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roweboat

Totem Arts Staff
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Everything posted by roweboat

  1. Sorry to hear you had that experience. I'll bottom line it for you... to be a public commander you gotta have some backbone. And it takes earning the trust of other players, which can take time. I'm not even the best commander so take anything I say with a grain of salt. When commanding was first introduced, I was hesitant. I didn't know what to do, but I quickly learned most others didn't either LOL. You just gotta keep trying, keep experimenting and find out what works best (believe me, when it isn't best you'll find out quick haha) I use "/r" instead of "/c", I heard "/r" lasts longer so that's what I do. Another tip, you can open the chat (this works for all chats including console commands), and hit the "up arrow" on the keyboard to quickly bring up previously typed chats. Very useful when trying to rally the team for a rush. And if you see multiple people in game switching to commander that means a few things... either no one is getting along, everyone has different ideas... or watch out cuz someone is a key position and about to launch a big attack lol. It's like they say, when you get knocked down, you just gotta pick yourself back up and keep trying =D
  2. Of course Eyes is perfect for 1v1 matches ='D Very true! It all comes down to we can't make everyone happy, just try to make the most people happy we can =D
  3. And I get it, in the heat of a big game. What's easier? Get frustrated that someone messed up either because ignorance or poor judgement.. or say hey, no big deal, next time do "this" instead... I play fairly regularly myself, and honestly, sure not all of the people who play regularly seem to get along, but on the whole, they're all a good bunch of people. And remember: the one certain thing in life is change
  4. I think what's not immediately obvious, is there is a huge gap between player skill and knowledge. Example: One team you have 3 players who have played for 5 years, who know all the quirks of a map, all the odd physics of the UDK, who know the exact attack stat of every gun, commence a joint attack. VS a team of relatively newer players (lets say they are willing to work together, but just dont understand the game to the same level) - in that moment I feel that is a "stack" (its a negative term here), because the experienced players have an distinct unfair advantage far beyond "team coordination". A real solution is somewhere between long time players doing what they can to educate new players on the game [because many of the problems are simply a lack of understanding of how the game even works...] and finding other ways to help new players quickly learn the gameplay and mechanics.
  5. All maps have player size ratings built in right? It would be wonderful if the map vote system could be set up in a way, so that if there are X number of players in the server, it will only show certain maps rated for those players sizes. eg. if only 15 players in the server, maps like Daybreak, Outposts wouldn't show. If only 10 players, only maps available would be smallest ones such as snow, Volcano, Tomb etc.
  6. my advice if playing against level 8 (or 9, search the forum level 9 bots, hint: search Cheetoz) play on maps with silos and base defenses. Cap the silo before adding the level 9 bots. Then hold out until heroic and you might have a chance =D
  7. So I never thought about this much before, but I've noticed when you are elite or heroic, you still gain HP while hiding inside a tank. The UI does not reflect this, it simply shows whatever HP/armor you had when entering the tank, and once you exit the tank, it shows your current HP level. This might be a known bug, but I've even seen this question asked in game and I've seen the response given that you don't heal while in a tank, which isn't true. So basically the solution should be to show active health regen while in the tank.
  8. That's not the worst idea ever, however I think the newly implemented kamakaze-explosion ("player1942 is a threat to us all), is a good compromise of this idea
  9. EA still has ownership of the C&C brand. I went by Magi Master (Mågï Måᶊtȇr) (you can guess which class i preferred lol) [before I came up with the nick roweboat] - I was apart of XtC. I was good Nox friends with a guy named Burn3r. Dude was brilliant lol. I don't remember servers too much, I liked playing Quest and CTF the best. It was nearly the only gamed I played from like 2001 - 2005 or so. As the population dwindled, we had to turn to editing the .ini files and I even learned a bit of hex code to keep the game interesting lol
  10. roweboat

