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Madkill40

Phase 5 Beta Testers
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Posts posted by Madkill40

  1. In hindsight players at this point should really not allow Engineers to get close enough to them in the first place but anyway, remove sprint from Engineers? That'll hamper them. (Because really, an engineer that can sprint? Super unrealistic hurrhurrhurr)

    In all seriousness, maybe just tweak remote C4 damage so they only take 75% of a T2's maximum health and armour? (T1/Free Infantry will still get killed (so an engineer can still die from their own scrubby ways)

    This hampers building kills as well but not too much, pretty sure most of the time there's 3-4 engineers on average make it inside a building to kill it anyway.

    Additionally 1 Hotty/Techy won't be able to lonewolf a building which is also another good advantage.

    Reducing the damage to remote C4s is a much easier tweak than anything else suggested, right?

    Lets make suicides remove points from the team using suicide bombers.

  2. UPDATE November 12th 2015

    I did some changes. I changed the time of the day. It will be a day map because I think people are going to say that the map is too dark and you can't see shit. And it was too dark btw. And I like it how it looks like now. But I have to add some pointlights to remove all the very dark shadows.\

    Screenshot:

    https://drive.google.com/open?id=0B2ze9 ... VJVdEo5XzQ

    PP needs to be swapped with Barracks.

    The PP then needs to be swapped with Weapons Factory.

    10/10 Job done.

    Why should I change the building locations

    I always thought how they were positioned on the original map was good tactical planning, outside of the base defences view you could strike the PP and the Ref from either side if the base wasn't defended well enough.

    Just made sense.

    By all means have your own incarnation of the map but changing the base layouts could fundamentally break the playability of this map.

    ------EDIT----

    https://drive.google.com/file/d/0B2ze9D ... RmdDQ/view

    https://drive.google.com/file/d/0B2ze9D ... ZvLVU/view

    If the base layouts are as these images display then ignore my previous post.

    Looks like I was looking at the picture completely the wrong way... Somehow...

  3. UPDATE November 12th 2015

    I did some changes. I changed the time of the day. It will be a day map because I think people are going to say that the map is too dark and you can't see shit. And it was too dark btw. And I like it how it looks like now. But I have to add some pointlights to remove all the very dark shadows.\

    Screenshot:

    https://drive.google.com/open?id=0B2ze9 ... VJVdEo5XzQ

    PP needs to be swapped with Barracks.

    The PP then needs to be swapped with Weapons Factory.

    10/10 Job done.

  4. Everybody get ready for the next most played map

    I am curious what the bridge will be like, I guess maybe destroyed and rebuilt with other materials? :cool:

    Maybe do that in a City_Flying-X.

    But not in the normal version, the bridge is pretty crucial. Would be a cool feature though.

    It'd be more of a genuine aesthetic to the map, no change of hazzard.

    I do see what you mean though.

  5. Here's a solution that should satisfy everyone,

    Allow for a construction time period (yes, just like in the RTS) with a marginal 10%-20% price increase for every vehicle. (Server side setting, obviously, another function being 'Off' unless it's undoable for dev-reasons)

    This from the beginning of the game leaves players, at minimum, 15 seconds to wait for their vehicle, meaning more players would go infantry-first at the beginning whilst another team groups up with vehicles.

    On some levels where the harvester takes too damn long to move its ass this would give it a 15 second head-start.

    Airstrikes become more deadly depending on map.

    If you have gone through every vehicle 10 times in one map only then will they be a reflection of 100% price increase as well as how badly one person could be in a vehicle to lose 70-110 vehicles in one game? Hah.

    I see more good than bad stemming here, always bear in mind that there is a way to effectively punish the players without dissatisfying people too much, giving them that gamer attitude we all adrenaline rush into at times. If you think the punishment should be more then a mutator is the way to go, but if you punish the player too much the general enjoyment is at a much higher risk of tipping.

    [i----Edited : Note -----[/i

    Side-note: 1K Infantry could have a waiting time, which could give us all an easier time of balancing mid-tier infantry properly?

  6. STanks would be deadly in a map which supported their craft, as they are right now.

    Although in practice STanks would probably hop against the scenery and hit nothing but the scenery.

    Missile arch for STanks is ridiculous to say their range is bogus, STanks range feels the same as either Mammys/Meds range.

    Shoot straight from fire or more range, one of these is necessary and considering the Meds go relatively faster than a STank at times I think I'd prefer range. (if not both)

    Stealth'n'Dagger is one thing but missiles are more like arrows than daggers and you don't put an Archer within a sword's length.

  7. Sht happens, but this is the bonus of testing maps and whatnot.

    Now fix the obvious leak slowing down the map, those trees/foliage.

    Could the middle of the map be a burnt forest instead of lively trees? (Or mix and match trees with leaves and trees without leaves)

    I like the density of the forest but that foliage is causing fps drop.

  8. Are you installing the zip file only to find that your RenX no longer works?

    Tired of "Not Responding" UDKGame process responses?

    Look no further! The attachment shows the error corrupting the config files, change the name save the game.

    Enjoy your crashfree; now/also on skirmish menu, custom map.

    P.S. Change 'Canyon' to 'BeachHead'

    wellwellwell.png.8f71b4fd3f9d6dca945a37faadc58cc3.png

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