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Madkill40

Phase 5 Beta Testers
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Everything posted by Madkill40

  1. Introduction: Remember in Red Alert where the medic could do a quick jerk-off and heal a unit nearby for a portion of its health? What if the engineers in both factions had an alternative-fire mode to specifically heal units in an area-of-effect for 15% of that unit's health? A 4-second charge with a 30 second cooldown on this alternative heal ability. (If the cooldown is suggested to be reduced then it'll cost engineers their timed C4) Additionally, the Hotwire and Technician have the same alternative ability but instead of 15%, it'd be 25%, however the area-of-effect would be the same size. This AoE heal only applies to infantry. What would this look like visually? Similar to Mobius' charge ability really, just without the sparkling ball of death, allow me to explain: The repair gun gradually shakes from slow to fast over the course of 4 seconds until the normal repair beam shoots out in multiple directions towards those within the AoE. What about the targeting? Do teammates just huddle round the engineer? Hell no! That'd look I Am Legend silly. Instead! I suggest when the player holds down the right mouse button a green circle-shaped line appears before the engineer and it's up to the engineer to target this circle within the 4-second charge. With this medic-AoE heal means the standard (LMB) repair beam would no longer 'repair' infantry, just Vehicles and buildings, this could also mean the (LMB) repair beam could phase through infantry which counters griefers from blocking your ability to repair Vehs/Buildings. Go on then, what will be the maximum amount of goons that can get this jerk-off heal? I'd suggest a circle that could fit four infantry in it. This AoE doesn't seem very practical, does it? 1. Ouch. 2. Shut up. 3. Well if it's possible to borrow and modify the rocket soldier's lock-on codey goodness then during the 4 second charge any 3-4 infantry's upto 1.5 metres in front of the engineer could be dealt this AoE heal. That seems way too technical now, don't you think? Fine! Okay then nancy-drew! Then just have a large green shaped circle which will only heal the 4 most injured infantry's instead. Why are you even suggesting this? It's always looked odd to ghostbuster heal infantry with the primary fire of the repair gun, an AoE heal that could heal 3-4 infantry at a time for 15%/25% of that infantry's health seems more practical. Why just 15%? Isn't that a little low? I've seen how many repair folk we sometimes have at a time and we wouldn't want invincible infantry now would we? Plus, its 15% health and 15% armour too so, go-figure. And what if there are loads of engineers? Let me think, 15, 30, 45, 60, 75, 90, it would take 6 engineers to keep at least 3-4 infantry alive that little bit longer which is still more effective than trying to ghostbuster their zig-zaggy behaviour. That's still pretty effective? Of course it's effective, but at least it's not over-heal like the current system of get shot, run behind a corner, stand still for 10-25 seconds, go back out, repeat. Plus! 30 second recharge. What about that sidearm repair gun? That weak little multi-potate spud-gun? That can stay as it is. Whether or not it still gets to heal infantry after this is up to you. Engineer is now the medic as well? What do you mean by "now"? It already is! May as well make it more effective, official and lets not forget more practical. Oh yeah and at least this coincides with the C&C universe's take on healing infantry. So when are you going to work on this? Hah hah! Good one. But no seriously, I can't actually, I mean... I could but we all know what happens when I try to change settings in games, plus I don't think it's as easy as changing game settings in Rocket League or GTAV so maybe this is a task for someone who actually knows what they're doing and/or what to do. So yeah. Ciao~
  2. A small-game PUG of 24 featuring a fixed map rotation; randomised per week of smaller maps (such as Field, Complex, Canyon & Grassyknoll (possibly Snow?)) would be the only ideal alternative for late-comers who cannot fit into the full 40-player PUG. In other news, I should be available next Saturday for the next PUG and I am looking forward to it.
  3. Gunner's opposite is the LCG Patch's opposite is the SBH For that tier, thems the opposites. Patch's grenade has a long recharge as it is and the delay between Patch's grenade and regular ammunition is however long it takes for the player to tap 'X', it makes no logical sense to add a delay on top of this because the grenade comes out of its own chamber. Patch became a really good anti-SBH with that grenade launcher, it's a very ideal counter for those invisibility bastards. (Which have been a larger problem for a longer time) Just seems to me like you enjoy running in a straight line towards the lower chamber of Patch's firearm.
  4. Either this is a really small map or the pictures are doing the map a disservice. *hint* *hint* *hint*
  5. Old Fashioned. 1 1/2 oz Bourbon & Rye whiskey, 2 dashes Angostura bitters, 1 Sugar cube, Few dashes plain water Served: On the rocks; poured over ice Standard garnish: Orange slice, Cocktail cherry Its harsh but after the first few sips the tastebuds give in and it just goes down so well you can get drunk as fuck in a few glasses. P.S. No male can say they don't like it without sounding like a weak whiney little bitch who can't handle their booze. (Tactful selling point tbh)
  6. Thanks Schmit. Haven't been able to work on it much due to that whole edumacational degree thingy. Progress re:begins in June.
  7. Isn't that just some weird AI Node error? Something about driving in front of the harv can stick/unstick it. I think. Still weird though.
  8. Maps like these are what kept Ren going. (Theory to be proven) Edit: Personally , I think Ruudes wrong about the playset and if anything make them look like holograms.
