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Mystic~

Phase 5 Beta Testers
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Everything posted by Mystic~

  1. Good call. I only ever use the Grenadier class reluctantly if I have to destroy something with heavy armor and I don't have any other options and by this point, game over is usually imminent. The flamethrower kills and damages infantry much more effectively and does a lot of damage to an MCT given the opportunity.
  2. I also get this quite frequently. Switching back to pistol and then re-selecting your primary gun returns you to a normal third person view. You can then continue to toggle between third and first person views, but you permanently lose the ability to do accurate scope/zoomed shots with the iron sights until you purchase the character again. I recall that this also happens to me as Patch/LCG and maybe some other characters, I'm not sure if it's a universal bug - but based on the above it sounds like it is affecting all zoomed weapons.
  3. Yeah, I just realised this thread is from months ago.
  4. I just found what you and Glacious did in another thread, and I agree with Henk about the logo below. You should try to use the same one in other places for consistency.
  5. I couldn't find it either. It depends what you want the text to say? It's possible to have word Renegade in RA2 style, but it would obviously look better if it used the same font as the logo, but this requires the font.
  6. SBH, Mines & Repair Tool What I like about the repair tool: 1. Disarm mines as other characters, albeit at an increased time/cost. (need more play time to be conclusive about this) 2. The ability for other characters to heal one another (I wouldn't be against some sort of health pickup/purchasable med-kit, but this seems to fit) Since the new patch I've noticed GDI definitely spend a lot more time camping and running from building to building checking and replacing mines particularly on non-base defense maps. I personally don't like that now any character can disarm C4, disarm/repair a beacon, repair buildings and vehicles. It just further diminishes the value of hotwires/techs/engineers who have just suffered from a serious nerf. The repair tool has effectively turned everyone into a potential engineer and its impact on the game is similar albeit in a different way to having previously made powerful carbines and tiberium weapons available to every class. Instead of seeing defensive/support characters being in offensive roles, we're seeing offensive characters in defensive/supporting roles. I think the player should still be required to make a calculated risk/loss assessment based on saving the building at the expense of sacrificing the character if nobody else is available. Nod SBH rushes seem more successful for which I think there are a number of contributing factors that are not necessarily related to just the repair tool. But I do think the new addition favour Nod more than GDI. SBH Contributing Factors The increased SBH speed has enabled more to survive the infiltration process, escape if and when detected and generally remain undiscovered for longer inside the enemy base. They also traverse the battlefield much quicker getting from home to enemy base in much less time. SBH are now capable of healing each other en route or out of view. If careful SBH can assassinate the first person to respond with their silenced smg and they don't even need to make the investment they once did for purchasing a carbine. More people seem to be prepared to risk disarming mines rather than risk absorbing mine damage. In the past if a Hotwire busted a group of SBH doing a C4 rush, one or both remotes and a carbine finished them off because they were all at or close to half health. Hotwire/Tech & Other Contributing Factors They are still the main defensive character, but they no longer have a viable sidearm or the speed required to detect, chase down or kill intruders. Hotwires/Engineers are really slow. (This is my overall main gripe with the patch). Badly placed mines are even more detrimental to losing buildings than before due to the lower limit imposed. I'm seeing a spike of new and returning players coincide with the new patch release which is great news - but this also means more people mining in unhelpful places and over-mining. The lower vehicle limit now means there is often no vehicle scouting in and around the GDI base. All of the above are having a cumulative effect resulting in more successful SBH attacks and more frequent attempts being made. I accept that in some instances it is likely the players responsibility to adapt to changes. Proposed tweaks/improvements [super]1*.[/super] Increase the disarm time of mines against repair tools/guns all round. [super]2*.[/super] Give Hotwires/Techs their speed back and equip them with a heavy pistol by default [super]3*.[/super] Have the Repair Tool disarm only a portion of a beacon - say 25%. [super]4*.[/super] Gives ALL members of a team the ability to disarm other team members misplaced mines. 1. It's very quick and easy to get inside a building once you've managed to sneak across open ground and often a player benefits more by making a brazen disarm attempt even whilst exposed. (aside: I haven't tested EMPs.) 2. This will also better maintain the improved distinction between them and the free engineer class. 3. I'm seeing engineers assisted by Mobious and other characters all with the repair tool equipped. Being able to kill the beacon defender(s) AND disarm with the same character seems a bit much. 4. This will avoid the necessity to p.m. "please disarm your mines because blah blah blah." If none of the above help significantly then get rid of the repair tool.
  7. Does anybody know of or have a copy of the font in the Red Alert 2 logo?
  8. I've noticed spontaneous vehicle exploding on the periphery of maps like Walls, Whiteout and Lakeside particularly when using flying vehicles. I presume this is the new soft world boundary at play, occasionally it fails to give the "return to battlefield" warning indicating you need to get away from the edge. When this happens you're subjected a silent count-down and subsequently the self destruct/kill command passes even despite returning to the safe zone in the battlefield.
