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Fffreak9999

Former Developers
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Posts posted by Fffreak9999

  1. This is rather strange, as there is no ban applied to any of the details we have on you.

    Can you please try doing a tracert on the following address on the device you are using to play on.

    play.tyrant.gg

     

    Also are you using a VPN, as many do cause issues when playing on servers. The reason for asking is you appear to be connecting from 2 geographical locations, one in France and one in Russia.

  2. There are 2 skill levels that are considered very highly skilled, 8 and 9.

     

    8 is available without a config file change, 9 needs a file config change to enable.

    If you wish to enable skill 9, you need to alter the config called something like RxAI

    Change the bCheetos to true, and reload the game, and you can vote in skill 9.

    • Thanks 1
  3. 4 minutes ago, euan-missile said:

    As discussed prior, without player involvement to recover the AGT/Obelisk, it wouldn't make it a sufficient penalty for losing the powerplant. We still have to keep the powerplant the worst building to lose,  so it has to be more difficult than that. 

    Except if we did do something along the lines of allowing the AGT/Obelisk to actually work in some capacity, it would still have a massive penalty attached to losing the PP with increased costs, potentially a longer respawn counter, maybe a vehicle queue system delay similar to how the WF/Air dying works with delaying arrival of the tanks, meaning its still crippling to lose the PP, but not nullifying a building in its entirety to 100% useless. 

    There are many different options available to use to discuss and test, and we may even decide that none of the changes are worth it in the long run, and just keep it how it is.

     

    8 minutes ago, euan-missile said:

    Additionally, with the charging system you can have two forms of power mode that'll likely divide RoF/Dam by a specific factor. Meaning that unless a commander is specifically requesting people to charge it to half-power at the notice of an incoming rush, any sneaking infantry will likely be sneaking whilst it is only being charged at low-power. 

    We don't want people  just sitting around repairing a building to just power it, especially if the enemy just ignores the Obelisk/AGT and goes for another building, you have lost your defenders trying to stop the enemy from running rampant, and there will be less repairs to save your base.

    Having it done on a passive level will result in automatic defenses still being provided and allow your team to focus on actually saving the base, rather than trying to stop the attack.

    • Like 2
  4. 9 hours ago, euan-missile said:

    How does the half power AGT/Obelisk differ from normal? 
    How does the low power AGT/Obelisk differ from normal?

    They wouldn’t need powering by anyone, just a much slower rate of fire resulting in maybe 50% reduction for the AGT

    and maybe a longer “reload” for the obelisk

  5. 30 minutes ago, euan-missile said:

    I also think the accuraccy should be affected depending on how damaged the defence structures are at the time of fire but on a random basis similar to a gun jamming if damaged perhaps?

    Honestly, too much hassle for any benefit. I will rather slow down ROF rather than mess with accuracy, however the thing Yosh mentioned briefly earlier about giving an alert/q'spotting enemies in LOS when PP is down is a better idea.

  6. Not quite right for this:

    4 hours ago, testman said:

    Free rank upgrade already exists AFAIK (makes you require 1 veterancy point to rank up each rank), but is insanely rare.

    This is one I made work for an instant heroic crate, where all you needed was 1 point for each remaining level you had outstanding.

    This one existed in my Modded marathon.

     

    As for the others, stealth is just too powerful to grant to any unit beyond the SBH/Stealth tank.

    The others are possible, although Airstrikes/beacons would easily fall into the rare category.

    I’ll discuss the addition of additional crates with some of the devs later, to see if we want to add them.

  7. Idle kicking is a automatic system within the game.

     

    Its meant to detect people who have not done any inputs and mark them for AFK, then if they remain AFK for a length of time, they get automatic kicked from the server.

     

    i think the timer is set to about 3 minutes at the moment, although there was changes to it in the latest patch if I recall, so I don’t know exactly how it is performing at the moment, if it is working as intended or otherwise.

  8. By default, we reset your credits to the team default when you change team, this is to prevent a large influx of credits to any one side.

    The only official way to transfer credits to another team is through a forced team change by admin (and even then, they can choose to reset your credits).

    Now this doesn't prevent some players getting round this, by donating to the enemy team but this action can be seen as Team Hampering [Warning: do at own risk, most servers will ban/temp ban players for Team Hampering] if you remove your credits from your team just to give it to the enemy.

     

    Resetting credits is far safer on team balance as well, since the enemy team is gaining a player (and the default credits again), and your starting team is losing credits and a player), which balances out the loss/gain a fair bit.

    • Like 1
  9. 45 minutes ago, Kirby550 said:

    My first question is you see all this skills such as being able to plant C4 on the MCT and being able to disarm Ion Cannon Beacon will this be difficulty based meaning they can only do it on a certain difficulty or will they be able to do it on all difficulties?

    All difficulties from what I remember in testing.

     

    45 minutes ago, Kirby550 said:

    My second difficulty is will they be able to use proxy mines in specific areas such as for example the entrance of the infantry barracks/Hand of Nod.

    Currently they don't use Proxy mines, but there may be scope to teach them to be lethal with them :) 

     

    46 minutes ago, Kirby550 said:

    My third question will they be able to organise specific rushes with infantry such as 6 Gunners for GDI and 6 rocket soliders for Nod and will be to organise rushes better and more aggressively with vehicle's such as 7 Mammoth tanks.

    The bots are capable of rushing, but mostly they choose what is available and appropriate at the time. Vehicle rushing is still being "Trained"

     

    47 minutes ago, Kirby550 said:

    Another question is since they tell you where emeny soliders are and where what's needs defending will they tell you where they going and what type of mystery crate is being spawned on the map and also will they actually defending the buliding if the AI is doing poorly?

    They will not indicate their actions to players, and they are unable to determine if the crate is good or bad.

    Defense is a priority for some of the AI, so they will come and repair it with the Repair guns

     

    49 minutes ago, Kirby550 said:

    My last question is have the infantry bugs for certain character classes such as Raveshaw and Havoc/Sakura? Also have they fix the AI behaviour with vehicle's meaning that they purchase vehicles one at a time instead of everyone trying to purchase vehicles at the same time?

    Vehicle purchasing logic is improved, but not a lot of effort has gone into that side if I recall so far, and what do you mean about the infantry bugs?

     

    As for specific Bot related information, @Handepsilon is the Developer currently working on this.

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