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roweboat

Totem Arts Staff
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Posts posted by roweboat

  1. 3 hours ago, Madkill40 said:

    Sub-team Attackers; players in this sub-team appear in chat coloured with orange, Defenders; players in this sub-team appear in chat coloured with violet, Infiltrators; players in this sub-team appear in chat coloured cyan, Freelance; players in this sub-team are here by default and will have default colours.

    From a UI perspective that gives players an incentive and a role to play in their team, no limits, but it does help players coordinate themselves with their team without necessarily having to communicate directly who does what... 

     

    So squads basically. I think those are a great idea. I'll be honest I haven't played a lot of shooters, but back when I played Battlefield 2, I did like the idea of being a part of a squad. 

    Helped make each player feel they could be useful.

  2. Didn't read every single reply here, but I'm liking the map so far!

    Personally, I feel there are already too many maps that allow for a quick rush through an Inf path directly into a building (Islands being an original example, then Mesa II, Reservoir (new) Field). I'm all for a more direct path that leads to a base, but maybe have it lead to somewhere that isn't near a building? 

     

    Also, I like the idea with the giant lake that seems to serve no purpose. Adds atmosphere. What about adding Hover MRLS on the far side of the lake as a reward for traveling over there?

  3. I mean of course, if we had more coordination from the US playerbase, we could actually make sure to populate the servers at other times. sometimes I join and leave right away because there is only 1 other person on D=

  4. I remember old Mesa well. from Old Ren & the orignal RenX Mesa. it always felt it was a mixed bag. It was nothing more than a mad rush to get arties and MRLS into the cave quickly and hope the splash damage would clear a path to then get a clear shot at the WF / Nod PP? (i don't remember layout).

     

    but yeah I do remember it being extra crazy for GDI because half the time MRLS were getting destroyed as they were being built because the arties had domination.

     

    And then of course everyone screamed watch out for the harvester cuz it would always get in the way...

     

    Like I said, mixed bag cuz it was stupid and chaotic but also fun some of the times =D

    • Like 1
  5. 3 hours ago, Veyron said:

    I think this was for me.  I was trying something on reservoir and got good response so I quit and stood there.  not soon after gdi whacked us I got da hammer. I should've tested on skirmish but I was clearly told not to do this stuff on the server so..

    WAY TO GO CAUSING THE WHOLE COMMUNITY TO BE BANNED xD

    UDK_(Unreal_Development_Kit)_based_games_08_13.2017_-_17_06_01_02.png

    • Confused 1
  6. so credit to @limsup for finding this and pointing it out. 

    I'm not sure how long this has been in the map, but its a great homage to Old Ren. its an audio clip near the Communication center. Maybe most already know about it?

    I had to listen to it like 10 times to understand it, but thats because it refers to some dude mocking @Aircraftkiller back in 2003 lol

    http://www.ttlg.com/forums/showthread.php?t=65542

    • Like 1
  7. I think Poi hit the nail on the head actually.

    there needs to be less "oh this is a problem" and more of "let's come together and find a solution in real time". 

    I see too many players get quickly de-motivated just because they aren't willing to come together to think of a new plan.

    For example. Many times in game, ill get picked off by someone like 5-6 times in quick succession. Do i get frustrated? I mean yeah, sometimes. But it also forces me to think of new strategies on the fly. 

    This game would get incredibly dull if everyone was at BOT level player skill. 

    • Like 3
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