  9. Definitely, the only opportunity to take it out is if someone managed to get a head shot with him stood still. I put a post in the Feedback section of the forum about speed crates. Agent said they'll be less frequent after the upcoming patch.
  10. We kept running in squads of three, nearly took out the Power Plant first time and then destroyed the War Factory. The plan was to destroy the Barracks when things were clear, but we kept getting massacred by whoever was the Hotwire with all the speed upgrades.
  11. We were watching you from the bar roof and instructing everyone to plant AT mines, whilst trying to not get caught and assassinated by the insane speed-hotwire. Unfortunately nobody had enough money for nukes. That was a good rush, but our barricade stopped the worst.
  12. Please can you amend crates so that speed upgrades don't stack beyond more than 10-20% of their base value. I was playing a game of Walls earlier today on the Nod team, our Airstrip was down and we were left organizing a number of SBH C4 rushes. However someone playing on GDI had spent the game accumulating a crazy amount of speed upgrade crates and this meant this person could defend and sweep large areas of the GDI base for stealth units in just a few seconds. It was hard enough to find a spot to remain hidden and once spotted it was next to impossible to evade or escape this person - they could successfully wipe out entire squads of 3 SBH with just a Hotwire armed with a Carbine. It was quite funny to watch this blurry character, sort of reminiscent of Speed crates in Sonic, but obv frustrating to be on the receiving end. Inf were never meant to be able to travel at super human speeds.
  13. It's possible for GDI to ion the strip from the rocks. When I placed an ion here, it actually slipped down the rocks and landed on the edge of the runway. In terms of balance I don't think it's possible for Nod to nuke the barracks from the rocks.
  14. Lakeside - connect the two refinery side cliffs with a rope bridge creating an extra base infantry route. Beacons/Airstrikes - I always liked the idea that these weren't affected by price increases. You're almost guaranteeing a team will lose once their power is gone. Perhaps something less than double if it must be implemented.
  15. Yeah, my primary solution was an EMP - with the proposed gun a commando in theory would be able to fight off some of the defenders and can afford to use more brute force. The opposing team would still have to be alert and reactive to respond in time. If it could achieve a building take down single handed completely covertly it might be too powerful? It would still be capable of doing some permanent damage with the building armor in place. It's also possible to probe weak spots, perhaps where there are less than 5 mines. I'm not sure exactly how much mine damage they can safely absorb on average, but I've seen SBH run through doors with 4 and survive on occasion. So whilst the hoty/tech can do it without triggering alarms, they take more risk reaching their objective as they can't survive very long in the open and can be dispatched more easily upon discovery. If it were to be introduced I'd be tempted to remove upgraded sidearms from adv engineers to ensure they play a more supportive role - suggested the same thing for snipers and SBH (different thread). There's still the option of planting and defending a beacon, which GDI might start to try more and maybe people would start to work more in small teams of 2 as Commando/Hotwire in support etc.
  16. I think someone may have suggested this before to an extent and past updates have been going more in this direction anyway: The Havoc/Sakura class should be a full out aggressive commando unit adept at infiltrating and destroying bases with C4 and other equipment (smoke, emps, grenades etc) and easily dealing with basic infantry, sort of like the Commando unit in the original Tiberian Dawn and in keeping with Havoc's character in the solo gameplay; and not just a souped-up sniper. They just don't feel right or suited to the role of sniping. The primary gun could be changed to some sort of silenced assault rifle - something like the Carbine but styled with a much longer barrel to be more powerful against infantry with both hipfire and including a mid-range scope/semi-auto. You could even give them a grenade launcher attachment to make them useful against stopping light armored vehicles (middle click or something) like the turret smart-bombs featured on Whiteout - and still be some-what useful against heavy armor. It would be pretty frustrating to get mowed down by a Humvee/Nod-buggy. These changes would turn it into a versatile character that is rugged and more capable of traversing the battlefield and surviving for longer periods behind enemy lines. Presently the hotwire and tech class with the carbine upgrade is already masquerading and being used as the primary commando unit - but they really lack the health/armor and weaponry to put up much of a fight unless two (or more) go as a dual pair and heal each other. Havoc/Sakura were both given timed in a prior update, but in keeping with what I'm suggesting here they would be given their timed C4 back in addition to the remotes - or given two timed and one swappable for a smoke/emp grenade in addition to the two remotes. Hotwires and Techs would then become the primary supporting and defensive unit of the game. Sure, they could still sneak/infiltrate on their own... but to me they're more like a football/soccer goalkeeper pushing to the front - they're vulnerable and it's very risky for them if undefended/supported. There would then only be one sniper class, which could be buffed again to compensate for the loss of the Ramjet - or the 500 could be given the Ramjet instead and turned into a 750 or something - idk. Obviously there would be some new weapon modelling, animation and some coding required as its asking for more than just a tweak, maybe existing assets are enough - I don't know exactly how well the game is still supported in this respect but it would be great if this were feasible.
