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MonkeyBoy

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Everything posted by MonkeyBoy

  1. Good teamwork means nothing if you don't know what options are at your disposal, or how to go about carrying out those options. Still too much, pick 3 mildly descriptive adjectives for me
  2. MonkeyBoy

    War Mode

    Thanks for the help guys, we just need a dev to confirm for us that the countdown halts the harv and credits , then my dream for perfect clanwars can come true
  3. Please summarise the 30,000 post in 1 sentence to make it easy for my monkey brain to comprehend
  4. MonkeyBoy

    War Mode

    Ah i didnt see that, theres a lot of words in the changelist ^^ . 20 seconds isnt really enough time for organised matches in my opinion, i suppose the planning could be done in advance for planned matches, but we had one last night where we picked teams on the night based on who was online , therefore no ability to plan. Also if this could be done, extra credit would be given if during the countdown also stopped people leaving the buildings they spawn in to stop those peoples who start a few seconds early!
  5. MonkeyBoy

    War Mode

    Hey there devs, i have an idea that i would like to feedback on! We have a lot of Comm wars , Clan wars and Squad wars over on TmX and i think it would be awesome for a bit of support with regards to these particular games. What i mean is options like a countdown for example so people could get ingame for a clanmatch, get on the right side and discuss tactics during a 5 min countdown then the game starts when the timer ends, perhaps even with 10 second countdown animation. I feel like this is necessary because the current system is like this; We join a game and 30 minute countdown begins, we get on right teams ( which for some reason is very complicated for some people and takes upwards of a minute ), credits start rolling in and the harv goes out to harvest. We all agree to start on the 29 minute mark but this means we start the game with the harvester out of position so a harv rush is impossible, plus we start with one less minute of game time and waaay more creds than we should have. Also the few minutes would be great for some strategising so we dont end up with a shambolic team with no real coordination, like a lot of those games can turn out to be. I dont know what you have in mind for beta 4 as im not a tester and i dont know much about what is possible with scripting , but i really hope something similar to this can be done to make those games run smoother and increase the joy had by all. Thanks for reading !
  6. EMP nades cost 300 so theyre fairly priced, also techs/hotties can defuse mines anyway so there are better ways to infiltrate a building. multiple sbhs can now get inside buildings now, but they could anyway by sharing mines. It doesnt make much of a difference to my eyes so i think its fair. Also why do ramjet units get 2 timed c4s lol
  7. Hey yosh thats a great idea, why didnt i think of that! That will force players to actually do something productive if they want to get something ! If we ever implement something that can bring back buildings ( i still think it shouldnt happen ) then this has to be the way to go about it. Also i know this doesnt fit in with the feel of the game, but i would like to see these vet points being able to purchase upgrades for units similar to C&C 3 upgrades. It would reward the players that actually do something to help the team
  8. Depends on the map and if the other team is gonna finish us off quick or just be dicks and whore us like farm animals
  9. I like the airdrop idea. Imagine you have no bar or wf, but you want a tank right? You can buy it for whatever price the devs deem fair, probably 3 times as much , and after 1 minute it gets delivered by chinook or something. Chars could work in a similar way , except you get a crate that only you can collect and it transforms you into the unit you want when you walk into it. There would be a large cooldown to make it fair though. Another alternative is to make a couple of infantry units available to buy with no barr like rocket soldier and maybe chaingunner to give your team some chance at defending from a rush when you have nothing to buy. Or just have the option to rebuild the building with a certain amount of cash. I personally think it doesnt need to change because ive been used to ren for so many years and im used to the formula or no second chances haha
  10. MonkeyBoy

