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Madkill40

Phase 5 Beta Testers
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Everything posted by Madkill40

  1. That is very awesome and useful. Reduce the characters to just Logan and Gunner. [And Patch if you want an additional] So lines are other characters become Logan's and Gunner's lines. There are probably a lot of single-player based lines which can be culled so modifying the script to be more accurate to Multiplayer of RenX is at least a little less to do. Remove Havoc's lines, the player you are doesn't need to speak. (Works for Half-Life) This is good amount of research work. Very nicely done.
  2. Don't you go ahead and correct me like some guy who wants to be honest and shtuff. This ain't no place for truths.
  3. I'll be more specific, the Nod Air-Tower. You also make a good point about the GDI Barracks.
  4. Even if it's not the last structure but the first structure in some cases those 6 mines are quite vital to having an effect at least against the two units trying to infiltrate a building and unless that unit with the EMP is an Elite it would be nice if they couldn't remove every mine. Even at late games where there's one building there's usually a few units with EMPs around.
  5. A wooden floor which fires cannons at pirates when they move past.
  6. The Pleasure Hand of Nod. Nice.
  7. As the Under map has had changes since this thread whatever progress was made will likely have to be remade using the latest version of CNC-Under... Although moving the WF into an easier view might just give CNC-Under that Ol'CNC-Field siege feeling, an extra opening does seem like a more viable option but the whole dynamic of Under is and has always been a bottleneck for both infantry and vehicles.
  8. I am having a hard time visualizing what you mean and would like to take a look at your edited version.
  9. I want to check this shizzout.
  10. Did the disarm range and disable range get mixed up? It would be fairer if an EMP grenade had a maximum amount of mines it could affect which changed with veterancy. i.e. Recruit Emp > Max of 2 mines, Veteran > Max of 4 mines, Elite > Max of 6 mines, Heroic > No max [Unlimited] | The disarm range could also be reduced for Recruit, Veteran and Elite. If the buildings' walls could stop EMP blasts then there wouldn't be much of an issue but as it stands so long as an EMP is near the AirTower or the side of the HoN, a majority of mines (if not all mines) are disarmed with just one EMP grenade.
  11. This thread gets a 6 out of 5 hexagons and two rubber chickens out of a cow and I will not go any higher. /RatedFairly
  12. If you click on a server and select it then it will start playing the map's preview video, if that preview video is playing then it is being 'used' which is what the original error was.
  13. Oh man. Dat Lakeside. The last recording of DevNuke.
  14. If your friend went to the 'Technical Issues' section of the forum and looked at the installation aid thread, i.e. At least on option #3 he would have read " Then start the game via the Launcher.exe " But you are right, people will always need a big flashy indicator telling them exactly what to do.
  15. When two out of three nukes go off. This was a satisfying game. The reason why the Refinery beacon wasn't deactivated was because I shoved it up my ass. [ @yosh56 @Gliven ] Nobody paid any attention to Ol'Gliven and his nuke, which succeeded without failure. The last sighting of Yosh before 2 of the three nukes went off, his mission was a failure. Explosion(s). All in all I noticed one thing. The GDI Harvester does not always dock in its bay but always manages to make its payment. BONUS PICTURE How many SBH can you spot in the GDI base?
  16. That AGT should probably be moved a little further away from the Weapons factory, to the side. Weapons factory moved backwards. Increase the curve of the GDI exit/entrance. Although with that being said I have seen Nod winning on Under more than GDI has been winning on Under.
  17. Quite curious to see a Classic-Ren on a server. Vehicles also have a 'sprint', just a reminder.
  18. That's how the lesbian do it. I've seen it. In the gay pr0nz.
  19. Madkill40

    [MAP] CNC-Snow

    I'd make a vehicle route which goes up to the wall from each base, add extra walls so vehicles can't fire at the base from on top and add more stairs to allow infantry onto the top. Essentially creating an S route over the wall, literally just a route which brings vehicles out at the Barracks/Airstrip sides of the map.
  20. My point is that without using a scope there is very little chance of that happening. Therefore handicap.
  21. The difference between causing an exterior fleshwound (without scope) and a precise shot which is more likely to kill or cause severe injury. (with scope) No matter how skilled a sniper, you're still going to have difficulty hitting your target precisely where you need to hit your target without a scope. Weapon spread is shit, so if it is possible a 'no-scope' handicap would be a better alternative. (If linking player zoom to a damage variable is possible) A Ramjet would still instakill free and T1 infantry by headshot without scope, but T2 infantry would take two headshots without scope; T3 infantry 4 headshots without scope. For T2 Snipers, 8 headshots to kill T3 Infantry without scope, T2 infantry 4 headshots without scope, T1 infantry 2 headshots without scope but free infantry; Engi & Grenedier/flame won't survive a headshot, rifleman and shotgunner will only just survive with 10% health. There's your sniper balance right there, if you can't out-strafe a sniper using a scope at close range then you'll have earned that bullet.
  22. Is it possible to just have a scoped shot do a different damage amount than a non-scoped shot? CoD no-scoping isn't very practical if it takes longer than 1.5 seconds to switch into scoped view.
  23. Since the latest patch snipers have no kevlar and die pretty quickly using spray and prey tactics. Maybe some units could have a concussion grenade? Maybe sniper rifles could have a longer rate of fire between shots making snipers even less effective at close range? Or just really inaccurate unless firing through their scope? This makes hunting snipers down easier (provided you encounter them up close) but keeps them just as effective at long range as they are now. Adding repair-class vehicles will only encourage vehicles camping chokepoints more and rendering a defensive sniper tactic almost obsolete.
  24. Idea to make AOW differ from Marathon, what about a strictly attack and defence map variation for AOW? One team holds out for 30 minutes whereas the other team tries to eliminate the other teams' base, add a few core objectives based on current in-game tactics and so on. Less on mappers to balance a map entirely. This would be very different from the standard base vs base gameplay. On an unrelated note: @Henk I have a proposition, would you be interested in letting me modify Snow to create a second vehicular access point? Or perhaps share a design proposal with you for CNC-Snow? Nothing too drastic a change, just a little something to ease congestion of the two chokepoints.
  25. It feels like you're ignoring my initial point that walls snowing is not only poorly lit but also a pointless addition to the rotation now that we're not in winter anymore. Two wrongs make a removal plz.
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