Jump to content

Truxa

Members
  • Posts

    625
  • Joined

  • Last visited

Posts posted by Truxa

  1. You can change during the initial 10 seconds, it's just not noticeable.

    Pressing teamswitch a few times will show you in the chat window that you joined GDI/Nod

    Another point already mentioned is an admin of some sort who can decide when the match can start. Before the start, it should be possible for EVERYONE to join 1 team in other words, temporarily removing the teamswitch restrictions. To make it easier to get on the right team.

  2. When I play pugs in Team Fortress 2, a rule says that the captains must pick the teams as evenly as possible and they are always chosen based upon how well they know everybody's skill level, regardless how good or bad that captain may be at the game itself. We're not playing to win, we're playing so that everybody has a fun, competitive experience without getting completely stomped. Fun experiences bring back players for future pugs.

    When we pick teams, everybody goes to spectator mode while the captains duel in some form to get the first pick or second pick. While picking teams, captains must tell everybody their decisions one by one as people from spectator join that captain's team. They choose in a 1-2-2-2-2... fashion until everybody is picked.

    After the teams are set, we don't straight up jump in to the game, we talk and decide who plays what role during the games, and also decide what strategies we're going to use. When we're done, we "ready-up" and wait for the other team. We do this before every map change.

    Another thing I think might be worth trying out is to flip a coin for GDI or Nod after a map is picked. Swapping factions after every map can lead to biased map votes.

    I wholeheartedly agree with CampinJeff.

    Especially with the last point.

    When I'm in the PUG I mention it many times that "we are on GDI/Nod the next map, so pick a map suitable for that team" or something.

    E.g. non defense maps for Nod and hard-to-infiltrate maps for GDI

  3. Quite a heavy investment with all those attacks, for such a little gain he intends to have in the end.

    Those attacks costs buckloads.

    The time needed to "copy-paste and revamp" by himself would take ages (unless he got a team)

    The high propability of EA and Epic Games stepping in to prevent that "copy paste" intent has to be taken into account in terms of total costs effectiveness, not to mention the payment of lawsuits against him/them

    If he realy wants to copy-paste the game and revamp it, he must be a rich guy with a good team to invest time into it.

    Come to think of it, isnt everything readily availible already? In terms of code and content? Why ruin the game for others?

    I dont get that story, doesnt seem right to me.

  4. ahhhh the pugs aren't about being able to speak English or being or even having a mic its about having fun win or loose ... right?

    GTFO! Winning is everything!

    + nine-thousand!

    Winning is everything! Especially if BOTH teams are cooperating to the best of their abilities! Unanimity and understanding are key concepts to do that

  5. I wasnt there last night/during last PUG but judging by the comments here about it, it's all too obvious everyone needs to have a mic to be "heard".

    On the other hand, more often than not, people (purposely not naming names ...) ignore anything I say BY USING a mic. So, requesting help or notifying the team about an incoming rush isnt always heard even WITH a mic.

    True story, especially if you're not too good at speaking English

    Speaking != Typing

    I want to believe that I'm astong English speaker. Not always finding the right words, but still gets the point across. However, without playing the racism card here, accents between different nationalities are tough to listen to. Let me explain.

    At university in Europe, your common language spoken is English, simply because you only meet foreigners. As a Dutchy you speak (broken-)English with Spanish, Italian, German, American, Australian, Russian, Hungarian, Chinese, French and even more different ethnic groups. You learn to listen to dialects, differences in intonation, differences in sentence structure etc etc.

    In Europe you learn to cope with those differences and manage.

    In my experience though, when I talk to people having English as their native language (UK/GB, US, AU) they tend to have more difficulty understanding the broken-English version spoken by non-native speakers.

    I can say this because I've been in Australia for 5 months. I can say this because I met a few Americans during my stay there saying just that; same as Americans I met in my home country (The Netherlands).

