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Everything posted by Handepsilon
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What refinery?
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Decrease Time that kill gets attributed to a player
Handepsilon replied to TheOlsenTwins's topic in Feedback & Bug Reports
Was pioneered by WhoPushedMe mutator in UT99 I think? It's kinda annoying on those tall maps in classic UT99 where you push the opponents off the platform and you don't get credited for it. Or the fact that your score decreases because you accidentally maneuvers off course while on battle, making you have to kill some more extras than you should #DM-Hyperblast -
That sounds... immature, to say the least
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For some reason I automatically think of DE_Dust from Counterstrike (lol) Kind of looks stale, the map can use more economy imo
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You can probably solve it by making some sort of short cavern with high cliff in the middle of the forest to filter aircraft and effectively disallow them to cross the Infantry path. I agree that it's Lakeside's major flaw, the lack of actual Infantry path since vehicles deter them in almost everwhere. And no, getting deep into the forest don't help much
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Agreed, but just pointing at his 'map unfairness' comment. Who knows, maybe that was the reason. *shrug*
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Guy needs to start learning English though. I don't know how he performs ingame, but lacking in global language communication is fatal in game that heavily relies on team communication, imo.
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I made what now? Oh you mean that vehicle spawner platform? I had no idea if it was in C&C3. If Mammoth is to be included in actual game, it has to be Mammoth vs. Base. The base's objective can be destroying the mammoth or survive the hold out. Someone quickly make the mod
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I don't even remember my postal code lol ....or my full home address
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Afaik I ran into same problem once. And I fixed it by using 32 bit version. Could be wrong... EDIT : Try switching from DX11 to DX9, or vice versa
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Terrain is no longer supported in UDK. Convert it to Landscape What's the Landscape's resolution in Stronghold?
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How about your landscape? How complex is it?
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I'd totally appreciate it if you are willing to fly all across the sea to Indonesia just to deliver me the game (and SDK) :3
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You can set all my WIP maps to 'On Hold' since : 1. IRL business 2. Not enough internet to even redownload updates, let alone SDK
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How about instead we remove SBH spy from the menu and instead give a crate that gives player stealth ability, but still detectable by base defense? I think I remember that crate from TS. Ofc we won't have it available for vehicle. (Stealth Mammoth lol)
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It's just my feelings. You know, killing infantries instead of rolling tanks to the field I think this is worth trying actually, if someone would have time to create a mutator for it.
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Good suggestion, though it might promote player killing rather than following the objective. Not sure if this is actually a good thing
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I kind of fail to see anything 'tactical' about setting up static defense at an exact same place every single time, using exact same layout that you would only know from playing with other player, unless you want to get your whole team mad at you for mining at different places Meanwhile the offensive side, the infiltration, is really open ended, pretty much able to be picked up even through offline playing, and few to no one really gets so mad at you utterly failing it so much that they relinquish your tools. Besides that, as already pointed, you don't really see anyone actually defending aside from firing their repair gun on the MCT and replacing mines over and over. You rarely see people actually actively defending the base with their guns as opposed to the automated defense that are mines. Now where's the tactical part? That you can place mines wherever you deem necessary? Oh no, there's already predefined methods for that. You do it differently and your privilege gets booted. That you got to watch these mines counting down? Where's the tactics in that if the only people in the base are the ones recently spawning or just happens to be repping buildings? I don't know about today's games but in all my times of playing, I rarely see anyone actually becoming dedicated defender unless their base got fucked up or it's PUG.
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There's a difference between 'learning from others is easier' and 'learning from others is the only way'. The way I see mining at the moment is the latter. I'm going to agree with j0g. The defense atm is too mine-reliant. This is a difficult problem to address though, as most people would prefer going offensive rather than defensive, especially if you're on the winning side as most action would fall on enemy's doorsteps
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Little question, there's no speedtree object in the level right?
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This is the problem. You, an average player, must teach newcomers how to mine properly. If I was a newbie, I would be asking, if these mines are such a big deal, why didn't the game ever tell me so?
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The problem here is not the alertness, but rather the complexity of mining system. It's not obvious enough to be picked up by newbies without the aid of other players. Atm, mining is a big part of base defense, but at the same time proper mining is too complex for its' role. It doesn't matter if the building quickly alert the newbies, it's not gonna help them mine better. Instead they'll be banging their heads trying to figure out why his mines never do their job until failures after failures. As if this is not enough, someone also said this a long time ago : mines irl are placed outside the buildings, not inside. And these are just the cases of basic minings, I haven't touched the subject of Barracks sandbag/door mining choice, Airstrip/HoN's windows, ramp minings, base-defense map minings, all of which are even more complicated than the everyday plant-at-door mining. As such, I'd really like to see the old mining systems overhauled, if not entirely replaced. Here's my take inspired by ideas from others : 1. Ceiling turrets : Deters rushes coming at the door. The gunshot sounds are already loud enough to catch the ears of any defenders. Respawns after intervals (or can be repurchased from respective building's PT). The issue here would be turret placement, as there will be buildings that are more complicated that others, eg. : HoN 2. Pre-deployed mines : Old proxy mine can be removed entirely or be used AT-esque. The pre-deployed mines are initially set up on the doors, working like the current mines except there's no counter. If there's a breach on the line, the respective team's player will see ghosted mine image indicating the gap. I have a few ideas in mind on the mine-fixing system Buyable Mine-planter pack, plants at the gapped line of mines with deployables channel interval. Press Use button to replant, channel interval to prevent replant-spamming. Target the ghosted mine image to replant mine on that location, making the system repairs one mine at a time. Place a button in Purchase Terminal menu to buy a mine replant on the building the player is in. Has cooldown to prevent replant spamming 3. Lock doors for opposing team, add HP on glass windows. Suggested by Axesor once I believe. Can use EMP or Repair Gun to hack the door, causing it to open naturally, or can use weapons(C4) to blow the door open permanently (or longer interval than using Repair Gun), but resulting in locally fired alarm (Beacon sound radius should be enough). Spies can open the door as if it's their own team's door. All of these would force the requirement of dedicated defender(s), which imo should be how the game is played. The systems are also easy enough to be picked up by newbies
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TBH current mining system makes mining an 'advanced technique' that requires educating the newbie. The problem is that mining is also essential at the same time as base defense, not to mention the different mining techniques for each maps. This should not be happening. Just as offense tactics can be picked up by newbies quickly, so should the defense. IMO defenders' main essential duty should be reduced into patrolling bases and check buildings for infiltrator/beacons, oh.... and repping of course. Since I really can't think of new ideas, I'd pick turrets or pre-placed mines idea, with alarms installed that fires locally on the compromised building.
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Everything looks great and awesome, but I can't help but notice that you put low video settings on the SDK there so I can't really see the full graphical potential of those stuff. And the sand boxes look like crates probably due to this... That or you put SkyLight instead of DominantDirectionalLight
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Where's the 'Base Camper' option?