    Okami

    This is great, i hope you get some members real soon. I am from TmX and we have about 30 active members ready and raring to go for a clanwar, so hit us up on thematrixren.net when you are able to challenge us with enough members.
  11. ~ TmX vs EKT 10th January 2015 Write Up ~ Ladies and gentlemen we have witnessed a miracle here today, as it seems EKT defeated TmX for the first time ! A very well deserved win for EKT and a good game was had by all. We expected 11vs11 but only got 7vs7. Still a good turnout but would have been nice to get everyone that signed up. TmX was Nod every game and EKT were GDI. Link ti stream which only go the first 2 games due to techincal problems with my recording software, Sorry ! http://www.twitch.tv/m0nkeyboy/b/609450918 Rules of the game: 40 mins EKT picked first map, TmX choses faction. This alternated every game Best of 3 Mine limit 60 Game 1 - Walls. This game was anyones for the taking at the beginning as both teams were doing quite well im scoring points and no one lost any buildings too early, but this all took a turn for the worst for EKT as TmX run their opponents into poverty by destroying all enemy vehicles , forcing them to rely on free infantry and cheap rockets to defend their base. Gradually building by building the EKT base fell to pieces and there wasnt much they could do. TmX's base was untouched the whole game and they pretty much thought they had the war in the bag. Oh how they were wrong.... Game 2 - Field A fairly standard game of field here with nothing special happening at all to be honest. Both teams realise in this map that base destruction is unlikely in 40 minutes and the way to win is via tank presence in the field whoring the enemy base. With GDI having the better tanks, they were a shoe in to win this one. EKT's relentless forces never ceased to control the field for less than a minute. TmX would sometimes push them back to their base, but GDI reinforcements were constant , causing EKT to dominate the weaker NOD focres and maintain a point advantage which only grew stronger over time. TmX pondered purposely losing the Hand so that GDI could not gain more points by whoring, but in the end decided the Hand was too important. Was this the fatal flaw that caused them to lose by about 5k points? We may never know for sure if it would have made a difference, but it is a tactic growing in popularity for both sides on this map, and will almost definitely see use in the future. Game 3 - Islands A common map to end a clanwar on, but this one was not your ordinary game of islands by a long shot. It started fairly normally, both sides rushing the tunnels, but no one doing any damage to the other side. TmX flooded the field with arts as soon as they could , but were met by heavy mlrs resistance and couldnt hold their position for long. Soon enough the EKT forces were knocking on TmX's door , hitting the refinery and scoring precious points. TmX responded by burning them to ashes with flamers . But the out came the heavy hitting medium tanks, and with TmX having no one repairing the flamers, they were surely doomed. GDI once against continued the assault on the NOD base but NOD werent dead yet. Many tanks on both sides went up in flames as an intense battle was fought outside the NOD entrance , with it mostly ending in death for everyone. Then a handsome young hero named Munkei stepped up and thought he could make a difference here. I knew that there were only 7 guys on each team , and that most of EKT were in the field attacking, so i decided to try to sbh nuke the war factory. I was met with great success and very little resistance! It helped that nero was on his way to the refinery , therefore distracting the EKT defenders so they couldnt find my nuke. The nuke went off and TmX celebrated prematurely, claiming they had now won the game , but it was far from over yet. EKT still had 3 meds and a mlrs assaulting the nod airstrip , and with a lack of defenders in the TmX base, the air goes down too. Nod now having no tanks of their own and finding their base full of GDI scum realised that this game was nearly over, and not in their favour. Slowly one by one, the other TmX buildings fall to the might and teamwork prowess of the EKT forces, ending the game in a way that no one saw coming. TmX got too complacent, and they paid for it by losing for the first time. A sour defeat for TmX at the hands of the mighty EKT . But this war is far from over. There will always be a next time Final thoughts A great effort from both teams , But there was room for improvement on both sides. A slight lack of coordination and teamwork was seen on the TmX side , noticeable in their small numbers of front line tank forces and limited repairs on some maps. And from EKT , focusing down individual targets was not a strong point from them which ended in them losing a lot of tanks to a smaller TmX army. But in the end, sheer numbers won them the war. Strong points for TmX were the good communication, always spotting enemies and relaying their positions and enemy plans to the team members, and also the individual skill and knowledge of each team member led to most 1 on one encounters being won in their favour. EKT strong points were their flawless and constant repairs, and tactical genius . They knew what needed to be done, and they knew how to execute it to the number. A fantastic night of gaming with friends is always a pleasure. Bring on the next one! Final scores EKT 2 TmX 1
  12. At least we know they are open to the idea of their games being on steam . For me this brings hope. When you back btw dude?