    By far the hardest for me to understand due to dialect are Indian or Pakistani people. They speak as if everything is 1 big sentence, never pausing. (Had to listen to a presentation from a very nice Indian guy)

    In short, (and this is my experience and/or opinion) we may all be speaking near-perfect English, but the different dialects make it difficult to understand eachother and I feel this is particularly true for American people.

    Not to piss you guys off or anything! Please dont receive these comments as an insult!

  6. I wasnt there last night/during last PUG but judging by the comments here about it, it's all too obvious everyone needs to have a mic to be "heard".

    I had the same experience the 1st or 2nd time I joined the PUG and was unable to use my mic (due to GF sleeping) I was MAD as hell about people simply NOT responding to chat.

    On the other hand, more often than not, people (purposely not naming names ...) ignore anything I say BY USING a mic. So, requesting help or notifying the team about an incoming rush isnt always heard even WITH a mic.

    This is a PUG, a PUBLIC pickup game, meaning, meaningless banter is part of the experience. Meaningless rambo-ing is also part of the experience. It's like a more-organized public game with set-teams, where more people use a mic/headset for communications rather than chat

  7. A building kill should add a modifier to your TEAM TOTAL points.

    For example: Your teams total points are 10,000. Someone on your team kills the enemy power plant, your teams total are multiplied by half so its now 15,000 etc... Future points are also added in and then multiplied too.

    1X Building killed = +50% or score x1.5

    2X Building killed = +100% or score x2

    3X Building killed = +150% or score x2.5

    4X Building killed = +200% or score x3

    You get the idea.

    This will help to stop times when you kill half the enemy's base but they win on points because of some early whoring/camping.

    Less "well were losing but have more points lets just camp for the next 30 minutes." and more "Shit guys were gonna lose if we don't go do something!"

    I get the idea but not the maths :P

    Allow me to correct you ...

    One thing though, a building kill reward as you suggest it will not stimulate early-kills. but late-game kills. The more score you have, the more the multiplier affects the score.

    e.g.

    You team has a score of 500 and then kills 1 building early game, the reward as you say is 250 to your team. When your team waits 5 minutes and reaches 1000 teamscore, the reward for 1st building kill will be 500, totalling 1500. 2nd kill will then yeidl another 1500 totalling 3000, 3rd kill yields 4500 totalling 7500 points. (without regarding other point gains merely building deaths early game)

    Fast forward to mid-endgame score levels, 20000 is not unheard of. 1st building kill on that level will yield 10000 points for a total of 30000. Then immagine a 2nd building death to happen shortly after (people complaining etc. not paying attention due to first loss) 30000 points for the 2nd building totalling 60000!

    Now, in an AoW server, thats insurmountable.

    No, fixed amounts are fine enough. I opted for 1500 but 2000 seems fine to me too. Just needs more equal distribution between participants rather than the one with the killing blow

  8. Nope! This totally works as intended!

    When in Line-of-sight of an automated base-defense, it shoots you when you are in range!

    Please check out original renegade online gameplay! (Particularly City-Flying) There you will see the obelisk shooting down aircraft!

    You are right though, than in the RTS automated base defenses do not fire flying units (with the exception of SAM sites)

    There is nothing to fix, you have to adjust your tactics to this feature

  9. On the Steam platform part.

    Search the forum for numerous topics about that. It's sad but EA is quite unresponsive thus far. The thing is, the Dev team is doing this project absolutely free, even if 1 single dime is made on this game, EA will sue.

    Steam platform has a tendency to have the need to make some sort of profit out of games. Even if it is greenlight, you'd need to pay steam for it.

    It's a complicated matter and the Dev team tried at length to discuss the possibilities with EA, but so far, we havent heard any good news.

    No bad news either!

    About your suggestions, there is a specific forum part for it, feedback forum.

