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Everything posted by Madkill40
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@Radeon3 How would you do the unique id though? Cos if two people or more are in the same household and only one can play that may cause a bit of an issue? So that rules out IP-address as 'unique id'.
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I go for a piss and get an AFK-kick message yet somehow other players avoid the auto-kick?
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hardy harr harr.
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Maybe just don't include the part of 'This map is similar to Lakeside'. Because this map is not similar to Lakeside, its more similar to Field but lets just not compare your map to other maps in the description.
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Here's a tester.
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Soneone give me a shortlist, will try a mock'up tomorrow.
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Lazguns just recharge ammunition from next patch. Kthxstfunao /thread
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/thread. Oh yea... P.S. Lazrifle and Lazchaingun should have a recharge ammunition type, rather than endlessly being able to reload. Makes more sense.
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Whenever I point at a person and use a directional or user-specific command something should pop'up on that players screen about it. So if I radio command Ryz who's fat mammoth ass is blocking me by mistake he will be informed, actually indicated on his screen that I sent the radio command to him. Heck, if other commands like 'Move out!' referred to the location nodes as well when called i.e. "Madkill: Move out! [GDI Base Entrance]" Then eventually, in-theory, more players would be aware of who is calling that and where they are, similar to how Q-spotting works when you Q-spot an enemy.
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The only thing I think seemed plausible in this thread was solving the infinite ammo of the lazer weaponry with some kind of overheating mechanism, but overheating is sometimes an absolute wanker if set improperly. Edit: Like for the lazer weapons to work well with an overheating mechanism in my mind would just be "recharging". Shoot 100 rounds of your LCG weapon in one sitting and wait 5-8 seconds (without firing) for it to fully regenerate or get used to burst fire. That Lazrifle of your SBH? Also on a recharge rate of some amount and variable. DPS is the price you pay for infinite ammunition so make your rounds count.
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So I was an SBH and became Elite but after losing so much health (was down to 24hp) when I regenerated health my SBH's stealth did not come back. An SBH without the S...
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Build dem lights. Add them culls. I like your grass.
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I never did like the radio commands only ever stating 'Powerplant' and 'Refinery' out loud, but never Weapons Factory, Barracks, Hand of Nod & Airstrip. Replacing some radio commands with current sayings seems like a good idea as well. So long as the style of the new radio commands mimics the style of C&C then all is fine. In fairness, (not how difficult this is to do) but holding down Alt and menu popping up which allows the player to drag their cursor over a radio command would be far easier to use than Alt + "which frikken number do I want to- Oh yes!" "Move Out!"
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@Axesor If the supply points are too high there will be an overload causing servers to lag due to too many vehicles. 1 for Hum/Bug + APC. 3 for Mammy and Stank. 2 for everything else. @voltex *Dawn of War bitch.
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Adding culling for the trees would help anyway, it's fairly simple and makes a huge difference.
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Even at a supply limit of 12. 3 mammoth tanks Vs 6 Light Tanks, seems reasonable. But 4 Meds Vs 2 Light Tanks and 4 Artys doesn't seem so reasonable bearing in mind the amount of players stuck to infantry only. Even at 21 Vehicle points, 7 meds. Vs 5 LTs and 5 Artys. (+1 Buggy) But then there could be 21 Buggys. Do we limit buggys to 10 maximum allowed? 3 Tiers is enough. 1T-Buggy, Humvee -MRLS / Arty / APC / Light tank: 1 point 2T-Med. Tank / Stealth tank / Flame tank / Apache / Orca: 2 points 3T-Mammy: 3 points ??
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Remember to follow Kenz's tips on culling.
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Double the mammoth vehicle supply cost to 2, slow down the projectile speed of shells (Except LTs), give Flame Tanks a better sprint but disable their attack whilst sprinting, make meds 750c and the Arty/MRLS 500c.
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Optimisation - what do the settings do?
