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Handepsilon

Totem Arts Staff
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    2007
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Everything posted by Handepsilon

  1. I dunno about laser mining... because those blue tiberiums are a bit.... EXPLODEY 🙃
  2. Yes each systems need explanation, but here are the two problems : 1. The vagueness of the mining system. While systems indeed need explaining, a system should be able to explain in of itself what generally needs to be done right. Compare this to the MCT. Every new player will be able to grasp in mere minutes or even seconds to know that... 'ok, it's a weak spot'. Or compare this to the harvy and credits where players would figure out on their own 'Oh, this is our money source, so we need to defend it'. Mining system on the other hand, needs to be explained intricately. One could say.... 'Ok place a couple in doors' but we don't know how many we need without looking at others first. 'Oh wait, the ramps need some mines too', and then they'll need to calculate again. 'Oh, hold on, you can jump into HoN and Airstrip window', and then they'll need to consider that once again, 'Oh wait, the team mine is full'. Point is, it needs some form of codex to cover up the whole strats of mining. Would be fine, had it not been for point 2, which is : 2. The overimportance of mining. So, players are confused of the mining system because of point 1. What's the consequence of not mining correctly? Well apparently some C4 wielding hobos came inside unchallenged, and boom.... suddenly you lost a building and its' perks without being able to get them back. Mining system is pretty much trial-by-fire, where the consequences of not understanding the meta are losing a game and potentially excommunication from the rest of the team. Yes, we could make a whole video or tutorial explaining about mining, but really... you expect new players to be willing to spend hours in the tutorial screen when they think they could just learn by doing?
  3. I dunno, I had the feeling that Grenadiers are infinitely weaker than Flame Troopers. The latter can duke it out against infantry and do a considerably high amount of damage against vehicles while Grenadiers can't even do much more than pinch tanks away
  4. The Weapons Factory and Harvester bug is related to the other topic that states about the broken GDI airdrop. As I've said, it was unfortunately my derp breaking the whole system while trying to overhaul the things for a better support on our future project. I deeply apologize for that.
  5. Yeah, apologies. It was my derp
  6. Well it seems that transparent background is something I'll need to look into eventually. I've always had trouble reading both Nod and Black Hand's color anyways. I'll see if I can finally whip myself to do it at last
  7. Pls no, that support power in the defense mode is killing me
  8. Honestly yes, if I remember correctly, somewhere in beta 4, the invisible walls were abolished in favor for off battlefield timer. I'm honestly fine with invisible wall, especially due to how it became even harder to keep people from going out of the map
  9. That's every patch for any program really
  10. That's not me, that's Yosh's doing. He's the one who set it up so Harvy gives more VP the more it goes back and forth Gonna ask if he actually puts some sort of limitation/diminishing returns
  11. I suppose the new players really don't have too much expectations set on you, which is great. Players should only expect you to only do things you're able to do and not straight up being a godlike strategist or something
  12. I honestly thought that character change is no longer plausible if you have paid class, except when changed character is a Spy
  13. No, that wouldn't work either. The main problem with this is the dynamic lighting. UDK hates dynamic lighting for some reason
  14. 1. Afaik, no 2. Well, not sure about this one. haven't talked about it yet. 3. I'm not sure we have maps with gates planned. They tend to mess Harvester up, but it's easy to implement even in Renegade X.
  15. 1. No plan on that yet. 2. Yeah, Havoc planned on doing away with Reborn buildings when he got the chance. So it just depends on his work 3. I mean.... Survival mode is pretty 'finalized' already. What more do you want out of it? 4. GDI vs GDI is being worked by someone else atm, but we might implement that if we feel like it's worth doing. Maybe Cynthia can weigh on it better 6. Helipad will be a separate vehicle factory for air vehicles. That was the plan, but I haven't got the time to fully implement it yet 7. Also no clear plan on it, but we did talk about it earlier. There will be no base building regarding the main structures. The reason it was cut was because UDK is just damn too weak to handle it, and the size of the map required for it. Base defenses though, we might look into it Uhm...... not sure, also no plan for it. Kinda unlikely though
  16. Pretty sure some of us were considering about removing those stalemate maps like Under, but the other part of community would always rage against that decision. Eyes itself is actually a community-made map, designed by DaKuja back in Beta 4 If you wish for a more organized game, we at the Discord server host Pickup Games every weekend, in which everyone can join as long as they can get there quick enough and is willing to at least listen to the team.
  17. What infantry/tank were you using? Are you accompanied by other players? Also, EMP grenades/commander strikes will reduce repair rate of tanks if they hit, in addition to stopping their movement completely. Otherwise, you really will need to take out the engineers first, and snipers are usually a preferable option. You can also try to flank them if you're both in the field. Not exactly sure which maps you played, though many of the OldRen's maps do have a lot of flaws in them (Walls, Islands, Under, Field, Canyon, Volcano). It's usually chosen a lot due to nostalgia tho. I myself am sick and tired of playing 24/7 Under Though I'm not sure how you caused a lot of stalemates. To me the game is too snowball-y because whoever gets control of the field, most maps will reward them with ability to dominate enemy harvester (unless the tib field is in the base itself) and tech buildings, and it's hard to push through a siege. If you're playing Islands, then yes... that kind of thing happens really easily if you have Refinery alive. Also, try to keep away from the crates if you're high-level character. It's too risky and not worth it
  18. To me, your teammates should've probably cover your back and vote no. I have a suspicious feeling the other players were mistaking you for Poi, the legendary sniper and player killer in the community, just because of those headshots. All in all, sorry this has happened to you. Also, yeah. Not a bad idea rowe. With the whole afk tag and stuff, I think afk kicking can be regulated better.
  19. I'm not sure about the next map vote as it's kind of in sync with the victory and defeat track, and it's honestly pretty long enough (or maybe the players are already so familiar with maps they select them out of pure instinct) The other suggestion is... sadly impossible. As soon as the timer runs out, you're actually already kicked off the server as it starts loading the next map, and nothing really functions anymore aside from client-sided inputs.
  20. Sent this to the rest of the devs. A couple of them seems to agree that this sounds like a good place to start
  21. I'd rather use vote as last resort option. Harvester is a decision that needs to be solved faster than 30 seconds vote that may or may not pass
  22. I remember this thing being so possible in TS Engine's map editor. I also remember it needing to be avoided, otherwise pathfinding will go extremely FUBAR
  23. I actually think that might be a good idea to insert some additional method to stop harvester from killing itself when commander is either too busy or nonexistent The question is probably how. A vote will probably be too long to go through
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