    I'm sure the Devs would read what you wrote though. It's not something new you said, so the more people asking for those features, the more chance it gets it's way in! (I believe many would want to have an upgrade system in the form of veterancy and it's perks

    )

  10. "Pointwhoring" as you say is exactly that, plus something extra. It keeps enemies on their toes and atleast 1 per MLRS/Arty is needed to repair that building. Significantly lowering the enemy base defenses and by extension, lessens the enemy attacks on your base.

    Look at it like this: 3-4 people are "pointwhoring" with MLRS/Arty, they keep 4 techs/hotties occupied INTERNALLY to repair those buildings. When switching to different buildings, they are required to move and repair other buildings, probably requiring some 5th to cover the initial damages.

    When you have 2 flamers/Meds on stand-by to cover those MLRS/Arty's by killing off any incoming tanks, you got a solid tactic to keep your enemy in their base! It results in your team having less need to defend and more to attack.

    I dont like the way the "pointwhores" get on top of the score list, but they do help the team by doing so.

  11. Sorry I had to go like that!

    I told my team (B0ng's) in chat my GF was in an accident. I just want to let you guys know it was nothing serious. Just a fender-bender, but I still had to be availible, if you know what I mean.

    I hope you guys had a great remaining game and I hope my team whooped your Banana's asses! :P

  12. I played 2 rounds on valley today and both rounds people were complaining a lot ... it's slow paced (because of the 90% rambo/commando players) and Nod favoured (because of the SBH)

    Lets face it, we cant make the community unanimously happy on all the maps. Some prefer A, others prefer B.

    I prefer Renegade X, that includes all maps :P I find it extreme fun to have gameplay variety and when certain tactics do not apply on maps where it does on other maps.

    Weren't you playing in the TMX game the night of release, when everyone was saying it was GDI favored and pissing and moaning it like it was a sign of the death of world order across the globe?

    Now all of a sudden it's Nod based. Sigh.

    I'm not complaining or anything, I simply like the idea. I merely pointed out what others were complaining about yesterday (when I played the 2 matches), I didnt say I agreed or not.

    And probably you are right, I did play the night of release. I didnt pay attention to the complaints though, but I had the impression GDI could get into Hon quite easily with a hotty-rush. I remember Nod being 1 building behind (Hon was dead) so naturally a comeback is hard. People hanging out in the pp with C4's.

    That day I was on Nod and went full-out retard marksman killing off any deadeyes I could lay my eyes on. I loved it!

    On Topic:

    I do not think we need added credit ticks, like Yosh said. This map requires better teamplay and therefore people complain. It needs a different gameplay mentality to succeed, so the better coordinated team wins. (Like on any other map if you think about it)

  13. I played 2 rounds on valley today and both rounds people were complaining a lot ... it's slow paced (because of the 90% rambo/commando players) and Nod favoured (because of the SBH)

    Lets face it, we cant make the community unanimously happy on all the maps. Some prefer A, others prefer B.

    I prefer Renegade X, that includes all maps :P I find it extreme fun to have gameplay variety and when certain tactics do not apply on maps where it does on other maps.

  14. confusing shit. Your team has RED names while the enemy has GREEN names.

    Green hitbox with red names = spy when I play :P

    Your C4 though, it might have killed off a few people through the WF wall. But no glitch there, just a shrewed spy action, nice job!

  15. thanks, good to know!

    I took C&C95 from cncnet and didnt get any virus warnings, so I tried for red alert too... strange

    Reason for me to want it from there is that the First Decade pack doesnt work properly under windows 7 x64. I can play, but the colors are iffy and having all colors from the rainbow at some point :P. The cncnet versions have it patched to work properly.

  16. Yo guys!

    I'm interrested in downloading C&C red alert 1.

    Checkingout CNCnet yielded a download link, but avira shuts it down for possible threats.

    After that I found a link from Softonic, but only gives me the allied disc (500mb).

    I'm thinking one of you guys might have a save link or 2 for the entire game.

    I know it's for free and all, but finding a reliable link is still a bit tough

×
×
  • Create New...