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MattHunX

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  1. That BUGGY is MINE! (Enlarge my profile pic to see the personalized caption of Meine Wassermelone kitty.
  2. Red Alert 3 wasn't bad, either. It just lost some of the vibe of the previous games, both in gameplay and even in the live-action cutscenes. And in how it looked. The graphics were weird. Reminded me of C&C 4. The latter got too cartoony/goofy with the way the units looked, and while the story cutscenes weren't the worst I'd ever seen, the really needless part was that woman/wife (whose character just came out of nowhere) bawling her eye out at me in every scene. I wish they could remake Red Alert 2 with enhanced if not completely updated graphics, maybe use the same engine as C&C 3 Tiberium Wars and import some things from RA3, like unit abilities that had cooldowns.
  3. Looked up an online guide for how to watch the series in chronological order and it started with Halo Wars, so I actually played through it. Followed by watching the cutscenes of Reach, Combat Evolved, 2, 3 + ODST, 4, Spartan Assault and the other thing, Guardians, played through only the human campaign of Halo Wars 2 and then watched Infinite. Good series. Perhaps if I had been familiar with the series prior to 2007 then the first Mass Effect game wouldn't have floored me as much as it did and it wouldn't have been what got me into sci-fi, as it did. The really neat thing about both Halo Wars RTS games was the way almost every unit was capable of attacking air units, albeit less effectively then their actual/hard-counters, but I loved how even your basic infantry squads could FINALLY point their guns upwards, which was missing from other RTS games that I still liked, but always found the absence of such an obvious capability annoying. Aside from that a loved the little details like your squads chatting and how your Spartans had take-down animations for finishing off other infantry units of their size. The base-building was a bit limited, as far as placement went, but it was understandably modular and was enough for the job. Always liked unit veterancy, being rewarded for keeping them alive. Even on easy difficulty the AI in Skirmish can already screw with you enough by sending the hero characters, that is if you didn't build a defense fast enough. I could already see it being similar to Tiberian Sun, where on Easy the AI was like a tutorial, then just one difficulty-level above, at Medium, it was already too much. And it probably would've been the same in Halo Wars, but I didn't even wanna find out. I played the campaign on normal difficulty, though. I actually recently skipped through a video of a guy who played 7 vs. 1 on Hard in Red Alert 2, and for a brief moment it filled me with enough nostalgia that I wanted to download the game, again, even though I rarely tried playing against Hard AI back in the day. Never mind 1 vs. 7. Mental!
  4. Yo, what do we think of this thing? https://store.steampowered.com/app/1486920/Tempest_Rising Frank Klepacki is part of it, and it looks old-school, in a good getting-back-to-TibSun-vibes kinda way. OR maybe between Tib Sun and C&C 3 maybe.
  5. MattHunX

    Silica?

    Oh, I'm not new. I checked the dates on our profiles, and I actually joined 2 weeks before you did! Ha! Haven't played RenX in moths, or maybe even years. But, if I recall correctly, you're one of the veteran/pro players. Probably had a few exchanges in the in-game chat, too. Which may have been me cussing people out.
  6. MattHunX

    Silica?

    This forum feels DEAD.
  7. MattHunX

    Silica?

