just so eager from watching this series of videos. It has already been a recorded 40 man-hours just to get this far in this X-Volcano map, and it is so inspiring.
  22. I know, that is why I am watching you. It is a shame I don't have any of the assets I was actually considering making new assets in what, cant you in blender or 3ds max?
  23. No other maps have random events atm, so that could be a sweeping addition to several maps at a later date. If you say you have no experience with UDK, I wonder if I can take your chronicle and make a map myself, let's say City Flying lol.
  24. It's really cool, I been streaming the game when I can, twitch is a good way to encourage a game. It really is a snowball thing unfortunately and it doesn't hold a lot of people when only 1 server is active, but I try to join scant servers all the time to pull players in, I streamed earlier me playing 2v2s, they were crazy.
  25. Path? As in, pathing to harvesters or something? Also, I think it is pretty cool that your lines of sight look well thought through, because a lot of cover makes sense directionally to where you would expect engagement at, real useful cover. EDIT: Oh, AI pathing, to give the AI signature paths to follow to decently compete and engage in combat.
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