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Madkill40

Phase 5 Beta Testers
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Everything posted by Madkill40

  1. Why move so many for the damn Harvester VO? May as well keep at least 3 of them the same i.e. I Need Repairs Hold Position Move out Follow me Defend the Harvester Attack the Harvester Destroy it Now Fall back
  2. Desolation is ace and Steppe looks beautiful, but with any creative project you put out anywhere is always going to be on the firing end of criticism - if the map meets developer approval then take what the playerbase says with a pinch of salt. Typically the loudmouths of the playerbase who are more than happy to (usually in a non-constructive manner) criticise the living heck out of a map whilst offering no real element of praise for the effort already put in aren't too sharp themselves and are stuck up their own arse anyway. Those who lack their own determination to shut the fuck up and get the fuck up at trying to make a map themselves can actually suck their own fist until it falls off. Constructive criticism is always welcome. Critical put-downs are not welcome and aren't constructive in any way, ignore them. The same people who lack the ability to dish out constructive criticism are likely the same players who always vote for original Field [They're retarded dull-fests hellbent on sucking the enjoyment out of the game for everybody else] U @Nexus51325
  3. 64-player forest, here we come!
  4. 5 minutes in base +1 VP 10 minutes in base +3 VP 15 minutes in base +5 VP 20 minutes in base +7 VP Is how this would work, in-theory. In 20 minutes a consistent base defender would gain 16 VP, an additional 5 minutes on top of this would be 25 VP over 25 minutes. Logically a VP cap would be necessary at some point otherwise base defenders would get to heroic in no time at all. (Cap at +7 imo) 5 minutes on field +1 VP 10 minutes on field +2 VP 15 minutes on field +3 VP 20 minutes on field +4 VP If too many stay in base, the field is going to be taken and that harvester or a building is going to be taken out. (if a building isn't taken out Two arty shells striking a building is +2 VP so) a base full of VP farmers isn't going to amount to much in the grand scheme of things. This basically gives base defenders a reward for a task not enough people are willing to undertake or appreciate imo.
  5. I stopped using 64-bit on account of long lag spikes when accessing the Purchase Terminal screen for longer than a few seconds. Longest spike being in the 12-16 seconds range
  6. Within every game there's an invisible 'Defender' and 'Attacker' vibe which plays throughout a game - is there any thought to build upon this routine mechanic which ties every game together in some way or another? Modified VP to take into account time-spent-in-base +2(+2) VP, time-out-of-base +1(+1) VP, ? +1 Defender bonus(+2 for every 5 minutes in base) +1 Offensive bonus(+1 for every 5 minutes out of base) ?overkill??[+1 for every 3Vehkills/4infkills]? Leave defender perimeter = cancels Defender modifier. Leave offensive perimeter = cancels Offensive modifier. May speed a game along whilst encouraging a player to stick to a role and learn it and feel an in-game reaction by extra VP - defending the base is pretty important and can reward a base constantly under siege - Quicker pace without a sudden. "building destroyed"
  7. gonna come find you now and steal any teabags you fckn have
  8. What's New in Version 1_9 Released Just now Changes 3rd January '20: Main base defences cover Tibfield base entrance Main base defence range increased to trigger upon PP infiltration Obstacles added to not leave Main base defences absolute aircraft killers infantry and vehicle paths completed [just attention to detail in places required] Tib cave exists and its pretty atmosphere and weather modified pathnodes exist Capturable silo zones look lovely the map snows, perhaps too much infiltration in both bases exists hugely [but not easy] destructible obstacles littered about the main veh routes in places added volumes where necessary but for obvious aircraft reasons some veh volumes may have been missed out on Misc changes that cannot be remembered over the past 2 years Changes 3rd October '18: Interior of Radar dome completed Weather added Pathnodes for aircraft added Reduced AA defences Optimized lighting Endgame cam added Other optimizations introduced Minimap added Layout of map completed Now in volume testing + minor tweaks here and there from here on out Old 1.3.5 will still remain available for download, but that version is archived for good reason.
  9. @yosh56 srsly look at this map when you can
  10. Commanding a weekend PUG is massively different compared to a PUB game
  11. ...you get an SBH and think someone is cheating despite the fact that you're sprinting
  12. Once again I thought this was about my map
  13. So what you're saying is... the terrain would be better suited for a HoverMRLS instead?
  14. 1. Havoc89 - The voice of Sanity 2. MintLemonade - The voice of Reassurance 3. Fffreak9999 - The voice of Security 4. Yosh - The voice of Sense (to me) 5. Owl - The voice of Observation 6. Minji - The voice of ... 7. Testman - The voice of Paranoia 8. Ryts - The voice of Safety 9. Xeon - The voice of Action 10. Husker - There
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