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Eagle XI

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Everything posted by Eagle XI

  1. The launcher frequently stopped during downloading the update, showing 0 B/s. Each time click on stop downloading wouldnt do anything, need to close over task manager. When re-launched continues where it last was.
  2. The launcher downloaded the patch, but is not applying.
  3. Imagination: An intense battle as the lines of opposing sides move back and forth, wrestling over control of the hill, the structure changing hands frequenter than some hills did during the WWII Normandy. Reality: Both sides zerg the hill at start, whoever side wins the first battle captures the hill and camps it until end of match.
  4. Dont. There is an SBH around. There is always an SBH around. Inspecially there is one if you are feeling secure enough to abandon your vehicle. In fact this thread may be an propaganda of the Nod Stealth Bureau to affect psychology of GDI crews as so to abandon their vehicles more easily!1!11!1
  5. Love playing this, the Navies and experimental units are interesting.
  6. The pace of battle is the root of the problem. When the base falls, can be witnessed how it crumbles either like domino, one building after the other or its a mass destruction with every structure melting at once before the might of the attacker's all-in. Seldomly does an stealth action or an early game rush suceed to take out one building at a time. The design of maps with most having only one vehicle entrance to bases, with insufficient infantry flanking points that can be easily shutdown only does amplify the issue.
  7. Currently its a bit of an noobtrap, those credits are better spent purchasing more vehicles most of time.
  8. TFW no-one enters the free Mammoth until it gets hijacked by random SBH.
  9. That feel when your presence in Renegade X is reduced to that of an Lmb repairdrone for 40 minutes.
  10. I have the worst crate idea ever. Fake crate: This crate does nothing at all. Well, ok, maybe it plays an laughter sound and puts a party hat on you. edit: some moar Tanya Pistols: Replaces your sidearm with dual pistols that shoot special ammo that can even damage tanks. Chrono C-4 bundle: Sort of like an mininuke. Bunch of timed c-4 with timer set to 5 sec appear scattered on ground where the crate was. Those bombs are hostile to the side of whomever had picked up the crate.
  11. The addition of an SSM into the game may help with that.
  12. ahh, my eyes, arrrgh. all that neongreen.
  13. The thing is if an team is losing buildings they have not been doing well. So its unlikely they magically start to play better accumulating all that VP once their base starts to blow up.
  14. Dunno if its possible. There can be times i wish my personal shuttle doesnt count towards team's vehicle limit at all.
  15. Exactly the type of team efford i would like to see. Instead of absurdly high costs can be balanced via the time its going to take restoring an building to full health, as it would be 1.5x - 2.0x the time it takes for restoring shields from zero to full. The repair gun would have to get an alternate firing modus for building restoration specially. It can be either RMB or switched to via X. Also an building wouldnt able to get restored immediately upon destruction, first will have to wait a while until its husk cools down. The 'dozer' we can still keep in as only that would able to initiate an building restoration, the engineers can help later. The vehicle would be an medium/light tank chassis with an mechanical arm turret that can be moved sideways, with the large repairgun attached at the end of this arm that can be tilted up down seperately of the sidemovement. Dozers would be limited to 2 per team and probably not cost vehicle pop. Limit drops to one if have no wf and can be paradropped like jeep,apc.
  16. well, were it up to me turn it up all the way to 128p but on new maps that will be built for that player amount. What ? the year its 2018 people.
  17. I think this capability shouldnt come as a freebie, rather be tied to the presence of an conyard(or an smaller version of it), which itself cannot be restored once dead. Instead making it player driven, chosen freely what to restore next, can make it so that follows an lineup emulating going up the techtree in CC95. That means it first restores the PP, then Hon/Rax, Ref, Weap/Strip. One building at a time. That means should both PP and Weap dead, first must restore the PP. There would be two seperate lineups, one is for basebuildings, and the other for defenses that goes as Guard/Turret, AA, Obelisk/AGT. It costs credits, an team without credits can still restore the building, that can make the team go into deficit. Should that happen it means future income will go into paying off this debt until at 0. We can use the building costs from CC95, weap would cost 2k to get restored. I had something similar in mind, that works with credits and used for allowing automated building repairs that should negate the need for multiple engineers inside the building to an extent when the building comes under fire. Keep in mind should the building have credits pooled for autorepair and get destroyed those credits will be lost. Somewhere in the conyard would be an repairs console, in there the players can donate credits to be pooled for repair of an building. The more credits in the pool for an building the faster it will be repaired. The repair rate achieved this way begins at the base strength of one engineer repair gun and scales up to until 5x. An alternative to this all would be using a form of dozer unit, equipped with an large repairgun that can restore an destroyed base building, draining credits from the using player to do so. It can also double as an mobile repair tank, repairing vehicles at the cost of credits like repairpad does.
  18. I too have thought about having ingame research, the prison thingy of cc95 would function as the tech center of this era. Each team can have only one research center. Its probably better for the gameflow the units themselves not being researched but become immedietaly avail once their techtree preq is fulfilled. The techcenter would research 'components', those are optional parts for vehicles and equipment for infantry, mostly utility(like Gen:Zh or TW research) but new weapons too at late game, another option can be to invest in new powers for the commander, also there can be building affecting researches like an tiberian fuel research at nod that increase PP price reduction modifier in exchange for decreasing harvester yield per trip as compensation(think as some tiberium must be reserved to keep the PP running, that being deducted from the harv yield). When spawning an vehicle then you get to apply one of the available 'components' that have been researched. Research drains team money, probably the cmdr gets to decided stop/start research and pick the next field. Ex. an Mammoth can be outfitted with Nuclear Engine(+speed yet irradiates upon destruction), Railcannon weapon(instant projectile, much longer cooldown), Ablative Armor(adjusts the modifier so that rockets to deal lesser damage, suffers more from something else in return, arty shells probably), an Medium tank may gain the mg of humvee as extra anti-infantry turret on top, get an autoloader for almost instant shell reloading, etc.. the ideas are mostly there throughout the later C&C's and their mods. For infantry you would get Hallucinogen Grenade, Flashbang, that can be purchased by most classes. There would probably be an lategame upgrade that boosts hp and armor of base infantry classes and changes their skin to Tiberian Sun-era infantry like. I do realize the extreme difficulty, still what i know the idea that lurks at the backside of every C&C player's head is to see basebuilding in the game someday.
  19. Eagle XI

