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roweboat

Totem Arts Staff
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Posts posted by roweboat

  1. I encountered a bug the other day (not sure if map specific) on Reservoir. Issued an EMP strike as commander on Nod PP door near the guard tower. After emp hit, the blue static effect didn't dissipate after EMP was gone and I fear'd the power plant was gonna have a nuclear meltdown D'= 

    • Haha 1
  2. 16 minutes ago, Fffreak9999 said:

    Honestly, there are problems with straight up disabling the use of beacons when under a player limit, since if a person quits after another player buys a beacon which then drops the player count beneath the threshold, they have effectively lost 1k credits until another player joins (or is killed) (and in a low pop game, that can be quite significant).

    I agree with @TheOlsenTwins and many others who have been push for this for awhile. I think in a case like that, the needs of many outweight the needs of ... the one who just lost 1k.

  3. This has been on going for me for awhile, but just haven't really mentioned it.

    When loading any map, it doesn't show the loading splash screen displaying the map name (honestly it's been so long I forgot what they look like). All it shows is a frozen image as if the camera is under the map for a few moments until I'm loaded in match. 

     

    I've tried completely uninstalling the game and reinstalling but still same problem.

     

    Best I can remember it started when I tried downloading a version of training yard and had to overwrite an .ini or something because it showed the loading screen for a different map. Like I said, it's been awhile.

    A minor issue but puzzling.

  4. at 2160p, commander mode options overlap into the radio commands above it.

    Only tested on Outposts, but occasionally while in radio commands, hitboxes disappeared completely. (maybe different than known bug?)

     

    I have a different key other than "E" mapped for enter/interact, but radio commands still show "E".

     

    Easter egg on Outposts is really loud. *technically not a bug*

  5. @kbls I think your statements are a great example as to why the the tutorial level should be made a priority. I've been seeing more new people on the servers lately and they unfortunately just have no concept how to play and in the match it's hard to take the time to teach people what an MCT is, that one can over take both vechicles, that most weapons have alternate fire etc.

     

    Hell even if it was something text based that came up as a prompt when you loaded the game "is this your first time playing?", Then it goes over the basics.

     

    To be fair I think even the original renegade did a poor job of explaining itself. 

     

    I'd be happy to write up a draft if any devs think a text based tutorial with photos could be a good quick fix vs a tutorial level.

    • Like 1
  6. I've always liked this idea. it comes closer to the idea of "base building".

    I would say there would have to be some sort of limitation on it. like others have said. Once per match, or less HP or perhaps whatever building is brought back, it has limited capabilities. e.g. War Fac/Barr / Air Strip/HON have 1 or two extra vehicles/characters available (more than buggy/ APC), Power plant goes offline intermittently. No Harvester with Refinery. 

     

    AGT/OB can just stay dead ;p

  7. 5 hours ago, AlienXAXS said:

    if a vehicle was humping the turret at the time of it being killed, and the new static mesh got spawned in, i am unsure how the vehicle and new mesh would interact with each other.


    *this comment in no way is the view of the development team and is purely my own*

    1

    One would hope, it would create an anti-gravity effect and the tank would go flying 9,000 feet up into the sky.

     

    Not unlike in Coastal_Small, when you put a mammoth tank in the place where the hovercraft respawns. =D

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