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Everything posted by Fffreak9999
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ForceDownloadViaServer.bat has something wrong in my computer
Fffreak9999 replied to [Dragon]MK3's topic in Technical Support
How about downloading the full client again This will allow you to port some of your settings over to a new version by copying the files from your existing server files to the new one. -
I have a newer file DL area for all the maps. Not fully up to date, but mostly, still need to add some latest updates to it. Here
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@s1N1STER Here is the list of information for CT Teamspeak is ts.tyrant.gg Website is: www.tyrant.gg IRC is: irc.tyrant.gg (or irc.constructivetyranny.com) some people seem to struggle with the tyrant.gg version
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@yosh56 what about the alternate for the option 4 (purchase recharge frag?)
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@Ukill Details missing from the code
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- ue3
- verterancy
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Clip is more than 50% since the base PIC can deal 100% per clip (4 shots)
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Most probably, the SDK has a lot of stuff.
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Thats my fault I will fix it But who doesn't like tanks dropping from the sky!
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@Samurai try speaking to @Schmitzenbergh he will be able to assist you further.
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@Madkill40Nope, the item slot is never consumed by the default loadout. This is why timed C4 is often placed after a beacon is planted to kill the Hotwires/engineers who stay too close to the C4 while prioritising the beacon.
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The main difference in this case is that Patch is not invisible, while I like the idea of losing the 2nd timed on item purchase. It would require quite a bit more than that, since 3 timed c4 is still enough to bring a building to critical and still have no time to respond, since all it takes is 1 repair tool to disarm the mines.
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You have more options when it comes to the airstrip, i.e hiding most of it beneath the ground by angling the strip at an angle. It just ends up being awkward, and unpredictable and you may have places where it could be ion'd even though there is no strip there (visible)
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2 SBH with 4 Timed C4 between them only need 30 seconds to instantly destroy a building and very little chance to stop it if they manage to disarm the mines, especially when you factor in the SBH's ability to kill infantry.
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Good question
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It is fleshed out, but not finished. It definately needs some work doing to it, but overall its minor compared to creating a map from scratch.
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Just to point out some of the more important things within your statement: 1. This is not Kane's Wrath, where the game is a pure RTS, and you can overpower with sheer force of numbers. A Rail-gun powered Med tank at 5 mins in, backed up by 2 Hotwires will be near unstoppable in the early game, which will lead to a very dominant position for the team with the upgrade. 2. As for a player controller harvester, this I feel will break the game more if you are allowed more than one at any one time. Since the possibility to get credits at significant speed (think Islands or Fort) will break the flow of the game far greater than you expect, especially on large population servers. If you have only 1 harvester, then what is the difference compared to an AI controlled harvester?
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A lot of those upgrades are too strong for an unlock/upgrade path, and would likely just suck if you tried to scale them down to a personal balanced level. Permanent team-wide unlocks, while cool are generally very strong as it puts a winning team in a win-more situation and reduces the possibility of a come back. This also makes it more likely that if a building is destroyed the team that lost it will pretty much quit, since the amount you get for a building destruction would fuel a team wide upgrade and then cause a steamroll effect. At least with the upgrades I have suggested, they are gameplay altering but generally not too powerful in their reach, just altering the current units with a lost on death upgrade that augments gameplay rather than making all new gameplay styles and upsetting unit balance greatly.
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Hi @Bronn, Sorry to hear you had a poor experience playing on CT Marathon. In most cases, there will be more than enough people agreeing with you to surrender when a building is lost to not cause too much of a problem, although vote spamming consecutively will cause some annoyance, and will at most result in others telling you to stop spamming votes, vote kicks should only be used to remove AFK players, players abusing the system or cheating and that like. However as to the player's deciding to kick you, were you aware that you can call a Moderator or Admin to view the server via an in-game text command "!modrequest"? In most situations the Moderators will cancel the kick vote against you or step in to prevent it. However don't let the community prevent you from playing a game which you appear to enjoy, and for the most part the community is not too bad. However there are still some pretty poor members of the community who are rather negative, and can spoil it for the majority. Hopefully, you decide to come back and play again and if you have any problems (in regards to Constructive Tyranny), feel free to contact me either on here via PM or on www.tyrant.gg and I will respond.
