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Eagle XI

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Everything posted by Eagle XI

  1. Visceroid Infection: On death you will turn into an Adult Visceroid. If you manage to kill someone being a Visceroid that person will turn into AI controlled Baby Visceroid allied to your side. If that Baby Visceroid manages to kill 3 people will also evolve into Adult Visceroid itself, that turns people it kills into Visceroids. That way you can get an infestation going on, maybe. Alternate vehicles: Those are variations of existing vehicles that are using an different weapon. In OpenRA there was GDI Apc that had Grenadelauncher weapon, other ideas Humvee with ToW rocket instead MG, Blackhand Light Tank and Buggy that use Laser weapons(buggy would have laser gattling,light tank larger version of Raveshaw's gun), Railgun Prototype Medium Tank. Nod APC with Machine Cannon. The classic Artillery piece could exist as crate-only GDI artillery. maybe this thing as an Tiberian Dawn era sensor array. Combines stealth detection on the move with Chinese ECM tank purpose(deflects missile) and delays missile lockon for friendly in radius.
  2. SSM should be added as an regular vehicle, as an counter to GDI Hotty blob repair spam behind their tanks. Once Nod has lost the field its camping time for GDI until all are elite, then they finish with an all in. Nothing Nod can do to break out the siege as their low health vehicles blow up whilst any tiny bit of damage dealt simply gets fixed up in no time. Might aswell surrender at that point the field gets lost instead waiting out the siege as its the defining moment of failure. As i remember in TD it oneshotted any infantry it would fire napalm rockets with large area of effect. Its model should be the TD version, which had 2 rockets, you would able to fire each one seperately, firing one there is short delay before able to fire other, once both are fired enters a long reload period. The rocket wont have lockon despite being missile weapon. If you seek to improve the original CC95 model design a bit look at Twisted Dawn's SSM launcher. As for the Recon bike it could function as mobile anti-air if turned into a purely AA unit. Although none of the current maps warrant the addition of an mobile anti-air unit due to them being small enough to render air units of reduced usefulness. Its GDI counterpart could be Avenger Humvee.
  3. Yaaay, i can finally post! Time to unleash all of the silly ideas i have >:D
  4. 2. Unsure if psychological or real but: It seemed like as if you can deal more damage the more you move crosshair overall the target with short stops, during firing, simply rotating whilst firing seems to add a factor that gets combined up to a little few burst that gets added upon damage and the initial opening burst deals a few extra right of the bat too.
  5. Instead adding a conyard or making it luck dependant building revival function could be added over PP. As long as the PP still stands, destroyed structure husks would get restored to life with 10% health(players have to repair the rest) after a duration that is different for each building, so the obelisk is on longest 'respawn timer' with the weap/strip and ref just after it. Hand/Barrack and AA would be after, turret/tower the fastest. Also the neutral silos: We should able to destroy them, the gain would to get it out of the game, downside is permanent heavy tiberium radiation poisoning in wide radius around the ruin.
  6. Speed up the rockets instead, via introducing acceleration for them. The Arty RoF needs a nerf, its problematic if a shell much higher caliber of a tank has higher rof than that tank. Cant argue with that. And what about the seat2 weapon's uselesness on both flyers ? Nod is all about balling up. Time to revisit that concept of Mammy with mg's on top. STANK isnt useless per se, its just people lacking teamwork not having a clue on how to utilize stealth to their advantage in a direct confrontation. It has best Dmg and RoF combination(besides that artillery) on a ground vehicle with paper-thin armor and health to balance it out, so far i could observe.
  7. Rockets fired by the Apache can disappear mid-flight into thin air if you ascend back into the sky after firing them, even if the target didnt move an inch and at time of fire would reach target for an hit. As it seems a system is in place that measures the distance between origin and target ,that causes the projectile to disappear past a certain distance cap however it seems to keep updating live for already in-flight rockets causing this issue.
  8. To port a game to console is far more demanding than just a few bits and pieces changed here and there, no. Its more like working under a mad dictatorship, the company owning the platform will demand you to precisely meet certain specifics and refuse the deal even if you miss to meet just only one of their demands. Nearly all of those demands will be completely irrevelant, rather along the lines to get your work to fit into their marketing bullshit along as an sellable product, will be irregardless what your game is currently, and worst will be that they do not make an exception for any of those demands, unless you are one of the big fish, only then can negotiate better terms(hint: money talks). You guys should forget about porting a pc game as is to any console today, unless you can accept your baby to come out almost totally different on the console, it doesnt work simply like that. However if you guys are hellbent for it, sure go ahead and see for yourself how badly all can possibly fare, not gonna hold up or something. Since this is an Q&A: Any chance to use Hovercraft transports or captain a GDI gunboat at an new map ?