  9. Just thought I'd leave this here... g6o6ntLseLc
  10. We know they're your sexy assets, nobody is challenging that.
  11. What's up Ruud?, can I please have this Frosty map added to your awesome server? Map name: CNC-Frostbite Download link: https://drive.google.com/file/d/0B5mmyw ... RSZ0k/view Topic link: | viewtopic.php?f=135&t=76130
  12. No, there are at least 2 vehicle paths. And thanks.
  13. Download Frostbite Beta: Here! Here are a few images of the current build: Main B2B Infantry Route: Alt. B2B Infantry Route: Nod-side Field: GDI-side Field: OTT Viewpoint of entire map.
  14. If it was possible to put together a pack of additional assets for mappers to use would these assets have to go into an official update first before they'd be useable? Or could we just include the assets along with the map files?
  15. Quantum-DDOS attack. FTL take-downs worldwide. ...Simulator
  16. TLDR: PUGs are awesome, I am nitpicking. L0ng version Generalisation: Sometimes if I'm not able to take part in one of the focused operations the Commander is organising during a match I almost feel left out, but then I usually wind up with part of the non-talkatives collective and we manage to hold our own until I'm the last one left and even then I'm still holding one side by my entire self (map depending) if and only because the opposing team seems to be fleeing the situation. (Or they're like "Oh shi- madkills there! fck! run!" -Sometimes it's related to the commander squad objective) Those moments are so often they make the PUG enjoyable for me but upon speculation each faction will have the vocal pushers and the non-talkative holders throughout a game. (Barring the one person who is vocal and actively defends the base at all times) I like the all-as-one rushes, they're awesome fun! Folks just need to deliver a short and vocalised situation report (i.e. "2 Meds, 1 APC, Left side!") in either ALL-CAPs in team chat or in teamspeak and for someone to either respond with "Affirmative!" using voice-commands or vocally in teamspeak just to confirm that everyone in a team is paying attention to at least one another. This should happen in every situation by all, not just some of the time. If some Q-spots an enemy and you're there then relay it vocally. The non-talkatives have whatever reason they have for not talking I accept this so long as they're listening, but if in the middle of a game during a PUG every person who actually talks does the black-ops group thing then that team is going to struggle simply because there's nobody else to notify the team before the enemy has reached the base. (Non-talkatives do go with these groups too) In these situations a team is going to struggle with victory because we only know the opposing side reached the base because one person with a voice is in the base defending. The problem here is the team is only informed of enemies reaching the base when they reach the base because the vocal-pushers are together as a group and playing as a unit instead of playing as a whole team in that situation. (These situations last anywhere between 2mins to 10mins) This is easily accidentally done, just pointing it out so it can be scarcely avoided. What's noticeable: if one team gets a bit cliquey by just having the people that talk as a unit then their team is hampered immensely because all communications are centralised around the objective of that unit, which does not help a team as a whole. My deduction from all this and the experiences I've had in PUGs thus far is, if a team can't work as a whole then either people in that team aren't listening (reasons possible), disagree with the leadership, are attached to map routines or all three. These are the symptoms and usually caused by the vocal-pushers on the team, a possible antidote for these situations could be; if you're leading the team and your team loses that round then perhaps as a decent leader elect someone else who vocalised ideas in the next round, that way you can be the one to help relay their ideas across the team, help them out, be supportive, work better as a whole team. If you can't do that then you probably shouldn't be leading anyone ever at all again because if you can't support your teammates your teammates aren't going to take your lead, or at least not all of them and unfortunately we can't cap defectors and rogues. (And by "cap" I literally mean take them to a discrete location and shoot them in the back of the head) An Idea A minimum of 4 people can help with crowd control. i.e. If RenXEyes is commander and is unfavoured by some of his teammates because whatever reason from the past which causes them to ignore to the commander then perhaps those people in the team will pay attention when candidates 1-4 relay these commands, or if one of the four state "I'll stay behind and defend with some others" then some of the others could about-turn back to base and not do the stupid one-man-army bullshit. Additionally, each team will always have someone else who will definitely take lead if the first commander fails to commander good which is at least reassuring to the team for the next round. This could cause fairer teams and teams to work together as a whole, each team to have a minimum of 4 people that can take charge in case one messes up, (or if the Commander goes quiet for too long) knowing who will and can do this in your team is more important than thinking "oh yeah sure I mean that'll probably happen anyway" -When it doesn't, you lose. In-short: Know your mates! If you're like me and support whoever is in command by being a relay when a situation requires it, or if the air is dead, then double-coolios, if anyone thinks there were times when your team has needed this then maybe it'd be a good idea to try it out in whichever team you're fighting for. Just to clarify, I'm not saying each team needs a minimum of 4 people in charge at any time. No. If you're commander, do what you think is best, if you're a commander and don't think you're actually in control of your whole team then try the idea out and let me know if it works. Edit: fckme this is long
  17. Frostbite AlphaA* https://drive.google.com/file/d/0B5mmyw ... sp=sharing Download and test. Fixed link,****
  18. Piccies http://steamcommunity.com/sharedfiles/f ... =639461189 http://steamcommunity.com/sharedfiles/f ... =639462180 http://steamcommunity.com/sharedfiles/f ... =639462917 http://steamcommunity.com/sharedfiles/f ... =639463710
  19. Gallery Soon. In the meantime, how do I download this? http://utmapping.wikidot.com/smc-un-snow
  20. You could always just get one tailor made and at least then you know it won't break on you.
  21. Wouldn't mind Flamers and Chems exploding upon death to be honest, grenadiers would also have to explode upon death as well.
  22. Do nothing, Tomb is fine, continue with other unfinished works.
  23. Like the MRLS rockets going a little bit faster to put them at equal value to an Arty? (Yup, I'm still beating this dying horse)
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