    My Renegade

    welcome back!! I thought your name looked familiar
  11. I used to play the hell out of Nox, hell even more than Renegade. I was a big part of the hacking community back in the day.
  12. From what I've read and heard, Petroglyph tends to release games in buggy or unfinished states. If that's true it might be a case of a great potential wasted, but we shall see! I'm sure were all hungry for anything with "Command and Conquer Mode", cuz that's what this is lol.
  13. Here's the description from the Steam page: ABOUT THIS GAME Earthbreakers is a team-based PvP multiplayer game which combines the most enjoyable elements of FPS and RTS! You and your team battle for territory and harvest rare resources, while building and customizing your team’s base. Choose an infantry combat class, defend your base and supply lines, construct and pilot powerful military vehicles, and ultimately annihilate the enemy's HQ! Earthbreakers uses a team purchase system to build an RTS-style base. Each building unlocks new infantry classes, vehicles or upgrades depending on the structure built. Do you build a factory to unlock new, more powerful vehicles, or do you build walls to aid in base defense? The choice is yours! Bases consist of six primary buildings, wall defenses and a selection of defensive turrets. The resource, Vilothyte, is the lifeblood of a base; you use it to purchase new structures, higher ranking infantry classes and vehicles. Resources are collected by a harvester and returned to a refinery. Protect those harvesters to ensure success! The world of Earthbreakers is a harsh place that requires guts…and a big gun! Multiple infantry classes are available, each with their own strengths and weaknesses. Higher ranking classes must be (just like an RTS) unlocked by building one or more structures. Play as a Soldier to fight on the front lines! Play as a Technician to repair vehicles and keep your fellow teammates alive! Or play as a Firefly to burn enemies from a distance! A good soldier can be even better when driving a tank. Multiple vehicles add the firepower needed to destroy base structures. Drive the Pulse Tank to destroy enemy harvesters and turrets! Use the Atlas APC to get your troops to the battlefield unscathed. Or pilot the Tiamat Artillery system and lay waste from a distance! Earthbreakers race to collect Vilothyte wherever it is exposed! The game locations will be varied and present new obstacles. Each map will include two full base layouts, capturable locations, natural hazards, sniping positions and unique elements that can help or hinder your battle plans. The Story The year was 2045. In a time of global unrest, riots and civil war, scientists discover a new form of matter, Vilothyte, that can be used both to create any element or used directly as a power source. Considered a cure for the Earth's resource crisis, a system of satellites was placed in orbit which would scan for the materials needed to create the material and fire conversion bombs. Designated the “Earthbreaker Project”, It was said to be safe and would never target populated or endangered areas. The first test was highly successful, creating enough Vilothyte to power the eastern seaboard of the USA for a week. The system was placed into full operation. It seemed the world was saved...until the hacker group Devolve removed the safeguards! It is now 2060. The Earthbreaker system has slowed, but the orbital bombardment never completely stops. Most of the countries of the Earth have devolved into groups of city-states. Each sends out Earthbreaker teams to collect material whenever a bomb strike occurs. Combat over the bomb craters is fierce and never ending! Content Summary Earthbreakers includes two full factions, each of which contains: -12 FPS infantry classes ranging from grunt soldiers to elite heroes. -11 Structures, 9 of which teams must coordinate to build. -6 drivable vehicles (plus a harvester) including light speedy units to tanks. Targetable satellite superweapons Multiple location maps to fight over. Support for player-run servers. Support for up to 32 players per team (team size is map-dependent). Support for solo play with bots (“practice mode”)
  14. Don't be so quick to judge it then XD
  15. I'm sure many of you have seen this already! Looks cool, I'm not a fan of cell shading, but I guess that's the world we live in... I wonder if it'll basically be a carbon copy of Renegade or what else they might add in.
  16. If you can curve a ball you can curve a rocket? Actually those ball curves are nothing compared to what an MRLS can currently do XD
  17. @Havoc89 These dev flags are getting out of control.
  18. Maybe instead of recruiting developers, we should be recruiting lawyers =D
  19. wow! I didn't realize these same forums have been around that long lol. That's really awesome.
  20. Engineer spies are rare but I still see them from time to time.
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