  13. There are a few C&C games on steam , like kanes wrath and red alert 3 . Does this bode well for our chances of one day having Ren x on steam? Seems likely to me because all the other games are EA titles!
  14. I cant stand when a stalemate is vote ended or ended by a moderator. My FAV games ever are when both teams lose ref and or wf/air at the beginning on a non defense map. It forces teamwork and it really makes you think about every purchase instead of being like " meh if i die i can just buy another unit with all my cash " . I personally would like to see a gamemode where there are no constant stream of creds and you only get them when the harv docks.
  15. A great game between out first 2 squads! There were a couple of no shows but thanks to a few reserves we were able to play 6vs6 the entire game with hardly any hiccups. Games 1 was taking with fury by the Dead Six on Walls. They started with a 3 buggy rush and confused the Johns into making them go to the wrong buildings, then they ended up at the pp and took it down in style! Nero and i chucked our timed c4's on the mct, but i missed the mct and hit Neros head as he got in the way! He ran into the mct as the c4 went off for a spectacular takedown of the pp! The Dead six were all over the Johns base for the whole game , but the Johns werent our of it yet! Jean managed to take down the pp and refinery of the Dead Six with his special brand of lone hotwire destruction! The game went on in the Dead Six's favour and eventually ended in a win for them with relative ease. The second game took place on field, and in a change of events, the GDI Dead Six got their asses handed to them by the superior tactics of the Johns. A failed obby rush by the D6 set the tone for that game, as all of their tactics were thwarted by the Johns with ease. Whoring the wf and blowing up the barracks gave the Johns a massive 4k point lead, and with mere minutes to go, the D6 had no chance of survival here. Entering the 3rd match on islands, there was a bit if a misunderstanding with the teams which ultimately ended in the match being discarded . It was over fairly quickly when the D6 took down the refinery in the first 2 mins of the game and followed up with arts to take down both the wf and the barracks in record time. Not much to say on this one really! The final match was on volcano with the D6 as GDI and Johns as NOD. D6 got off to a great start by taking down the nod pp with a sneaky tactic travelling across the tiberium field with 2 engys totally unseen by the Johns! The Johns were hard at work trying to take down the refinery but were ultimately stopped in the nick of time mere seconds before the c4s could all go off. With their cash advantage, the D6 took to meds and mlrs to the nod refinery and managed to take it down, killing multiple flame tanks on the way. With barely any cash and no pp, the Johns couldnt hope to counter the GDI advance and the game quickly ended with the D6 taking a 2-1 ( some say 3-1 ) victory! A great start to what we hope will be a long running series of wars with our new squads! We hope to see more squads develop as our community grows to eventually enable us to host bigger tournaments and grow this game bigger than ever! The match in full can be viewed right here from the D6 perspective. It start at 31 minutes in as in the beginning we were waiting for players to join and trying to find replacements. http://www.twitch.tv/m0nkeyboy/b/592022888 For some reason it did not record my voice
  16. I will read this when i get some time , i look forward to it!
  17. damn im not sure i would feel about a sniper nerf... i personally dont think they need as as at close range , 95% of snipers wont last 5 seconds against most other units. They have uses such as removing enemy repairers or taking out strategical enemy infantry positions, but outside of that they are more of a fun unit with little impact to the actual game. I mean they cant even cover beacons properly because all you need is one tank to block the sight and its defused. Nerfing them would be unfair imo. im curious to see what you think needs changing bananas
  18. http://www.twitch.tv/m0nkeyboy/profile I dont upload much atm , as im currently moving house and that takes priority, but once i sort myself out i hope to make more use of my channel and highlight clan wars and crap like that Also im working on a ren x master guide which i will post the link to when i make it
  19. In TmX, we have started a new thing where we allow our members to create their own sub divisions within the clan for the purpose of creating more wars and high skill pro matches. The first such game will be taking place on Sunday the 23rd November at 8PM CET ( Dutch time ) between the TmX Dead Six and TmX Johns. The Dead Six are all euro based and Johns are all USA, its gonna be great and you dont wanna miss it! For those who might want to watch, I will be live streaming it here on my twitch channel : http://www.twitch.tv/m0nkeyboy/profile
  20. If the main cave is infantry only, then what is the infantrys motivation to go in there? Infantry can go in there and shoot down the tanks attacking your base or snipe down the repairers, but if tanks can no longer go in there then that cave will be useless and infantry just became a whole lot weaker on this map. which in turn gives GDI an advantage because half of nods strength lies with its infantry force
