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MattHunX

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Everything posted by MattHunX

  1. 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.
  2. 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!!
  3. 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.
  4. 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.
  5. 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*
  6. I like it. Those segmented, separated armor plates on the back make it look like a bug. Tick-like. Especially when it digs in. It really fits, not just the tank and its function, but it fits with the design of NOD's units in general. **** everyone else's opinion. :D
  7. MattHunX

    games.jpg

    Your Vegeta was showing.
  8. For the last two days or so, I kept checking from the launcher and I see half the Anti-DDOS server is full, like, all the damn time. And none of the others are in use. Not even in the afternoon, or the evening.
  9. On a slightly DDOS-related note, I cannot seem to join the Constructive Tyranny's Anti-DDOS server. Not from the launcher and not from the main menu of the game. Trying it from the launcher opens the game window, but then it just puts me in the main menu with the hovercraft, without any errors or notifications that I have to download some additional files. Trying from the main menu and clicking "join" does nothing. I can see 30+ players on the server, so I don't get what's wrong. Is it not free?
  10. Unlike most of the people, who regularly down-vote the map, because of the lack of vehicles and whatnot, I actually like it, precisely because there are no vehicles and it's just a good infantry map. Silos do need to bring in credits faster as it quickly becomes restricting when people are being killed fast and they cannot effectively rejoin the fight with only free infantry. Or they don't even have enough creds, after purchasing a higher tier character, to buy a secondary weapon. I like the atmosphere of the map and infantry is hard to spot. The night-vision, which I usually only use in caves, doesn't actually help. For some reason everything is too bright, even though the time of day should be dusk, or something. If people do want vehicles, perhaps you could alter the landscape and get rid of the lake, even though I like swimming in it, and put a capturable Mobile WF, Fist of NOD, or something similar there, that could take more time to capture than silos. Say, 3-4x times more, even with hotwires. As long as it would belong to a side, it could produce a very limited number of vehicles, say, 3-4. But, for this to work for there to be enough room to maneuver, the map needs to be stretched as it is very small, at the moment. Or at least the area where the Factory would be, should be expanded a little. Maybe add a third guard tower on top of the waterfall, in each base. OR one repairable base defense turret. The one with the missile barrage and single mortar that's on WhiteOut. Not the one with the cannon an machine gun. And you can disable the missile barrage and let only the mortar be operational, so it wouldn't have too much fire-power all at once. From that spot, it would have a good range and could cover the entire base. But, unlike the turrets on WhiteOut, it should either have a much longer respawn/reconstruction time, or its destruction should be permanent, so it would need to be protected, from SBH especially. A slightly higher mine limit, perhaps. Or the landscape on GDI's side should be altered, so SBH and any infantry would have a more difficult time reaching it. Have a ladder lead to it, maybe. That could be more easily guarded, or it wouldn't require additional mines. For balance. This turret should also have higher hitpoints, maybe. So a retarded rush of gunners, sydnes, raveshaws or any other long range infantry wouldn't be viable. It would need a more concerted effort to bring down. Its range should extend to the guard towers AND it should be accessible by all units, meaning, the opposite team, as well. For the surprise factor. Eh? EH?
  11. The thing people dislike most about this nice map is that they can't have their precious vehicles. An infantry-only map is a breath of fresh-air. If they'd add vehicles, even through crates, it would defeat the purpose of the map, that is to have none. I can cope without my humvee/buggy massacre.
  12. If anything ,the Damage Over Time that is applied after a character leaves the field should be decreased. It's extremely annoying when I step on the Tiberium, for a split second, and it continues to deplete my health by no small amount. The damage it does may be buffed, but the after effect should definitely be nerfed.
  13. Oooh, I remember some of the alternate skins, especially one for Sakura, some red sleeveless shirt, mimicking the final bosses look from the original game. That looked FABULOUS. Also, camo could work. But, there ARE more important gameplay elements to introduce first, admittedly.
  14. I'm not sure what that means. Can you explain? You know... Those symbols that units get in the RTS when they killed enough things, the yellow arrow-things, 1, then 2, then a star or something more extensive, more symbols and more scale to reflect player progression. They could be unlocked by kill or destroy thresholds. The highest rank symbols would only become available after, say, 50+ kills or something...or more. Or destroying a lot of vehicles the 50% health thing or even assist could count.
  15. Was wondering if we would receive or we could purchase rank symbols at terminals. Different ones for the two sides. Maybe.
  16. I don't know if they improved Marksmen but I find them more useful in this update. Ive found that after playing as a sniper, you can be more effective against them as other classes. As a Marksman, you can time your movement and shots to be much harder to hit. I was a lone Marksman in Walls and 3 snipers were targeting me and they missed many times before they got me. Ive seen snipers miss 5 times after I timed my dodges. You have to resist the urge to randomly bounce around and use pauses that leave you open to attack, timing and intuition, the impatient sniper will waste shots and the good ones will still miss a lot more. Marksmen are great! I love Complex, when we go for the silo and sometimes I can pretty much keep half of the enemies pinned down, and send them running right back into their buildings, when they just came out, or kill them outright, with a marksman. Also, the added ammo good. I don't have to run for refills as often. Love it when people whine about camping snipers. Even if you cannot kill, you can just keep the enemies pinned or send them packing for a refill by inflicting enough damage (also to light vehicles and aircraft), it's helping your team, even when most of the time on one even notices. And if you can get away with your life? That's class.