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In theory it should be possible, in practice, maybe a little hard to implement but shouldn't be impossible. I am sure something like "is x class" or "is holding x weapon" would be at least possible
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I have been thinking of more purchasable items or upgrades that could be added to the game. A couple I have already mentioned in other threads but I am placing them here under a separate category since even if they are dismissed for the purpose that I posted them for, they may still have enough merit to warrant their inclusion. Please feel free to suggest your own to this list. Suggestion 1: EMP Anti-Tank Mines Suggestion 2: Riot Shield (Reduce Light Arms fire damage (Like pistols and assault rifles, Shotguns) (Takes item slot and cant use any weapons while equipped, but Heavy Weapons like Sniper Rifles and PIC/Railgun still do high damage, although maybe not full lethal) - Good for pushing through tunnels (like on Under)) Suggestion 3: Repair Gun Upgrade for Base Engineers (Good for when the Hand/Bar goes down, allowing increased healing rate even when the Tech/Hotwire is no longer available. Suggestion 4: Under-barrel Grenade launcher to normal soldier rifle upgrade. Think like Patch grenade, but slightly weaker and similar cooldown - maybe slightly longer, or alternatively purchase a rechargeable frag grenade upgrade (takes item slot) for all infantry. Suggestion 5: Personal Healing Kit - Provides self healing to the unit using the kit as a Heal over time (similar to Heroic status), but a reduced amount compared to the heroic status and does not stack with Heroic and must be out of combat for x seconds before it automatically kicks in and if you are damaged during the healing, it automatically stops. (uses item slot). Suggestion 6: Caltrops "Grenade" - Thrown at an area creating a "mine-field" like effect where if infantry run over this area, their sprint is disabled for a short time (10 Seconds?), and they take a small damage over time (not much damage, maybe 2-3 points of damage per second for like 5 seconds) - (Mine field effect lasts for 10 seconds?) Suggestion 7: Similar to the Caltops - Have a vehicle equivalent? Will add a few more later when I can think of more.
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I am sure @yosh56 would love an Asian server No 300+ pings
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CT used to have something that showed the server details such as map, player count and a few other things on our forum a while back. I believe it was written with Python so some way to retrieve this information exists. Is this what you are still after? If so then you will need to figure out what you are doing wrong. As for your other comments about There is a usable administration bot which links to IRC which @Agent wrote and most of the servers use this bot, without too much issue.
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If anything, I feel it reduces the complexity of the game. You complained about their high damage output via the Heavy Pistol, in my suggestion, that is removed from their arsenal. As for ease of spamming them, their cost can be adjusted, $400 with their altered package would be reasonable, maybe even $450 depending on how it works. Killing Infantry would be much harder with the adjusted side-arm, and as for vehicles, their only real potency would be in the base defense, since while they have the ability to use their explosives out in the field, they have to refill to regain their main ability to kill vehicles. As for your last point of keeping them out of a base, my suggestion reduces their building kill potential which means that while they can infiltrate, their infiltration (while solo) will not easily yeild a building kill. Permanent damage would be inflicted, but not much more than a regular engineer rushing. Also the introduction of a new class is not a new thing to RenX considering the marksman did not exist from the original game, and adding a new unit will provide a meta-change shift which will also make gameplay more interesting.
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Here is a suggestion, Please read all of it since all aspects are linked Suggestion 1: Timed C4 (Reduce Potency vs Buildings, increase vehicle damage). Hotwire/Tech: Change Sidearm to Silenced Machine Pistol (or advanced silenced pistol (increased damage over normal engineer pistol) Keep Explosives the same as current, but with the Timed C4 Building nerf, limits their ability to 100% a building. In return, increase their role as a Medic by giving them some improved infantry/vehicle repair rate As part of this nerf create a new class aimed at building destruction at their core. New Class: Demolitions Expert Cost: 500? Speed: Slightly faster than LCG but still lower than 100 Primary Weapon: Advanced Grenade Launcher (Increased damage compared to the GDI base class) Secondary Weapon: Heavy Pistol (as current) Explosives: EMP Grenade (Recharge) 3x Blast Charge (Think Timed C4 but Building Damage is high) (All 3 should deal about 90% total health and armor damage from full (values can be adjusted to allow for balancing) 2x EMP Mines (Think AT mines, but about 50-60% damage and does an EMP effect automatically on detonation) Extra: Allow engineers to purchase an Advanced Repair Gun upgrade once Barracks/Hand is lost so they can improve their healing output.