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MattHunX

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Posts posted by MattHunX

  1. 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.

  2. 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!

  3. On 12/21/2023 at 1:24 AM, isupreme said:

    But we always welcome a new user to the forums!

     

    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.

    • Like 1
  4. 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!

  5. 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.

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  6. 11 hours ago, slashes said:

    well how about this the ifv hase alot of different weapons on itself. to use them ya need to own the class of infantry when ya enter it. then ya unlock that weapon to swap to. this means if ya enter a vehicle and dont have the class modification to use it auto swaps back instantly. and to make sure ya cant abuse the crap out of all these weapons if ya mannage to fire it for a split sec it  need to be reloaded when ya enter it. this pretty much that ya cant shoot the weapon untill ya let it reload.

    then with normal/advanced repair tools tere excluded from the class restrictions if ya own any repair tool even if ya could buy an emergency repair tool ya can swap to it in the vehicle to repair 
     

    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.

  7. 21 hours ago, isupreme said:

    Ack!   we been hijacked!     Thread was dead so  bring it on.

    Your thoughts remind me of what Firestorm has planned. - with vehicles carrying multiple team and firing.

    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.

  8. 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.

  9. 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.

    • Like 1
  10. I have to join a game today to confirms this, but I think night-vision disappeared from RenX. I remember using it on Field, a lot. I returned to the game, after lots of months and even though the button for night-vision can be set in your settings menu, it does nothing. Not with the basic Marksman, anyway. It should. Or maybe I mapped it wrong, somehow. I have to check again. But, something like that should definitely be a thing in darker, larger FS maps. A neutral green for both sides, like there was in RenX. Or exclusively red for NOD. *shrug* 

  11. Also, something else that I forgot to mention that occurred to me. With this new, large battleground and more than one base, the time of stupid fucking RUSHES could finally come to an end. Since it couldn't be executed fast enough, crossing safely all across the large map, it would no longer be a viable "strategy." I would never again have to see the chat buzz with "rocket rush", "flame rush", "med rush", "APC rush"...UGH! Hopefully!

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  12. What would/could the Montauk do, though?

    It was a cool thing to see, same as the GDI Kodiak. Fit each faction's theme well. And with the Kodiak we could imagine some type of bombardment. But, with the Montauk? The only thing I could think of, similar to the GLA bunkers in Generals, is that upon use (painting its target area or deploying a beacon) that it would spring up from the ground and it would either start firing off an array of lasers and missile, potentially devastating everything around it or it could spew out a few units, who'd be loaded in it (in advance), for an instant ambush from underground, as though they were Devil's Tongues. Only it could release all types of vehicles from a mouth at the front. Maybe it wouldn't be the Mountauk, but a vehicle similar to it, suited for such a purpose. They could give it a cool new name even. They/we could expand the C&C universe, while we're at it.

  13. I'd be neat if we had some drops from killed players. Ammo, small health, armor. Ammo, obviously, should be more frequent than the other two. And at capture-able outposts there should either be terminals or just regular old ammo boxes that we could interact with (like terminals) and resupply, once per minute, for a time-limit, just for balance. The drops from killed players could keep us on the field for longer, without the tedium of running back to base. I mean, I'll still do my thing of occasionally taxi-ing people, but they could keep the pressure on the enemy longer.

  14. Oh, damn! I completely forgot about the little repair unit that NOD had. They could have that, with a radius for auto-repairs, but it ought to be balanced with something. Some drawback or something that GDI would have that NOD wouldn't. Like, Orca CarryAlls, that could be called in for transport charges/tokens or credits and they would spawn high above a specified ground vehicle. They'd pick it up and could take it to a valid point selected on the map. From there, the process would be automated, but perhaps it could be interrupted, in-case if it got attacked and was damaged so much that it wouldn't reach the location. It could set the vehicle down earlier, auto-detecting the closest valid spot on the terrain, not matter where that is. A tank, even a Mammoth MKII, could be put on top of e.g.: a mesa. Strategically placed to be harder to reach for ground vehicles and infantry.

