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roweboat

Totem Arts Staff
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Posts posted by roweboat

  1. I have this problem frequently, since Beta 5.1 I think?

    only see the out of memory crashes on 32-bit version. Win 10, gtx 1080 gpu, amd fx9370 cpu.

     

    I've found it can happen on any map, but biggest culprits are Outposts & Sunrise. But ive had it happen sometimes on Tomb, Field, Field X & Walls

     

    Would sending logs help?

     

    64-bit version gives me its own problems. Game hangs 95% of the time when I access the PT menu.  :(

  2. On 5/26/2018 at 7:33 PM, TomUjain said:

    I understand the concern about the 300 starting credits -- but after a month trial it seems to work well; arguments can be said on both sides, but generally I've noticed having a 300 starting credit system prevents a lot of inf rushes as the base tends to be mined before they can get through.  It also dampers the effect of losing the harv, allowing the team to get some basic tanks on the field to counter. Though this doesn't stop rocket rushes, a lot of recruit rocket rushes tend to fail due to the amount needed to successfully take out a building.

     

    2

    Personally I like the higher starting credits. I remember a few years back, when CT & EKT both (nearly) full servers most of the time, it was nice being able to switch between the 0 starting credits and 300 credits (EKT always favored higher starting credits), because the strategies change quite a bit.

  3. On 5/24/2018 at 12:37 AM, MintLemonade said:

    This indie game developed by a ragtag group of pirates would thrive in the Steam marketplace.  Bite the bullet and strip the CnC branding.  Steam Awards 2018 best indie multiplayer game of the year would be a lock.

    Gliven already has new lore/backstory figured out.

    The question is how similar could the game be without being considered as infringement? 

     

    I have been thinking this is really the only path to actually expand the game.

  4. -Decrease max player count between 45 - 32

    -lobby / chat in-game or in launcher. minimum I think it would be greatly beneficial to see how many players are in the game / launcher so e.g. I enter an empty server I can expect to only have to wait x # of minutes until others join.

    Or if the top server is full, how many others could be looking to jump into another server right away (basic psychology, if its empty others won't join, but if 1 or 2 are in, the chances of others joining goes way up.)

  5. 1 hour ago, Sarah! said:

    I just really don't like this. Imagine you're about to do a doza rush, and you get swapped. Is the rush ruined because you have one less or because you tell GDI that it's coming? Or you're in a vehicle and you just get swapped (although I do think that insta destroys the veh anyway). Plus, you could have a lot of points, and you earned the match win. You killed 1 building, but then the game swaps you over. Feels kind of betraying.

    fair enough!! 

     

    simple limits on team swapping might be the best option

  6. I don't remember which game did /does active shuffling (an EA title I'm sure), based on player count, team score, personal score etc.

    during an active match of whatever game it was, I remember players being auto-swapped to even out teams actively throughout the match.

    It did get a bit disorienting at times, but to the health of the game and the match, it always kept things as even as possible.

     

    point is, dynamic auto swapping isn't an untested idea and could work. although I'm sure many here would be against something like this.

  7. 3 hours ago, TomUjain said:

    I noticed there seems to be a bit of a split debait about the commander buffs. Some people seem to feel they are too game breaking and need a re-think, giving examples such: as mid to late game -- combined with the VP levels, and buildings remaining static. The other side of this argument is that both sides have the option to use 'buffs' and players can easily counter if they are prepared. was wondering what you guys think on this issue? I personally don't see any problem with the commander mod, but agree it has room for improvement.

    On one side of the argument:

    • Buildings remain static making the buff stronger (with VP bonus) late game -- melting buildings rapidly
    • No offical counter to full scale tank assault -- defensive buff protects units, not buildings
    • Both buffs can be used at the same time, leading to possible balance issues

    On the other side of the argument

    • Well placed team work can counter a 'buffed' rush easy
    • The other team has the option to use the same powers
    • the buff duration is short and has to be timed perfectly
    • A great tool for breaking stalemates -- or getting that final bit of damage to take out a building

    Possible soloutions to this problem?

    • Removing buffs (extream case)
    • adding delay to buff before it starts (not a grand fix, but it works)
    • Allowing def buff circle range to effect buildings (tricky to code in but would work)
    • Limit the amount of people in the buff
    • Reduce the damage numbers
    • Allow building to level up with players (extreamly tricky to code in, and wouldn't be flawless)

    One suggestion I liked, was to give buildings a defense buff.

    What if the defense buff was changed completely? To no longer affect units, but only work on a chosen building for the same duration as it does now?

     

    To me personally, I like the commander mod options, but I feel the defensive buff is one of the more useless options. Maybe I haven't seen it utilized well enough, but it doesn't feel nearly as useful as the offensive buff, apart from it being cheaper.

  8. 3 hours ago, isupreme said:

    One idea, and a question.

    I seem to remember some conversations going around suggesting there might be some things in the works to help servers be fun when there are only a few players.   Has anyone heard talk in that direction?

     

    My idea.  ( probly not original )      Just like how some maps are bigger and built to handle larger player counts... ..    Could the servers be set up so that as player count drops, the selection of maps available for play, becomes tailored to the number of players?     i.e.  smaller # players, smaller maps .  

      I imagine two things needed for this.    1. Maps designed for low population  2.  a mechanic to let servers automate the choices.

    New?   Been discussed?   Bad?

    ala Battlefield maps? they increase /decrease the map boundaries depending on player count.

     

    Yes that's been discussed. I think it was just a matter of logistically it maybe wasn't that easy to implement?

  9. Yes I agree with @Ryz . I think a different key should be used to navigate through the commander menu. 

    There have been times where I'm scrambling to get a certain commander option set, then I hit the key too many times and next thing you know I'm standing outside my vehicle.

    Also, a MAP view (top-down) approach for deploying EMP, smoke, cruise missile etc. would be amazing. many times I've tried to get an EMP right on an enemy and then all of a sudden I'm moving and a rock is in my field of view and the EMP is like 50 m off.

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