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Everything posted by boxes
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yes, every sunday now. Yosh wants a 12v12, and depending on how many people show up we'll go for that this week and see how it'll turn out
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Whiteout - GDI rolls out Gunner+APC while Nod goes for Arty/Tech. Fighting goes on back and forth with all sorts of vehicles and infantry until GDI finally secures the top and fully pressures Nod, being unable to recover after losing the HON. Canyon - Nod gets the first crate and goes for a buggy with 3 surfing Engineers on top. GDI refinery goes down as a result, and Nod steamrolls with arty/tech and a flame rush. Lakeside - GDI goes for tranny/gunners first, then Nod goes for an Apache rush. GDI goes for Orca rush, Nod goes for stank rush (taking out 2 GTs). GDI goes for a mix orca rush and tranny rush, Nod doesn't do anything in response. The out of nowhere Nod tech sneaks in GDI ref, game over. Fun. Mesa - GDI goes for a gunner rush but failed to do perma. Nod rolls out arty/flamer/tech and pressures GDI, then a spy mendoza kills the Nod ref. GDI steamrolls, but took their time doing so. Walls - Orca/Apache/infantry slugfest for the plateau, GDI pulls through. 2 Orca rushes eventually blow up the Nod base. 3-2, despite the close score I didn't have much fun. Too much talking on our side, which made commanding and playing the game rather difficult.
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join game buy sbh go to field watch base get blown up "omg retard team" leave game
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Unfortunately high ping is something you're going to have to get used to. There are currently US servers but nobody goes to them because the majority are from Europe.
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Missile payloads do the same damage. Apaches and orcas are different by: -Maneuverability, orcas are better for crushing -Machine Gun, orcas require more aim -Size, apaches are thinner -Speed, apaches are faster through veterancy Keep in mind that GDI needs to mine ramps to prevent SBH nukes while Nod doesn't need to.
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Played in the pug, biggest flaw is that the bases are too big. Nod can just roll light tanks off the bat and do circles around GDI before they get meds. Also some kind of infantry-only path in the middle of the map would make them a little more useful, as this focuses so much on vehicles. The underground tunnels in the bases could be more useful for beacon placements in particular. And also since this is a very tank-heavy map, 12-14 vehicle limit would be wonderful instead of 8.
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Just mesa in particular was hard because no obelisk. But if you think about in another way, if they had all their sneakers getting meds or mammys, we would have gotten flattened pretty quick. They committed too many to hotwires and we managed to eco up and get raveshaws while they kept failing at infiltration, which costed them the game. Tunnels - Both teams go for harvesters and both harvys end up getting destroyed. Nod goes for light tanks while GDI for meds, and since ofc lights are cheaper, by the time GDI rolls one out one med there's 5 lights rolling around the base in circles and blowing up 3 structures. Flame tanks and lights finished off the last building. Eyes - GDI goes for a transport helicopter rush, but fails as they get caught by artys that blew up the front GT. Infiltrators then took out the GDI Ref and followed up with a stank rush which killed AGT and PP. GDI in the meantime rolls out a humvee rush which kills the Nod ref and an infiltrator dealing perma to the PP. Another stank rush then follows up and kills the GDI Barracks and goes for a rocket rush, tranny rush, and APC rush, all of which did not work. Nod goes for a flame rush but failed and finished off the WF with a stank rush. Mesa - While Nod goes for Arty tech, an infiltrator takes out the Nod PP. Another goes in the airstrip and takes that out as well with tanks hitting it from the outside. As soon as I started thinking to surrender, 2 techs take out the PP and Ref. GDI rushes with tanks, ions, and APCs, but fails to take down any buildings. Nod slowly gathers Raveshaws and starts killing off tanks and infantry, making GDI poor. A coordinated SBH nuke on the barracks along with a raveshaw rush on the WF and AGT destroys the whole GDI base. Fort - GDI starts with a gunner rush but fails to break armor. Nod goes for a multi-nuke rush on all 3 buildings, destroying the barracks in the end. A small tank and inf rush on the airstrip brings it down while a hotwire destroys the HON. A med rush follows up and kills the ref. Lots of rushes, teamwork, and coordination on both teams. Pretty fun.
