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Darkraptor

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Everything posted by Darkraptor

  1. A silo that you can only reached by the tunnels is a cool idea Keep up good work .
  2. yes, i noticed the same problem with hotwire and Nod technican. And you have also this problem when you buyed EMP-Granates.
  3. It's nice to know when you've lost or gained the silo without having to notice you can no longer buy the Tiberian weapons. As soon as I hear the announcement, I head on over to recapture if I can. Yes, thats true. But i would be nice, when i have a simbol on your HUD thats shows, which team the silo current owns, beside the announecment .
  4. I think the ammo packet/supply would be only nice on biger maps like xMountain. And of course this things shouldnt be reloading the C4.
  5. I player a few rounds, and i have to say: Very Good JOB. And I very like the new maps. But there are still a few issues i regonized: - The GDI-Harverster-bug ist still allive on Walls . - The shaking / dancing Helicopter-bug is still alive (I know its a problem with the framerate, buts still annoying) . - there are a view spots in volcano which are to dark und should be more enlightened, especialy inside the NOD Airstrip Tower. (also on Mesa).
  6. Mainproplem is still thats there is no GDI-Counterpart to the stealthtrooper.
  7. Will there be other and different tech building next to the silo? And when yes, what abilities will they give to the player?
  8. Lets talk about some ideas for alternate game modes for rengade X. Cause only c&c mode is after a while boring First idea for a new game whould be the conquer mode. In this game mode you have to capture a tech building to win. Not the silos, a new tech building. For example the Comcenter or better the Temple of Nod ( so you can call this mode Capture the Temple ). You have to controll the building for 4 or more minutes to win. Both team have still a base which all building and functions. And of course you can destroy the buildings of your opponent to make it more difficult for him to win. The difficulty is to place this tech building on the map, thats every team has a good change to take. Second idea is actually very old: Its capture the flag. Place of the enemy flag is in the base (again which all working buildings). So you can take a few of the c&c maps for this game mode. A important rule for this mode is, that the carrier of the flag cant enter a vehicle. I hope you likes this ideas. Have you guys some other cool ideas?
  9. I think the price for the airstrike should be now 600 credits. If you make the airstrike cheaper, it would be a compensation to the weaker damage. And player are more able to call two airstrikes at ones to breack the siege.
  10. I have another idea for a new side arm, thats could help in the most weak and nealy endless endgames: Its the bazooka. - Its a side arm, so you dont need barracks or HoN for it. - The bazooka its cheaper then the rocketsoldier. - It deals the same damage to vehicle and buildings like the rocketsoldier but - doesn't give the player more life or armor - doesn't has a lock-on ablility - does have a shorter range than the rocketsoldier but a higher range than the granete/flamethrower - has a low ammo With the bazooka players have the ability to attack building from the outside. So there is a better chance to destroy a building in the endgame.
  11. I saw this supernatural thing on lakeside. I think it from the orginial UT.
  12. Today i notice a very anoying problem. In our team, there was a player trolling. He runed to his teamamtes and atteched c4 to them and let it detonade. So we were fianlly able to kick him. But he returns for a second time and we must kick him again. Then a returns for a third time - kicked again. But the problem doesn't end: He returns for a fourth time. But this time with anouther playername. I notice that it was the same player. first because his behavior. And second he had the same playernumber again. This guy didn't stop to ruin the game for us. So there could be only one solution: player that are kicked two or three times should'nt be allowed to join again.
  13. Holy.....Carrier!!! ScreenShot00002.jpg[/attachment]
  14. Well, tanks around the hill, no money, and the tunnel guarded by the rocketemplacement. So we were screwed.
  15. But you see I think that's how it's supposed to be. They are taking the time and effort to actually defend the silo. You're supposed to have a hard time trying to take it if they are purposely defending it. And that was absolutely not the case this time. Because in Whiteout the silo is on the attackroute. So the mammut and mrls where next to the silo and attacked the Hand of Nod. And at the same time they were able to defend the silo.
  16. I have an idea for such a game mode, that could make the endgame interesting. In this game mode, lets just called it the conquer-mode, you can win the game by taking a tech building. Not the silos, a new tech building. For example the Comcenter or better the Temple of Nod. You have to controll the building for 4 or more minutes to win. Of course u still can win the game buy destroying the enemy base or by time-limit. The difficulty is to place this tech building on the map, thats every team has a good change to take. What do you think about this idea?
  17. well, i dont think GDI is so much superior on field. Mostly there are some kind of endless ping pong matches. So think omega has a good idea with a second tunnel: viewtopic.php?f=35&t=73073
  18. To understand my issue, i took a few screenshots: neutral sillo: red flag ScreenShot00006.jpg[/attachment]
  19. Well, i dont know if there's still another topic which the same content, but i tested it today for myself. And i notice that on field GDI has a big disadvantage. Nod can easly sneak into the GDI by the rear tunnel and can place two beacons. One at the refinery and the other next to the barracks. Bummm. Nod can take out two buildings. And the Advance Guard Tower? Shoots a little bit which his machines guns. But isnt a real threat. One the other Site: when you try to enter the Nod-base as a GDI-player you have to be very quick and concentrated not to get toasted by the obselisk. And when you get behind the second rock at the Nod rear, you are only near enough to kill the refinery with the ionencannon. Theres is one simple solution to this problem: install a guard tower in the middle of the GDI-base. I mean the little wooden guard tower which just the machine gun.
  20. I have to agree, too. But when you allowed to keep the weapon athough you died, the price of this weapon must be doubled or better tripled.
  21. Well, i said you have to lock twice. In the heat of the battle you dont have this time, so its strange to see a red flag over the silo, although the building is captured by GDI.
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