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Mystic~

Phase 5 Beta Testers
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Everything posted by Mystic~

  1. I bet things would have been different if we had Tony.
  2. Having all these commanders on the same team made no sense. Frreak couldn't compete against this.
  3. Laser tripwires with a fuse box outside the door that can be disarmed, also vulnerable to EMP grenades. The lasers could either deal set damage for running through them and/or activate ceiling auto defence turrets and an alarm.
  4. Our team didn't have a single leader/commander after the teams were picked, whilst the enemy team appeared to have at least three choices. The smaller organised team stomped over the larger unorganised team. I left after Lakeside.
  5. I'll be playing if it's on, but it would be good to know in advance if there's a server available and the necessary minimum organisation to run a PUG.
  6. I'm sure if B0ng moves to a better-protected server again people will/can contribute to the cost of running it.
  7. Good post, nice to see how people play and pro-tips that weren't confessed earlier. I don't like to see people mining the ramps on the Hand because a Chinook full of engineers and it's toast, a few Orcas with passengers, it's toast. If two or more people have a difference of opinion when it comes to mining preferences then the whole team suffers. I once suggested replacing building mines with laser tripwires and ceiling auto-defense turrets that could either be disarmed by engineers/adv engineers or destroyed and then either re-spawn or come back online after a short delay of down time. I know it's a game, but you wouldn't seriously mine your own buildings. You'd be better off placing them in the field, and turn the visibility threshold way down so the only way to spot them is to crawl or slowly walk up to them without detonating in order for them to become visible.
  8. I think there should be a short forced re-spawn timer in order to prevent dead players from spying on the enemy team whenever they get killed in the middle of the enemy base or main hub of enemy activity. After a few seconds the player camera should default-return to the players own base. This would still leave enough time to understand who and how you were killed without being able to relay important details or the actions/plan of the enemy team. You could also maybe blur the screen or fade it down to black so its not possible to see what's going on behind, but I imagine my first idea of moving the camera would be easier to implement.
  9. I agree with this after the end of the 2nd game. Swap a few players if things seem one sided, allow people to get drinks and use the bathroom without missing the map vote or going AFK at the start of the next game.
  10. Is there a PUG on today?
  11. I quite like Training Yard and the new changes all sound promising - especially bringing back the bridge and I also assume cliff paths to reach it. How have you sheltered the central infantry route from the vehicle sides? More trees or rocky arches? Would be good to still let inf access the vehicle routes from the centre.
  12. Will be playing.
  13. Just to add for completeness. Lakeside: GDI also rushed at the Nod base at the same time as the Second Apache rush dealing some damage to the Hand of Nod and destroying the Nod Refinery with combined Orcas and an infiltrating hotwire. However the GDI base was totaled. Walls: Hand of Nod initially took major damage from 1 of 3 infiltrating hotwires at that time and was later finished off with Orcas and a Gunner/Hotwire inside. The airstrip tower beacon was diligently defended from techs by another Chem spy, whoever that was ensured it made it. Although the score was 5:0 non of the games were easy wins.
  14. Thommy, could you please fix the Nod harvester issue on Tomb if you haven't done this already. The last 3 games I played on this map the Nod harvester got stuck in the refinery bay and GDI quickly wins due to the one sided flow of credits. This also happened on the last PUG game.
  15. Haha Quinc3y, I knew your Hotwire must have been hiding there during the pug which is why I circled back round to the bridge.
  16. Does anyone have a solution for this server version mismatch problem? I've just reinstalled the game and downloaded the latest version via the launcher and am encountering the same problem. [edit] Actually, I've just noticed it's a different package.[/edit]
  17. I think the map designer has plans to move the Tiberium field away from the GDI power plant, but he might not know about being able to place it inside the wall. The map needs testing so I wouldn't have voted to kick you, but that's me. Depending on the server, it's considered an offence to place a beacon anywhere it cannot be disarmed.
  18. I don't mind there being a river through the GDI base as it adds variety, interest and new gameplay tactics. However GDI really need more tank maneuvering space immediately in the Weapons Factory and Barracks area. Maybe you could remove the two wood bridges and replace them with a paved concrete surface and create two small concrete tunnels for Nod to swim through similar to what you see in dams and assault courses. One really game breaking issue is that vehicles purchased from the Abandoned Weapons Factory aren't bound to the person who purchases them. This means Nod SBH camp outside and then immediately steal any vehicle spawned/purchased with there being no delay or time-out before they can get inside. The doors on the alien ship are a minor gripe, they're still too slow, clunky and don't remain open long enough for groups of players to get through in one go, so you usually get separated from your team and picked off. I think they need to slide open from the middle to the sides like in Star Trek. There's an example in the video clip below. I'll probably have more comments about the gameplay the more I play it, but so far in the 20 v 20 games Nod usually wins by sneaky techs, hidden beacons and SBH squads. A GDI Guard Tower at the front of the base would provide some protection from mass SBH infiltration and likewise a Nod turret would afford them a similar warning. I've not had many tank battles so can't comment on this yet. At the moment Crash Site seems to be getting a really bad reputation because nobody wants to vote for it, which is sad because it really needs testing in bigger games so things can be improved.
  19. I like most of the suggestions. Not sure about this: This becomes a problem if someone decides to mine in an obscure location in the field, because then it would be necessary for someone to first find then and then disarm them so the base can be properly mined. Some people like to infiltrate a building and replace the enemy mines with friendly mines, whilst they get ready to C4 the MCT. Same goes for defensively mining beacons. Maybe mines that are placed outside a building could be set to expire over time so they don't take up the limit.
  20. Is there a current download link for this map so I can test it? I see it's on the official testing server, but the in-game download would take forever or possibly even time-out before it completed.
  21. This isn't specific to this bug, but I was playing a Marathon game a few days ago and two of us tried to sync placing our nuke beacons at the same time. I thought the other guy placed early, but it turns out his timer was something like 10 seconds faster than mine; so client and server don't always perfectly sync stuff.
  22. Sure, but you can explain away just about anything like that. It just feels odd that being on top of a tank doesn't protect you and yet you can literally stand right next to the stuff and take no damage.
  23. I voted for this map the other day on that German server, it took a long time to load, but nowhere near as long as when I remember first testing the map. I didn't get kicked whilst compiling etc, but that timeout is maybe server specific.
  24. That refinery was down to 1% health by the time the C4 detonated, and even prior to that it needed just one more shot from someone to finish it. Repairing the outside of a building under those conditions is risky because that much C4 can strip a building of all its armor and health if allowed to go off.
  25. I always thought gravity in the Barracks was higher, but the blocking volumes explain things. The infantry hit boxes are definitely a bit dodgy when it comes to repairs, you have to aim at quite a precise point now else the beam goes through the player or the repairs don't register.
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