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He was kinda like that originally in the earlier betas because his primary fire wasn't hitscan and was kinda shit while the alt-fire was like a better grenadier. After the primary was changed to hitscan along with the speed buff and introduction of infantry armors, Mcfarland for a mere 150 credits has the best damage potential against infantry among all on GDI, moreso than the 1ks.
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There will be a 20 player pug tomorrow Sunday, same time. Join if interested, first come first serve.
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A clear list of which actions are legal and which are not
boxes replied to Quinc3y's topic in Feedback & Bug Reports
There was insufficient evidence in the demos to take any form of action. Please bring this up in either another topic or through private messaging with the moderators and devs. -
for the airstrip you need to mine closer to the mct so it covers both the tower and the front door, 3 mines is enough for this
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The NA playerbase has essentially almost completely died as of recently, so renx is up whenever it's EU primetime. The times might extend a little longer when it's friday/weekends.
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15 in HoN, 3 in strip, 6 in PP, 6 in Ref vs 6 in Bar, 6 in PP, 6 in Ref, 3 shared between PP and Ref Stairs, 9 WF
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Many months later I still think these are too strong, not particularly because of the damage they deal but because of their playstyle. Basically they can be very difficult targets to shoot while being able to deal their damage by sprint-shooting, as firing their weapons have little to no interruption during a sprint. When you include the fact that a 110 speed Mcfarland can shoot 12 times in a single sprint meter while never slowing down is pretty ridiculous. Shotgunners too but to a lesser extent obv because of stat differences but they're a free character that can still mow down flak infantry in the right hands like no tomorrow. Either/or: 1. Reduce Flak Cannon clip size from 12->8, Shotgun clip size 8->6. This is so when sprint shooting you need to choose your shots a little more carefully, such as taking a risk to get up closer to your target instead of trying to damage them as much as possible from the weapon's max range. 2. Make the sprint cancel the "pump" animation. This forces the shotgunner to play a walk animation in order to shoot again. Obviously sprint shooting throughout a whole clip would be gone, and instead only restrict it to the first shot. Might be an idea to nerf snipers/ravs/pics as well, but could be very clunky.
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There were no consecutive games of Under and Tunnels on the Marathon server, but there was on AOW. Assuming you meant that, we'll take a look
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Not sure if a second server is available, but even if it is managing 2 servers would be quite a nightmare. You have to consider people having to leave early and having to rebalance teams later on, rowdy people, moderating any form of abuse, and so on. While I am interested in smaller games, I'd rather have it on a separate day.
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Reinforcement phases for destroyed buildings
boxes replied to boxes's topic in Feedback & Bug Reports
It is weird though, having one class out of everything offered restricted. Of course prices can be tested around with, but usually when games come down to hunting the last adv.engineer as a priority, it's often a marathon game that has spiraled out of control. -
Drama over. Locked.
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Pretty sure he meant the way to get there before it was fixed. Meaning it was "accessible" but through an unintentional path.
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Then at least some kind of visual aid when mines are equipped would solve at least some of the issues.
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A clear list of which actions are legal and which are not
boxes replied to Quinc3y's topic in Feedback & Bug Reports
The weight difference and controls between the APCs makes up for the backward driving. GDI's weighs like a mammoth tank while Nod's weighs like an arty, meaning GDI APCs are ideal body blockers for any vehicle rush, as they are relatively cheap and have decent heavy armor (When Nod APC attempts to block a GDI APC, it doesn't go well). GDI's are also far more maneuverable and easier to drive. And afaik all of these are "ok" to do, but just frowned upon except the ones that make you get on top of buildings with no ramps. The beacon models must be at least visible and disarmable.