  9. on a team there can be max 32 lets say, if mines get capped to 5 per individual, with the 6. replacing your 1. if it still stands and so on, that makes 160 mines per side. Now 80 sounds more reasonable than ever. Also does the minecap has this twist: Since its limited for the game as a whole and not divided into 2 for each side, the side who mines early faster has the upper hand in base security throughout the match ?
  10. Even if it was done dont think that anyone would be in, ive seen +100p Strike at Karkand 64p INF only server in BF2 staying empty and can say the reason right off the bat: The whole game, hereby let alone simpler-to-fix in comparison issues like map-size or weapon dmg-adjustments, isnt designed around such an high player count. 8v8: deathmatch for the greater lulz. 16vs16: skill competition. 20vs20 rush or conquest: handleable, you can still keep track of the course of the battle. anything at or above 32vs32: total chaos, everyone dying randomly, too many people to have a plan since just spraying bullets in the general direction of enemy suffices to drop atleast one guy. I dont get whats so fun about running +2km on each respawn to get splashed by the nextbest hostile explosive anyways, or that you would have 50+ snipers on a team at the occasion of an 128p. The higher the player-count the more you have to nerf and limit everything in the game to make it equally enjoyable compared to the experience youll get at a smaller player count, which in turn ruins the game for any smaller than the max player-count rounds.
  11. Being able to hear the next footstep of the enemy, the rotor sounds of an chopper, direction of enemy fire, targets reported, among many other things is more important to me, rather than a looping soundtrack at the background, thus people that can listen to music whilst gaming a shooter with randoms isnt a thing i do understand. Sounds are an important part of the gameplay, if you dont even care about being of any use and just wanted to hear music why being even ingame ? could pretty much watch random video with explosions at it, no need to occupy space ingame. Sure i do relax in a tank whilst dominating the field with the fellas, however the music i'd like to hear in such an occasion is rather assembled and stored seperately in a playlist on an external player, and its bound to be of an rather different genre than the game could probably offer anyways. Adding music increases the filesize of games a lot, costs a fortune and i bet 9 out of 10 ppl would turn it off, either as first thing to do or after having heard 100 times thus when they dont want to hear ever again. I dont think music should come integrated with games anymore in this time, sure there has to be great pieces of audio art, who could forget the first time you heard hellmarch in RA1 fe. Many a great, inforgettably beautiful soundtrack came within games in the past. What im trying to say is right now there are other means to administer an soundtrack seperate, and thats in many an aspect better cause that way the music can actually reach more people than being just limited to people that have the game.
  12. The only real solution would be to limit one nuke can be placed and become active at a time, however everyone can still carry one if they want. Which alone would change how the game is played now dramatically, since spamming beacons overall a building and hope you can keep em busy during the initial carnage long enough is pretty much the only viable tactic to win.
  13. Most of the bots tend to register with an ICQ number that is setup by their owner as a means to monitor them. If you can setup a system that autobans anyone who set up an ICQ number in their profile could lighten the problem a bit. Who the fuck still uses ICQ anyways ?
  14. If you want vehicle and character customization then turn back to where you came from. No need to turn this into that too when you could play that anyways, incase you really wanted to. On the topic of "moar vehicles plox!1": It would be neat if an new map had some derelict soviet/allies equipment that despite all the rust still do function. As in mannable Tesla-coils that due to worn state have reduced to turrets in firepower than being obelisk equivalent. I had one other idea there. In a bigger future map a leviathan-like vehicle based on M.A.D. Tank of RA1 that is located in an underground bunker somewhere near middle of the map, the backstory would be akin to "hidden here in closing years of the war after soviets realized imminent defeat, at orders of high command to deny the enemy our technological secrets, then forgotten as the hangar it was in got buried under the sand/glacier/whatever" Its specifics: Awfully slow, unarmed besides the 'hammer' the driver needs to deploy. Due to its sheer size its more like a mobile building(or landship) than a vehicle, has catwalks around and bunkers on it for infantry(maybe a rear ramp at backside and a 'tank-bunker' too) which function like mobile terrain slapped on the vehicle rather than a fixed component of it(utilizing the bugs that allow engi on orca midair, driving above other vehicles and such for good) and a master console point for C4'ing it despite being a vehicle. Its 'hammer' serves as a one-shot base destruction meganuke, for being able to use it needs to driven into the spot specified for it roughly at middle of enemy base where the driver then can deploy(to prevent creative usage of the device). When destroyed it cannot be replaced(doesnt respawn) thus to give equal opportunity for both sides to use it becomes undrivable when in red health(forcedly neutral) and cant be moved again until its health is better. Also i forgot to tell that upon deploying the hammer players have a very short time to evacuate the area(unless theyd like to be brutally crushed by the sheer force of the 'hammer') and the dude who deploys the 'hammer' must sacrifice himself for the deployment is not instant.
