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RokumanZA

Closed Beta Testers
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  1. Haven't been around a while but just wanted to say grats on whats looking like an amazing release I'll try and pop in again once things stabilize around here again
  2. This is true but please don't take this vote kick as us as server mods kicking you for incorrectly mining. This was the players action and not initiated by TmX. It's our policy to help were we can and you would have got at least a few warnings to remove your mines before a kick if we fealt you were hampering the team with off placement. This is just the result of too many players fed up with losing buildings to overminers. At the same time I see the point RypeL made and I think we should step up and get a video ingane at least for now. Sure it won't fix the problem, but if even 25% of people watch the vid and learn the mining basics, thats 25% less irritation and problems ingame, which is probably worth the bit of effort to make the video. Please don't take the kick personally Cudtaker, it was out of our control and you are welcome back.
  3. Please keep the dynamic day night It looks fantastic and gives the map a real dynamic feel, even just in the editor I think to stop some of the sniping, try making the rock ridge around the Nod base a bit higher, like a mini mountain above the cliff, especially around the silo, it should give more cover. Also maybe include a rock or two at certain cover points in the base to provide cover to those exiting buildings incase of snipers.
  4. This would be a welcomed addition not that its too hard to see at the moment, it would just be a lot easier, especially for new players. Possible stopping newbies having to wait for a q-spot on beacons or have possible defenders running around listening for the noise of it.
  5. I always actually thought the comm center would be a nice touch for gameplay, either scrampling radar or losing radar on destruction, perhaps even something like disabling airstrikes or even disabling buying air units on destruction. Maybe it could also disable using beacons. Either way I think it would have to be done in a mod though, as the buildings are pretty much set for now
  6. I really like it, as long as the original stays in as an alternative I'm all for this, its a great upgrade actually
  7. I still think the engie/tech fills these rolls fine. And as things stand at the moment they're pretty plentiful all over the place. I wouldn't be completely against it but I don't feel a health regen pack will help except maybe not having to run as far as base for a refill if there are no hotti/techs around. Which I don't think is a bad thing anyway tbh
  8. The Weapons Factory texture errors are a known problem and will most likely be addressed in the upcoming patch , you might be able to get some settings on medium with a gts250 but I wouldn't try much higher without a newer card to be honest
  9. perhaps I didn't read it thoroughly enough, I did read it through. Either way will go back and read the thread and comment there if I still see a prob with it lets no go off topic in here agree with the self-damage here for farland, etc. EDIT: also updated my 5 changes after another look at the topic, I wouldn't mind it if it also supports defending and simple things like repairing vehicles that anyone can do. Point taken off, and I see where you're coming from with this now Hate, I think I want the same thing in the end, no endless spam of support weapons overshadowing some of the base classes that barely see use. You have my support and as much as I feel like I didn't really get the point of the vet system in that post, rest assured I understand the game and the weapon mechanics. Haven't played at Hate's level, but I do nonetheless
  10. Great idea, I remember WaR and wish you the best of luck recruiting, there are far too few clans ingame
  11. 1- less credits from silo/dead ref 2- officer chaingun slight rof decrease/not hitscan (if you think it won't cause any performance loss) 3- stank improvement in missle accuracy and possibly range 4- fixed splach damage for farland etc. 5- chinook gun debuff
  12. Following kenz is the best way to leart the ins and outs, if you are just starting, look up the basic UDK tutorials on epic's UDK site as well
  13. - What makes for good vehicle gameplay? = Many paths to and from bases, space accessible between obsticals, barriers to strafe around, clear open areas in specific points around the map, ability to shell a building from decent range - Is having a silo accessable only by infantry OK? I dont mean something like Under where vehicles can't get there but still help defend it. = That is still good, I think it would work well even though there's no case where it has been done yet. - To what degree should base defences prevent infiltration? = Not totally, there should always be at least one way to get around, even if its by an obsticle that still causes base defence to trigger when running to/from. But don't open every side up either, makes building kills too easy then. Find a good in-between - Are airstrikes being unavaible at all something acceptable? = It could be done with a mutator (perhaps even kismet from within the map, but not sure on that), I wouldn't go that far tho. - What are some most frequent/important things to avoid when designing the layout? = single way chokepoints, very large open areas, too many paths in/out bases, unequal harvester field distances (and hence dump times), an overly defended base or a base on high ground while the other isn't (unless theres a specific case for it and the other base has some other advantage), too many meshes/clutter on paths Hope that helps some, thats just basics I look out for at least
  14. Interesting numbers... Clearly this should not be the case that grenadiers equal volts, and rockets are still top
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