    I think I might have heard some mention of the Chameleon Spy, in one dev talk video. It would be neat to have them on NOD's side, in some capacity, since we won't/shouldn't have SBH. So the spy could fill that niche, partially. It shouldn't have the same attack power, laser-rifle and all that. Perhaps some incendiary or silenced pistol or...some early, weak prototype of the very pistol the female commando would eventually dual-wield by the C&C3 era. Huh? HUH!? It would be weak against vehicles, more effective against infantry, but not too effective, for balance.

    But, to get back to the topic of repairs, I also wouldn't mind if we didn't have to force half the team into repair-roles and half or more of both base and field-repairs would be automated, either through mobile units, depots, drones, drones from the depots, tech-buildings or some combination of those, or all of them. That way, pretty much the whole team could more or less comfortably focus on the enemy and the only time we'd see engineers and repair-guns would be when a base was being assaulted by a large enough force, like an All-hands-on-deck situation for repairs.

    Maybe it could be possible to do away with the "repair-gun" completely. As easy and fast and convenient as it was, it always seemed like a weird thing to me. Even considering the level of futuristic technology within the lore of the game. And this isn't like an alien healing-beam for non-biological, biological or partly biological life-forms. It isn't like a reverse-engineered Scrin technology. Although it could be an explanation for it, it's not necessary, at this point and it is potentially a retcon, if there's already some explanation for it. But, anyway...it's just a weird thing. And the RTS games certainly didn't have anything like it. The medics shuffled around and magically healed infantry, yes, but we won't be literally throwing bandages and first-aid kits at people, so the repair-beam-from-a-gun was obviously always a solution for an easy visual representation that needed to be convincing enough, for its time. And we can only talk about repair drones, because of C&C3 and how the mobile rigs and War Factories had them buzzing around them, which, even by the time of Tiberian Sun, shouldn't be a terribly new technology, considering all the stuff that's already out there in the game's world.

    So either drones should be in there or just proximity to WFs, Airfields and capture-able depots should be all that is needed to make repairs work, without trying to strive for too much realism, which may not be convincingly possible or convenient in its mechanics. So, simplicity ought to win-out for a faster pace. Some "mechanics" (pun may be intended), should exist to be bolster a building's repairs, from the inside. MCTs and building-armor will still be a thing apparently, so maybe we cannot completely do away with the repair-gun.

    Will we have the "medic" infantry, at all? That could be an important support-unit and critical squad-mate for others to defend, if they'd want constant healing. But, that healing shouldn't be OP, obviously. Perhaps we can prevent things like 5 medics swarming around a single, veteran unit, buffing and healing it to the point of it being invincible, with 5 healing-beams being fired at it and they would hold down an entire battle-front on their own. That shouldn't be possible. Perhaps medics could only periodically heal their targets or their "healing ability" would have a short cooldown. They wouldn't kneel, shuffle around in their bag and poof, you're partially healed, like in old RTS versions, obviously.

    Damn, there's so many things to consider! Particularly how it could all be balanced.

    By the way, has this kind of base-building, in an FPS/TPS, ever been done? I don't recall seeing any larger-scale, online-game, where both sides could freely place buildings, while they battle. There are some isometric craps out there, where the units and buildings are tiny, like some tower-defense crap. But, I'm not sure this has been attempted in an FPS/TPS before.

    And I'm guessing there will/should be a limit on the number of buildings we could have, from every type, at the main base and at outposts (which should have a lower limit). One obelisk per main base and a few...*GASP*...fucking laser turrets!! I completely forgot about those, too! Damn! Of course! And NOD already had the laser-fences, even as far back as the first era. Um...the Mobile Stealth Generator...ah, crap. No! NO!! TOO MUCH!!

     

  15. The main reason I'm excited about FIRESTORM, is because, aside from Red Alert 2, Tiberian Sun and its Firestorm expansion was my foray into not only RTS games, but gaming, period. Red Alert 2, around the turn of the millenium, was my first real game. Don't know where one of my mates got it from, but they gave it to me. I think I only got to play Yuri's Revenge a few years later. Not sure. But I played a ton, with both RA2 and Tiberian Sun, after.