  15. The other one at the side can be used like that too. Method is the same faggotry as in BF: Wastes a chopper to get there. Or if less faggot, simply requests to be taken there when a helitrans is around.
  16. So in a Walls round i have just been to, there was 2 HMW inside weap, parked before the wide 'observation window', the one under manned by a guy and the another flipped atop it. Then i got gunned down by it. Later teammates complained about getting rolled over within WEAP so i assume could move too. Unsure if bug or cheat.
  17. I only hope that nobody had sky-high expectations when set sail for the project. It should have been more than obvious that this game wouldnt attract the toxic kiddy population resident in the two main-stream shooter series of today. And i am only grateful that has been managed to not, for that they are not here too. Because seemingly the only way to attract them is to clone whatever they are playing. Hereby i mean literally! The small playerbase appeals to me, it invoked fond memories of the past when game communities were more small, exclusively people actually interested in the game and minus genre tourists or typs who decided to jump on the wagon because "itz koool". Player count is still large enough the get some good rounds with PTFO'ing players during nights and from evenings on, especially at weekends. The best way more players can be attracted here is to tell anyone who have played C&C that this game exists, its free and atop all that not made by EA or Activision. And maybe to find a way to release bugfixes more frequently and directly to the client for there is always something gets overlooked and get discovered right after release(more like a murphy's law). (some sort of updater system may came in handy) Indeed we have too many servers atm, who opened them all ?
  18. Nowadays those spam bots are very advanced and are bound to pass simple solutions like captchas or the like. To fix the problem you have to go deeper, even then you'd still have to squish the occasional uber-bot that managed to pass everything despite all odds.
  19. Its just a tactic, like any other utilizing a design flaw in any map. In the case its not intended the only real fix would be to change the map accordingly so wallhopping cannot happen. I dont think its possible to stand on an Orca like that, sure you maybe able to do that when standing still, but somewhen the chopper will have to do maneuvers and the guy top would fall down. I didnt try that at all yet so am currently based on assumptions entirely.
  20. Invader(EN)/Invasor(GER): An hostile engineer running straight for the master console in a building during their frontal assault. Mantle/STANK/Limo: Can stand for Stealth Tank. HMW/HMMW/Hummer/Hum: Humvee Bug/Raider: Buggy LTANK/Scorpion: Light Tank MTANK/Abrams: Medium Tank Tow: Guardtower Atow: AA-Guardtower Flarak(GER): Can stand for SAM site Mamy/XXL: Mammoth Helitrans: Transport Chopper Orc(a): self explainatory Fly: Apache NBC/Chem: Chemical trooper Iona: Sydney Rock/Rocky(EN)/Rakzero(GER): Rocket guy Commando/CMND: Havoc Silo: The neutral building, duh Griller/FTANK/Flame®/Pyrotank: Flametank Pyro/Flame: Flamerguy Obel(or Opel^^): da Obelisk Tesla: Any guy with an zapping electric weapon. Alternately used for Obelisk too Emo: Sakura (Mine-)Sweep: To cleanse the mine carpet via running over them Box: GDI APC HARV: Harvester Ghost: Stealth guy Rambo: Officers and Laser chain gunner Lazor: Any guy with an laser as weapon
  21. Eagle XI

    Satisfying

    Oh hey its a fun game! Its just i struggle re-adapting back to everything being hit-scan after having played a game-serie where everything was actual ballistics for years. For now im only useful in a vehicle or in the own base but im sure my memories will return over time. Keep up the good work ze
  22. This issue still exists btw. Both antennaes dancing wildly and choppers shake as if struggling against a tornado.
  23. Makes sense for Light Tank(now doubling as taxi) given its shape and in general to ignore the bloody foolHarvester. Its also possible through team-work to put a GDI APC on side this way, immobilizing it since it has the most boxy shape. Another thing is lining up the vehicles, as a train and putting the fastest on the last as locomotive. If all manage to push forward on time without losing contact and nobody dives under the next vehicle then it functions kinda like formation command in RA1, which allowed you to move a Cruiser at the speed of an Gunboat. The most game impacting example at one post above is a bit more serious however, so may need to make an exception for Mammoth, causing it to crush vehicles under it(dealing Damage over time to em) regardless of alignment. Tbh ive found it to be more of an hilarious gimmicky game-mechanic than actual failure.
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