Madkill40 replied to rocknroll237's topic in Technical Support
Probably because others players not removing the visual atmosphere (like fog) are at a disadvantage to you just by not having a completely cleared sight? Considering fog will hinder how much you can see in the distance (obscurity) with fog turned off you can see other players possibly before than can even see you. Good job. -
If you can get a kill without having to use the mouse it is lazy aiming and not counted as a skill, but that is just me. (I have been able to do this numerous times with a Syd/Rav, but I don't make a habit of doing it for 70% of the game. That seems pretty elitist to me, not wanting to listen to a player who may or may not be able to do as well as others in one specific scenario with a class. I can hold my own if I 'a'n'd' correctly. Not going to brag about being able to do it coz hitscan, every character is pretty much the same height and I don't need to use the mouse at the same time, its just lazy aiming combined with timing. My timing is a skill, that is to say I have skill in my timing but me getting the kill isn't skillful just by proxy of good timing because I was barely having to aim and that is the problem. Makes it seem more luck-based. This shouldn't really be possible. Also, based on your words, it seems like any change to the long-rang instakill attack would really be terrible for you to try harder with a sniper rifle instead... As you seem to use the Railgun/PIC exactly how people used the sniper rifles before their nerf? Classy you. A type of scattershot for that close-range kill just means that the long-range beam wouldn't be as effective against infantry as it currently is but a trade-off instead of a full-on nerf seems like a better option for every player. As it stands right now the only way to be safe from Ravs/Syds is to be out of range of their attack, because if you are within range (long, moderate or close) they are always of equal effectiveness at killing you. This is problematic. Trade-off is better than a full-on nerf by the sounds of it. CQC is not fully inherited by any 1k character and I think it would suit the rav/syds at this point very much to have a scattershot attack with their main weapon, or they have a nerf to their main weapon against infantry and their sidearm is a shotgun. Either would do.
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And imo using "skill" as an excuse to not to rework a weapon (i.e. scattershot) to better balance how most ravs/syds are used in combat sounds like elitist bullshit whih deserves no reward. Well done, you timed your shot at the right time and achieved an instakill. Its not skill, its finding an excuse to not change what is imbalanced as shit against most infantry and applying the same changes to the ramjet to the rav/syd seems half-assed.
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Light Tanks are nice cannon fodder, good to distract the enemy from firing at the arty's doing a majority of the damage. That's about it. I like Gliven's suggestion (even if it is a bit of an overhaul)
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Just gives Raveshaw's and Sydney's alternative scattershot and make their primary beam against vehicles do very little damage to infantry, whereas their alternative scattershot does moderate damage to infantry and very little damage to vehicles. Scattershot has a massive reduction in range compared to the beam shot but infantry thinking they can get up-close-and-personal have got another thing coming, this will make Raveshaw's and Sydney's pretty lethal once inside a building but no more lethal than a Doza/Mobius or Sakura/Havoc in the hands of someone who can aim. Scattershot should have a wide spread, the closer you are the more damage you will inflict to a singular target and the further you are the more chance you will do less than full damage to numerous targets grouped too close to one another. Base damage of scattershot can still be 200, but just 10 pellets of 20 all firing at once. (headshot multiplier of x2, just like the shotgunner) Alternatively, Sydney gets the scattershot and Raveshaw could just have a red-coloured spray of some kind with many similar stats to the Scattershot. Since we still want them to be Anti-Tankers but decent against infantry. Two birds. One stone. Want something moderate range against infantry? Switch to your sidearm or be a Doza/Mobius. At least then against infantry we have 1 1k long-range, 1 1k moderate to close range and 1 1k CQC, each an ideal counter to one another in the right environment and all still effective infantry for 1k. Making Sakura/Havoc ideally being the only class in the game which can 1-shot any other infantry class without completely nerfing another class at infantry-combat. Edit: 1k characters base stats are finely balanced, just the Rav/Syd weapon need this final little tuning'up.
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All or nothing flanking. Possible feed. Possible setback to the enemy.