  17. I'm in full support of a veterancy system, exactly because recommendations do nothing. I always counter snipers, engineers, infiltrators, go on humvee patrols, taxi people back an forth, who need a refill. Practically rape their infantry and light vehicles and damage their tanks enough to send them back to be repaired, all helping the team and keeping the enemy at bay, many times all by myself, either as a single marksman or with a little humvee. If I'm not covering engies who are disarming beacons, I'll switch to one and start disarming it, before others even find it. No one notices. No one notices their heads not being taken off or no vehicles harassing them from the side or that the siege had suddenly stopped because the enemy has no engineers left to repair them and they're being pushed. And I still have only 1 measly recommendation and am in the middle of the list, most of the time, with my points, despite all my efforts.
  18. Personally, I quite like the addition of those ledges. I'm getting pretty good with a basic marksman and as GDI I love to take to the cliff at the beginning to...sometimes...snipe off nearly all infantry that go for the silo or up the waterfall or down to the bridges. I pull back after that, just behind the rock, so other snipers cannot get to me from their own cliff. I can also see the cave entrance behind the barracks and I can keep an eye on it as well. Also, snipers can no longer feel safe behind those sandbags on the bunkers and can be more easily counter-sniped. As it should be. Before, any sniper that was crouching behind them was nearly impossible to hit, and could only be targeted from the paths leading up to the waterfall, which were unsafe due to bombardment and being more exposed. Of course, vehicles could blast the bunker and flush these sandbagging snipers out, but not before they'd take out several people. This way, the field is more active and possession of it can change faster and more easily if someone snipes safely enough from the cliff and don't expose themselves too much. It's not like these cliffs and the people on it cannot be easily sent packing by a few blasts. Same as with any other spot. It doesn't unbalance things. It doesn't give an advantage that cannot be dealt with. The bases are more defensible this way. People will, of course, be afraid this will lead to a stalemate and marathons, which is likely. But, we can always have a vote and change the map or tough it out.
  19. No, I'm not arguing the 50%. I'm just saying that if more people shoot at one target and kill/destroy it...none of them will do 50% of the damage to it. Maybe if there is only 2 on 1. But, more than that and none of them will get 50% of the target's health, cause they'll be 3-4 people shooting at one target, before they kill it quickly. Maybe if the target is being repaired, so all of them will eventually deal enough damage that is 50% of the target's max HP, so at the end, all will get an "assist kill" point. But, if they gang up on a single target and deal with it quickly, they'll do...say...1/4 of the damage each, so they won't get an "assist kill", but the person who gets the kill-shot will have it count towards the number of kills he/she made, 5-10-20...whatever the thresholds are that reward the veteran points. The others get nothing, though.
  20. That sounds good. I mean if all chip in. But, then...if say...3 people would gang up on 1...either on foot or in vehicles...or infantry vs. vehicle...then maybe they'd do 1/3 of the damage, each. So, the only who'd get a veteran point would be the one who gets the kill shot in, since none of them really did "most" of the damage or above 51%. So...
  21. It would be very annoying if I took down an enemy vehicles health, either with a vehicle or on foot and then someone just rolls or runs by and gets the final shot in. And THAT wouldn't happen just once. And once is already annoying enough. But, the question is...can they even implement an "assisst kill" system...I think I saw it in...uh...Firefall. Could it be done? Wouldn't it require too much coding and whatever, put together and would get jumbled, too much going on.
  22. Okay...I have to say after today's matches, I'm all for a system like this. On WhiteOut...I got 9 kills and died 3 times, in the process I destroyed an AA turret, 3 defense turrets, finished off 2 Artilleries with a heavy pistol, a stank...most of it with a humvee, granted...but it was still a feat. The scores we get really don't reflect what we accomplish on the field. On the new Under map, I took out several MLRSs, helped finish off med tanks and got the remaining -25% of their health, when others stopped shooting for whatever reason, and killed over a dozen infantry, with an SBH and yet I was the last on the score board. With GDI I sniped the pipeline, keeping infantry off the field and got over 30+ kills before I was even killed first. Amongst those were spies, a lot of engineers repairing tanks and enemy snipers. Just now, I left a Field marathon were I started off with sniping a Buggy to death and helping with an Artie and killed two people, with a basic Marksman. Just at the start, then killed over 40+ people defending Barracks and counter-sniping + I defused a beacon when I saw a spy run in, that no one else saw. None of it is rewarded, though. Not even with the recommendation system, because no one notices what the other is doing. Of course, if a veteran system was in play, then everyone would want to get kills in on EVERYTHING. And it would mostly benefit veteran players who have been playing for a decade and make them even more hard to deal with.
  23. For a realism that the player expects, not a realism that is realistic. Also, because it looks cool and is better balanced. Imagine any gun that powerful without recoil? Wouldn't mind the laser-rifles of SBH having less and being more accurate.
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