    With base-building actually returning (or rather being implemented in an RTS-turned-3D-FPS) I imagine it will keep things interesting, in the sense that no match, no approach to a base, no plan of attack will ever be the same. At least for a while. The pros/veteran players will, of course, eventually have preferences on where they'll place buildings and defenses, but that will take a few weeks or months, until they settle into a pattern. Until then, things will be pretty dynamic and never the same. We got so used to everything always being in the same damn place, even ambushes, beacons, defenses, defending units, attacking units being at or coming from the same directions, waiting at the same spots....etc. That will disappear, for some truly thrilling gameplay.

    One of the things I remember fondly from Tiberian Sun, was exploring the blacked out map, accompanied by eerie music, looking for enemy presence. "Where are they? What's here? Where's their base? Oh, this is just an outpost. No Con-Yard. Good for capture, though. Keep looking!"

    And so...I thought there could be some real use for scout units, or scouting in general, and it being rewarded with points. Scouting points. Or just the same experience points every offensive, defensive or supportive action would net us, counting towards veterancy. It would be thrilling to run or roll along the hills, mapping out the location of enemy outpost, the precise placement of their defenses and facilities for some extra experience, encouraging, if not early engagement, then, just careful recon without combat. Of course, the points that could be earned in a single match would be nearly finite, taking into account re-building structures in different spots that could be 'spotted' again.

    I didn't watch every single development video, so I don't know what capture-able buildings will be in-game. Silos, probably. EMP cannon? Tech Lab? Radar? Perhaps some defense turrets around all of those that could be placed/called down (for credits, maybe) to aid in their defense.

    What about neutral structures and defenses, of neutral factions that would have no soldiers or vehicles, but some basic turrets that would be defending some tiberium mining operation, a silo or a refinery even, either somewhere in the middle of the map or far off, at the edges. Fist of NOD? A derelict one. In need of repair. For a mobile war factory, for either faction to capture. Abandoned helipads, to serve a similar support function. If not for refueling, then, just for repairing and building aircraft. Perhaps the drawback of captured neutral structures, production facilities and refineries could be that they'd generate resources and would build vehicles/aircraft at a slower rate than the main buildings, just for a bit of balance. Capture-able repair depots could repair anything within a small radius, but slower than an engineer with a basic repair gun. Will GDI power plants need to be upgraded with the three turbines for added juice? Will NOD have their advanced version? That doesn't really matter, though. I mean base-management/power-management could be a bit tedious. Although it would open opportunities for more strategic offensives, where we could take out part of the enemy's defenses, depending on how efficiently they could reroute power to key buildings and more important defense structures. Commanders could have the ability to enable or disable which structures will draw power, as if they were using the power-button.

    • Like 2
  16. God damn it! I'm having problems with the donation. Yesterday, I nearly popped a fucking blood-vessel and had to call my bank, but the problem isn't fixed. I filled out all the info, amount, e-mail, even my phone-number, and when I tried to finalize it, the damn thing said they sent an SMS to my phone, with a temporary/one-use password, that I have to enter. But, I got no message. I tried it 10x. Been on the phone 3x with someone from their client help service thing. Gave all my info, bank card numbers...etc. three times, even managed to activate some net-bank code that I can use for other things, but that wasn't the issue. The last person said they'd give my number to some other tech-people, over there and they'd get back to me, because they don't know why the SMS isn't being sent. I don't think the site can be altered to send the password to my email address, which would be more convenient. I don't know why it doesn't sent it there, to begin with. They haven't gotten back to me, though. I nearly got a fucking aneurysm from getting so mad. I'm surprised I didn't take it out on the people on the phone, but I know it's probably not their fault.

    So my donation is on the hold, for now. But, I'm gonna have to talk to them.

  17. If you remember me, you'll remember my attitude. I know and I apologize for being an unhelpful, non-constructive critic in the past (a.k.a. a rude little shit). This is seriously impressive work and I'm gonna watch the video tomorrow and will donate, as well. Or I might make time for it, tonight. Just got back from afternoon shift. Past 10 PM. Got a new Helluva boss episode to watch. And new dubbed Attack on Titan, then, if I'll still have energy, after...'other activities', I may donate this night. :D

     

    I mean, I could reverse the order of things, but... *shrug*

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