    C&C3 units

    Uhh, aint this risky since its directly from another game. I mean its cool you got them to work in here... note: I hate EA for its guts, may EA rot in hellfire for what they did to all the promising franchises.
  20. About the vehicle collision problem, suppose it can emit an wave of knockback at spawn to let the tank simply bounce off a little bit. Another solution could be to instead destroying and then spawning an new object in its spot keep the turret ingame with 0 health, make it invincible an unrepairable upon hitting 0 hp, give it a damaged skin for being at 0 health and then emulate giving the kill xp via trigger since it does not truely die in this case.
  21. When the AGT/Obelisk gets destroyed it produces an husk, it does not simply evoporate into thin air. This husk still provides cover for the infantry after its death. This should be the same with guardtowers and turrets. Destructible vehicle husks had been either tried in OpenRA or one of its mods, they were detrimental to the flow of battle as it had became extremely easy to block an chokepoint. Dont know if they are still in as havent played it that much. Cant see how corpse-piles are relevant at all. .
  22. Since the weapon cant be refilled then, would it default back to what it was prior to picking up the crate upon ammo depletion.
  23. I dont think the full repair crate would feel good. It would be very silly for 90 minutes of effort by the attackers to get anulled by an lucky defender whom happent to get that out of an crate. another idea for an weapon crate, Mortar Gun: an miniature artillery cannon. Replaces primary weapon. and another for an equipment, EMP Beacon: An Ion Beacon recolored white and blue, placed like that on the ground, at 10 sec emits emp wave in a wide radius.
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