  21. My Wishlist; 1. BUG FIXES! imo this is more important than new content at the moment. Most notable bug for me at the moment are the hitboxes. Ive lost track of the amount of times ive shot a shotgunner in the chest with a ramjet with my last bullet in the clip, only to have it do 0 damage and then die while reloading. It really halts the fun of sniping as most of my shots are in the chest and head where the bug mostly happens. 2. Balancing - All of the original maps are great, they are balanced , but some of the new ones are not. X-Mountain for example, its a beautiful map and ive had some great battles on the field, but GDI are forced to leave half of their units in the base because its too damn easy for sbhs! Islands and volcano dont have this problem , and i know why. Those maps are small enough so that any threat can be reached in a fair time , not the case with mountain. The GDI base is absolutely huge and its just not fair for GDI . I propose making the base smaller, or more likely and easier would be to add a couple of automated guard towers that make SBH's much harder ( but not impossible ) to use in that map. Whiteout. This map heavily favours NOD , but i think there are a few ways around it. The arty's shell arcs, making it super easy to hit buildings from the hill while not being in range of the enemy. This is highly unfair as mlrs's have a way harder time doing this. Also you cant see stealth units on this map because the colour of sbh distortion is the same as the snow. These 2 effects combined weaken GDI considerably as they are often unable to stop countless nukes while at the same time staving off 5 arts WHILE AT THE SAME TIME trying to actually launch their own offensive and win! A potential solution is to add guard towers that cant be shelled from the hill, and to modify the hill in such a way that units cant attack the enemy base without being FULLY exposed to units within the base. Whiteout for me is unplayable and i just dc when its on. 3. Faction specific items - Both sides have the same items, emp grenades, at mines etc, but why not faction specific ones? One that could really help even the odds on defenseless maps would be a battle scanner type device. it would be purchased from a pt and replace timed c4, and it would give the wearer a much wider range of stealth detection , and when an SBH gets close enough, the whole team can see it and not just the wearer. Perhaps also it could send an automatic alert to the whole team via teamchat like " Stealth unit detected at x location." [ side note : i really think something has to be done about stealth on certain maps, its just not fair to GDI as they have no special tactic of their own to even the battle, especially on public servers with limited teamwork ] As for the nod one, how about a little temporary stealth device that confers the wearer stealth for 5 seconds, enough time to run away if in a tight spot or to sneak past some GDI guys . This device would have to be held like a nuke beacon so the wearer couldnt fire their gun at the same time. 4. Repair drones. What do you do when youre GDI on a map with no defenses and your tank is at 5% health? well you could ask for repairs, but what if your team isnt repairing you? Cue repair drones! This would function the same as C&C 3 where simply being near the wf/air summons over one of 3 drones that repair you so you dont have to leave the tank and risk sbh getting it. 5. Dynamic weather effects - How about some rain on walls or a snowstorm on whiteout where vision is impaired? Light and heavy weather effects on all maps that dont just look pretty, but also have a tactical application, such as heavy rain blocking the sound of footsteps and light arms fire, and snow decreasing visibility and reaction times of base defenses? This idea for me would make each game truly unique and add that extra layer of depth and tacticality [ is that a word? ] that would really make this game more special than it already is. 6. Just a few weapon grifes i have. Carbine is too powerful for its cost, marksman bullet should be faster to make it not suck at long range , chem sprayer should not be so OP( too much damage for its cost ), sbh laser too OP seeing as the SBH's invisibility is already an incredibly useful asset ( lowering its damage vs MCT would be great seeing as after the 2 c4 from 2 sbhs goes off, it takes them 3 seconds to finish it off ), patch sucks compared to laser chaingunner, perhaps make its bullets do more vs tanks or bullets travel faster? Maybe even increased clip size and rate of fire, we dont see many patches on the field and for good reason, IT SUCKS! Pistol could be more quiet . Perhaps increase speed of MLRS shells? DPS seems slower than arties and its very easy to escape those shells in aircraft or with infantry. 7. Now for the bits i do like! I like the new aircraft, i was wary at first, but ive come around and think what you have done was a good idea. Endgame cutscenes, it gives the game that extra layer of polish that really adds to the feeling of a more professional feeling piece of software. YOU FINALLY FIXED THE CRASHING HALLELUJAH !! < biggest thing that needed to be done, good job for fixing that, player count has been higher since and i put it down to that! the new black hand skin is fantastic, the artwork team should be proud. Mcfart nerf . Needed to be done. New maps! slowly one by one you are bringing more maps for us to play, we have so much more variety now and every other game isnt walls anymore ( although it still features heavily lol ) . I will just say that i do fancy more maps with base defenses, either full or half defenses. Anyway its getting late and i have work early tomorrow, of you read all of this then well done! To the Devs: Keep up the good work. Munkei
  22. I experience this too. The fix for me is to change the sensitivity of my mouse up one notch and then down again quickly ( i use corsair vengeance m65 which has a sensitivity changer button on it)
  23. Id like to see some cool artwork. I can finally have a decent background pic for my desktop
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