    The developers of this and Totem Arts should meet. Go on a date. Have a civil union. And have a child.
  8. Slave to the System, the part from 2:14 onward is one of the best things I've ever heard. Just put that on an effing loop, really.
  9. Hey! Been a while! A year or more? Just bumping the thread. My bookmark took me to the old abandoned forum, so I panicked. But, I'm glad FIRESTORM, in particular, is still very much in development. Can't wait!
  10. As it was mentioned, the timeline could be between C&C Tiberian Sun and C&C3 Tiberium Wars, so there should be room for expanding the lore and with it, explaining the existence of units that would be close analogs/precursors for the C&C3 units many of us would like to see. Avatars, Zone Troopers/Raiders...etc. can make an appearance, but not quite as we know them from C&C3. The units could be similar, original, with the added explanation that they're perhaps early prototypes and initiatives from both sides, in their arms race, during the time between Sun and Wars, much like the things we've seen in the Kane's Wrath expansion. What could be more satisfying, to fans and as fans, to actually, seamlessly and believably expand the game, the lore. Sure, it wouldn't be actually canon, but who knows, maybe some of the original developers from Westwood are still floating around, they'll see it and go, "Damn, maybe we should give a proper sequel a try." Or they'll just appreciate the passion fans still have. They'll surely be glad to see it, even if they can't make a sequel. But, never say never. Now, for some questions/clarifications/observations. Can the Mobile Stealth Generator be left alone and can it be hijacked, like any empty vehicle, then? Seeing that Personal Obelisk weapon seemed like a BIT MUCH, at first, but, then...like I said above, stuff like that can be explained, as an expansion of lore, experimental weapons...etc. on both sides. And yeah, I wouldn't want some hit-scan crap, either. I mean, yes, they're laser weapons, sure. Perhaps they can be the successors of the ramjets Sakura/Havoc uses, with instant projectile travel time. But, again, that's practically hit-scan. Can't decide if I'd want something like that, unless it'll cost A LOT, with very slow fire-rates and perhaps it can encumber the holder, make them move more slowly and of course only some archetypal units should be able to handle it, for balance. Someone mentioned how relying on skill and not hit-scan was important. And it definitely is. I'm funding the development of a game called EM-8ER, from the original creator of WoW, who plans to break away from standard, dreadful MMO formula and one of the things they want to emphasize and implement is definitely the reliance on skill and not have any hit-scan/auto-hit combat, which is, of course, the oh so cleverly hidden dice-rolling that's going on in the back as characters ineffectually flail at one another. And, of course, in a game like RenX/Firestorm it is even more important not to have stuff like that. I cannot recall, in the old Tiberian Sun and Firestorm, if every unit on one side had a counter on the other. A particular unit that was strong/weak against another particular unit on the other side. I'm always reminded of Red Alert 3. As goofy as it was, even if you had a max rank unit of a certain type, if it was weak against another type it didn't do much damage, even with it's max rank damage bonus. Veterancy isn't planned to be a thing, though. Which is actually good. With veterancy being removed it will be double good. One, it will be easier to balance. Two, veteran/pro players won't be untouchable/unkillable anymore, just because they racked up points and kills. One of them won't be able to hold down a single path and be the terror of the battlefield, all by themselves. Nod definitely has to retain their alien look. One of my favorite designs is the Sam Site in C&C3. The way it's deployed, with a control node, to how the three separate launcher open up, like budding alien flora, it all looks so out of that world. I know the honeycomb pattern is actually used a lot, especially in sci-fi settings, but it never fails to please my eyes, whenever I see it on something.
  11. How would that look, though? A light-vehicle model having an array of weapons on it, the same number as the number of different infantry we have in the game. That wouldn't really fit on it.
  12. Well, those will be the Mammoth Mk.II and the Nod aircraft. Nothing else, as far as I know. But, the things is, even in plain RenX, I almost never see someone driving e.g.: an APC, while someone mans the machine gun on it. The only unit where I see the two being handled separately is with Chinooks, where someone pilots it, going in for a rush, while someone just fires off a few rounds with the chain-gun on the side, before they get blown out of the sky. That reminds of the police helicopters in...uh...GTA IV, I think. Where you can hear the crew talking and the gunner is telling the pilot "Hold this thing steady, I'll shot him in the head!" all gleefully.
  13. Did someone say Infantry Fighting Vehicle!? No, they didn't. By imma hijack this thread right here. :D I wonder how they could create something like the IFV (from Red Alert 2) and make the model of the turret change with different types of infantry inside. It would definitely have to be a light vehicle, like the MLRS, in terms of armor/HP. What worries me isn't even the way part of the model would have to change, but how quickly could it be done, repeatedly, without it crashing the game. Constantly hopping in and out to repair, especially if it's being down by half of a dozen other people and the model keep having to flicker back and forth might cause some issues. Unless, they can implement some sort of time-out, during which the model would change and the vehicle could not be entered or exited. They already got something similar with the deploying Tick Tank and Artillery, so maybe all we need is for the driver to be locked inside upon entering, for the duration of the model-change. Should only be like 2-3 seconds. The IFV shouldn't necessarily have its rocket pods by default, though. A type of turret at the top would only show when it would be occupied. It would have to differ from the unit in RA2, in that regard, since it couldn't be rolling around, firing rockets, without an infantry inside, anyway. And as soon as any infantry would enter, the turret would change. Engineers could actually turn it into a mobile repair vehicle, like they do in RA2, that would act like a repair depot, when in proximity to other vehicles (and vehicles only). Needless to say the combinations would be awesome to see in a 3D environment and even more interesting (and brutal), with Renegade units, especially with LCGs, Raves/Syds. The Future Buggy and the type of projectile it fires already feels like how a Patch would be inside an IFV. Higher tier snipers I could easily imagine inside, though the turret would have to be slower than the fast aiming they're used to, in exchange for some good protection. Plain Marksman, too, would have the advantage of not being instantly sniped, by a higher tier sniper, at least. They could squeeze out a few rounds on infantry, before their IFV would be seriously damaged and they wouldn't just drop dead from a single shot, a second they'd leave their base. Maybe the max range of certain type of weapons could be reduced, inside of an IFV, for balance, but maybe not.
  14. Yesterday was a perfect example of why a lot of people get fed up with the game. When a rush (and rushes are idiotic to begin with) places 4-5 beacons and the voice-over is just repeating it over and over, it gets annoying fast. Not to mention how utterly unfair and retarded it is. It's not even a strategy. It's not even a trump-card. It's something else above that. There should, at least, be a limit on how many beacons could be played within a given time-span. And yet some people cheer and loved it. They think it's fun. Personally, I'd very much welcome servers where superweapons and commanders (or at least their buffs) would be disabled. Hell, I'd even thought about servers or just maps where higher tier infantry could be disabled, the same way aircraft are disabled on some maps. But, of course, I know such servers and maps would barely get any players. There are maps, like Daybreak (?), which never even get any votes, EVER! I've never even been to some of the new(er) maps, because even when they show up in the vote, nobody votes for them. I like Walls and Lakeside, but it's getting annoying how many maps don't get ANY attention.
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