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[TmX]Super-Kh

Phase 5 Beta Testers
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Posts posted by [TmX]Super-Kh

  1. also nod has inf advantage over GDI but the tunnels are eeeeeeeeeeh...........lets just say,not suitble for inf battles.

    also usually sneaking out stanks work perfectly to kill repairs and maybe get enough of them to do an actual rush on the AGT while GDI is busy camping the front,however it is not possible at for them to get out at all,maybe try to make the enterance more suitble for that ?

  2. so I usually have the sound bug all the time in my game,but recently I have formatted my computer and it stopped happening,just thought it's worth mentioning since many people have it,or it can help the devs fix it in the future :D

  3. tbh it looks good and all,but we haven't tested it on a large scale of players,so we can't really call in any suggestions or bugs,hopfully when custom maps get popular we will see if there is anything to be found

  4. I don't think the current maps are plain bad or need severe changes, as everyone likes diffrent stuff and has their own skill sets that suit diffrent people better. And yeah, i know, i do get off track sometimes to the point it's hard to see that it's relevant but i try to make people look at things from a diffrent perspective, in this case: It's sometimes better to stop and think 'Am i doing the right thing?', rather than blaming the map. In the case of 'old' Mesa, especially in C&C Renegade, bridge control is key in controlling the entire map. Most if not all vehicles in the Tiberian tunnel would be vulnerable, snipers at the infantry only route can be assaulted with heavy armour and it's a major checkpoint towards the side route of the enemy base. Off course, it's difficult to access and even more difficult to maintain, but the route was so under-used at times that people sometimes forget it exists, which is exactly what made it so powerful.

    I'm not denying that some maps need improvement, in fact, i think some part of the level geometry actually need an overhaul. Take a look at Under, the infantry route is so well covered by ground elevations, obstacles and trees that you are pretty much invisible to vehicles. This does need to change. But aside from this and other minor things, the map design is just fine.

    all of this is true,but none of it applies on lake side's invisable wall,that's the most anoying thing to me tbh,I am not that much into Mesa anyway,but when it gets selected and we are trying to fill the server,people just ragequit from it which is bad for us :( we

  5. Super-Kh":17vodrla]

    1- Mesa : can we please have the old Mesa back ? I mean sure everyone hated the old Beta 3 and before Mesa but the new Mesa makes it imposible for Nod to win at all,it's just not as fun as the original was :(

    We killed GDI with Nod the last time I played Mesa. I think the current setup works better than the one where you can just camp the tunnel with arties / mrls. I am not sure how the rest thinks about this?

    nod propebly won because you were leading them Ryz :P

  6. so I just want to ask for a few things,I hope other people would agree with me on my opinions about some map design related stuff :

    1- Mesa : can we please have the old Mesa back ? I mean sure everyone hated the old Beta 3 and before Mesa but the new Mesa makes it imposible for Nod to win at all,it's just not as fun as the original was :(

    2- under : can we please have the tunnels from old renegade back ? the new ones are kinda narrow and buggy alot,you just keep getting stuck in weird areas,can we have the flat surface again ?

    also on under : the weapons factory seems a bit far for nod arties to camp,they need to get in AGT's sight to get to it (which we all know will end up killing the arties) can it please be made closer ?

    3- Lakeside : this new invisable wall near the nod refinary is Kinda game breaking for nod,as they now can't spam apaches from GDI's back to kill the camping mammies,while gDI has no invisable wall near their refinary,so GDI can just spam orcas from behind and kill nod's camping units in seconds,so can you please remove the invisable wall ? or put an invisable wall for GDI ? (although removing the walls would be better)

    4- complex : can the area in the middle be an infentry only area ? (this Ice bridge in the middle of the map) because GDI just camp up there with MRLS and kill every tank nod drops instantly,which makes nod weak since they just buy tanks to get destroyed in seconds

    I hope everyone will like my suggestions,and I hope they will be put into consideration in the next patch/Beta/full release

    thanks.

  7. Hello,

    - Suicide/nuke crates should be taken out, crates should only reward players - either with attribute upgrades or vehicles.

    - Only engineers should receive remote C4, not high tier characters.

    I'll have to disagree on those 2

  8. 1- stanks should get faster rockets,otherwise orcas are just going to run away,which is anoying considering that the armor of the stank is low...........or at least make the rockets more accurate so that orcas dodging rockets would be harder

    2-stanks vs armor damage is fine to me,it's just that people may want to start attacking from behind so that they have the advantage of first fire

    3- I use stanks alot on lakeside and they are the key to get the field actually :

    step1 : get 3-4 stanks and sneak'em behind the camping GDI vehicles infront of the base

    step2 : crush down the hotwires but make sure the tanks don't realize it then kill the MRLS (which usually are behind the bigger tanks and orcas)

    step 3 : get behind a rock or the silo and start shooting at the mammoth tanks,with Beta 5 stank's rocket swing,you can just hide behind objects and fire,and you can even shoot them up to 3 times and they won't realize it xD

    and then just rush in the rest

    sorry for going off topic there,but I wanted to show an example to how OP stanks are BUT ONLY IF you know how to use them right,also the stank missilses are kinda bugged if you stick close to your target,so try to keep a distance from the enemy

  9. - Tiberium suit : I think that would be unfair since nod has a unit that survives in tiberium (chem sprayer) and it doesn't cost that much,plus if that could be accessble then tiberium weapons just wouldn't do any damage would they ? so I have to disagree with that one......

    -stealth detector : now that could be game breaking for nod,because stealth is their key to win,also if GDI had this advantage,what advantage in return could nod have ? NOTHING,GDI doesn't have stealth,and even if they get an sbh spy,it is not as helpful for nod as it is helpful for GDI,it would literly kill the only advantage nod relies on most of the time

  10. Make sure the model is properly prepared for him. Name your bones properly and without spaces. like this.

    b_root

    b_gun

    b_turret

    b_muzzleflashsocket

    b_wheel

    etc.

    Also, how will the weapon morph and switch to default rocket turrets?

    maybe just use the trick westwood used.....................................it just happens lol

    oh also about that unknown turret thingy,there are some infantry that you can't build and they are special,I think they are only accessble from the YR mapping tools

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