  17. I'm in favor of completely removing sidearms from SBH and Snipers. What makes the SBH balanced is the fact that its laser deliberately goes *Pew Pew Pew!* to give away their position whenever they fire. Being able to silently assassinate hotys/engineers disarming beacons is way to powerful. I agree that snipers primary role should be as long - mid range infantry and that they should not suddenly have the option of pulling out a powerful carbine/flechette gun (effectively changing their character) the moment you manage to close the distance. They have their chance, after that they still have a pistol. I also think that Techs/Hotwires should be able to re-select the standard silenced pistol once their primary is out of ammo -- and/or introduce some sort of melee attack whereby you can still hit them with the rifle butt. I have some suggestions for Havoc/Sakura but will start a new thread for it.
  18. Perhaps just go straight for a low-powered version of base defenses similar to the low tiered infantry/vehicles once destroyed.
  19. I like this idea. So long as engineers/adv engineers are actually charging it in real-time and not say allowed to charge it and then disappear. There'd probably need to be some sort of cool down between shots fired (ob lasers/agt missiles) and other things conceded... I would suggest making base defenses more sluggish. So for example slower (lock on times) less powerful (less damage inflicted) and decreased accuracy. This would mean infantry can still infiltrate a base without instant ob/agt death. Perhaps even make them blind to stealth units. Otherwise 3 engineers / 2 hotys/techs is still easily a good trade off if it worked at its full performance.
  20. I like the sound of these: Reduction in splash damage (radius) Reduce the sprint speed for engineers Introduce latent arming - so that remotes cannot be detonated until after the beep sound, 0.5s or something small. They'd then be used less like heavy grenades with more emphasis on their placement. Aside: Grenades need to bounce less and do more damage (particularly against vehicles.) I think engineers should definitely keep the remotes, because they're the only way to counter a rush of 4 or more players during the early game (especially Chems which I agree are over powered) and as Super mentioned they're important in quick building rushes - timed always get disarmed easily if everyone dies. I would like to see some sort of terminal time out/lock out (5 seconds) so if an infiltrating player is discovered, that the enemy player cannot continue to refresh health/armor and spam remotes. This would likely mean they'd get one opportunity to refill or change character for the duration of fighting off the infiltrator.
  21. I've spent more time exploring the map now. My suggestions are: Bring back the bridge or create a steel catwalk linking the two cliff sides, the infantry cliff paths and bunkers. Perhaps make the cliff paths accessible from the inner side like Field as to avoid infantry being pummeled by tanks mid-game. The two tier map design was fun and provided additional ways to infiltrate. Add some trees or foliage to the middle section to provide some ground level cover for infantry from both vehicle routes. Remove the concrete walls blocking the back of both GDI/NOD refinery and GDI Weapons Factory. I think its a good idea to keep the small piece of wall that prevents side access from the front of the refinery for both teams. Add some X blocks to indicate the invisible vehicle wall preventing access to the side of the Weapons Factory and some palette crates or something placed against the WF itself to provide cover to infantry trying to infiltrate via the side door. Previously the ramp provided some cover. Would it be better to make each harvester go to the tiberium field nearest each refinery? At the moment each teams harvester has to trek through the base to the opposite side which seems unnecessary. The quicker tiberium collection should make the game faster paced. Replace the concrete wall linking the Hand of Nod and Power Plant with some X vehicle blockers so infantry can still access this way. Bring back the Air map buildings with roof ramp access. It's possible for GDI to b2b the NOD Refinery, but NOD can no longer do the same back due to moving its location. If you place more of a kink or turn in the NOD side rock formation GDI will no longer be able to shoot the refinery via b2b. Its possible for NOD to place a vehicle right up against the entrance camping the middle route, where as GDI gets blocked at the point where the Weapons Factory and Refinery Silo meet. I was never a fan of the weapons pick ups, so don't mind that they're gone.
  22. If you fix the optimisation/lag issues you could perhaps ask B0ng or Yosh to put it up and let us test it as a pre-pug map. I ran around a bit on Skirmish as GDI and noted: it's going to be really difficult to sneak into the Nod hand now the ramps have been removed and everything walled off. Likewise Nod can only get into the War Factory from one side, and both entrances are exposed and visible now the stairs have been removed.
  23. Every Saturday from 19:00 GMT - join the Team Speak channel: ts.constructivetyranny.com
  24. I agree with where you were going - a small tweak to timings could fix the problem without creating any unnecessary development. However I'm talking about time to arm and you're talking about time to detonate which are two different things. What you suggested has implications as to how they can be used and I even gave you an example.
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