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Henk

Former Developers
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Posts posted by Henk

  1. An idea I had was to have the beam being active for 0.5-1 seconds, doing the same total amount of damage but over 0.5-1 seconds, and you'd have to track your target while shooting.

    But that might be a better idea for a totally different gun. I like the PIC/Railgun the way they are at the moment, the popping out of cover and shooting is one of the major aspects of their classes, and I find it very satisfying to do.

  2. 1 hour ago, SvN91 said:

    I think this would only lead to a lot of dumb suicidal attacks when a players life isn't as valuable. I'd actually want to se even more stats than kills. Destroyed vehicles, destroyed buildings, captured buildings, time inside vehicles etc etc

    A player's life isn't valuable as it is, and suicide attacks can be very effective and smart to do. Just run into a building when the opportunity is there, always try, especially when you're free infantry or if you have enough credits coming in. That's what I do at least.

    • Like 4
  3. You need to make the large rocks smaller so their collision mesh is closer to the actual mesh. Their collision doesn't align to the mesh perfectly, and this difference between the actual mesh and the collision mesh gets bigger when you scale the rocks. That collision doesn't algin perfectly mainly to keep the collision mesh simple, which is better for performance.

    Another thing you can do is add blocking volumes along the rocks.

  4. 11 hours ago, Sarah! said:

    If a blue laser from ramjet is not enough, then maybe they should get glasses instead.

    It's not very hard to find the person that killed you when you die from a ramjet. Also its easy to find them if they miss you

    Yes if you're the one to get killed yourself usually know where the sniper is (and you'd have to hope he's still there so you could take revenge), but when someone drops dead behind or next to you, you're usually too late to have seen the blue beam. It could be a bit bigger and disappear slightly later in my opinion.

    I can usually guess where the snipers are when I hear the bullets zoom by, but for new players who don't know the maps that well it's different. Balancing isn't just damage/armour/rof/speed values, I think a slightly better visible ramjet beam will help.

  5. Smaller maps are good for lower playercounts, big maps for high playercounts. Easy as that.

    The downside with big maps, especially the ones with a lot of buildings to defend, is that it becomes hard to manage when you're playing with smaller teams. Way more chance for a sneaker to infiltrate and solo nukes to work, which is frustrating and sometimes can make you feel helpless like you're having to defend all alone.

    But both big and small sizes can be very fun to play imo. 

    • Like 1
  6. @DarKnight You should add some pictures to your Facebook posts :)  Also I'm not sure how Facebook algorithm works (I don't think the people at Facebook even do lol), but I've read that adding pictures and videos makes it that your post reaches more people (the video should be on Facebook itself, Facebook's algorithm prefers that over links to Youtube, because YT is part of their competition).

    Linking to this site doesn't influence how many people see your post as far as I know

    Thanks for sharing this game!

    • Like 1
    • Thanks 1
  7. 25 minutes ago, Madkill40 said:

    My foliage doesn't want to share the texture it has on it. Why iz dis? @Henk

     

    The UN_burnt/dead tree doesn't appear to want to accept a new material via the staticmesh material editor... This is an inconvenience for foliage editor. @kenz3001 @Ruud033 @PeopleDevs

    It's supposed to have a blue Tiberium texture I presume?

    I downloaded the map and opened it in the editor, and the mesh TibCrystals doesn't have any material assigned to it. Are you perhaps referencing the material from Frostbite? Or another package that I don't have in the editor.

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