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Everything posted by roweboat
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Those would go along well with the upcoming figurines from the Command and Conquer Limited Run Special Edition =D
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i LIKE the variety and creativity of other game modes. The IDEA behind NvN is very interesting, however I think it needs further development [if the goal is both teams are the same, cool. keep them the same; so then map design and layout needs to be overhauled to match that teams playstyle =)] And other modes like CTF, deathmatch, survival etc. are awesome! However with the current player base and coder/developer base, I think it is best to remain disciplined and focus on core game play development.
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PUTIN him in his place I'd say
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What would you do if it did?
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@Luhrian I think the map is close to being really great! As another small piece of feeback... I think the extra character models standing around are an interesting choice, but are actually a bit confusing during gameplay. At one point I was trying to shoot one because I thought it was the enemy
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It's allllllll in your mind =]
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That all said, the map has always had the issue of being too small. I agree it's too easy to get locked in.
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Call me Tom Cruise but I really felt Nod could have easily won. Biggest reason I saw Nod failing was due to lack of common goal. I came into the match 40 minutes in, tried to rallied the team with organized rushes. But there was only so much we could do. It wasnt a total loss we took out the barracks around 1hr15min mark, but we focused too much on offense and not enough defense. I realized sending the team to go field and not telling anyone to stay to defend (assumed too much) is what ended it.
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I could imagine the pathing alone for something like that would be a mess. Because the creature is designed to appear randomly, to have random movements, and not be assigned to "good" or "bad" team. If tiberium creatures exist in the future, would probably need a team of coders that focus solely on them.
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can i play the game with this vodka bottle?
roweboat replied to Blade Runner's topic in Technical Support
@Try-Out ah this is very similar to my computer when Renegade X first launched. Had to wait about 6 months to save money to buy a better PC Me in 2013: "NEW RENEGADE!? HOW HAVE I MISSED THIS, I GOTTA PLAY IT ASAP!!!" *Loads to Menu* *5 FPS* .... "oh...". -
And this is why only Devs have horns.
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Yes I think of that scene often when trying to get a group to rush in no to me it's more like playing a piano. My little finger naturally rests on the "a", index on the "w", middle finger on "e" and ring finger on the "r". If your curious, other keys: G: first/third person F: Reload T: enter/exit/use V: minimap Sprint & ability are mapped to side buttons on mouse Chat: f3 teamchat 4
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That's putting alot of faith in erm... people.
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I think half the problem is it could greatly affect current game balance and make the game even more convoluted.
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@Mystic~ Actually the idea of reinforced glass could be interesting. As it stands, the barracks in an impenetrable fortress compared to the hand of nod
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So then the question is, what sort of defense system can be established, that: requires player input, is intuitive and self-evident, can be disabled simply by opposing team, and can have a layer of depth as to not make gameplay stale? Because that is what is required to replace the mining system for defense.
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True enough, I removed the word "door"
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@Handepsilon are you eluding to the fact that the mining defensive system currently in place should be completed overhauled with something new? Or a quickfix: It is not inherently obvious that "proximity mines" = "building defense". Maybe the first step to make things less convoluted, could be to simply give the "building defense mines" a different, more specific name than "proximity mines". E.g. Give a Hotwire 3 proximity mines (used as is) and 3 "Base Defense Mines".