Jump to content

Madkill40

Phase 5 Beta Testers
  • Posts

    2179
  • Joined

  • Last visited

Posts posted by Madkill40

  1. 2 hours ago, crazfulla said:

    Yeah I think there are some good points and bad points... the distorted terrain is a pain to get around in a Titan...

    So what you're saying is... the terrain would be better suited for a HoverMRLS instead? 

  2. 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

  3. 8 hours ago, crazfulla said:

    What on earth happened to this map? Not sure how to feel about the recent changes.

    Changes were made to make the land more versatile and to make more intention from the central entrances, a lack of seeing the map played concerns me slightly however 😅

  4. On 12/1/2019 at 6:33 PM, Luhrian said:

    I have no idea, if that is already known, but there is a rock with missing collisions between the Nod and GDI Tech-Building Silo1893313547_Screenshot(389).thumb.png.00dc2660f55f95d67946b5914f244e1b.png

    Ah bugger, that is going to be really infuriating for anybody nearby should a player exploit this

  5. On 11/22/2019 at 3:45 PM, Agent said:

    Nope, my understanding is that UDK is essentially hard coded to use the default Windows audio output, and doesn't allow any way to select the audio output device. We're essentially writing that functionality ourselves.

    You're making UDK great again

  6. 7 hours ago, Agent said:

    This is easier said than done, but this has actually been getting worked on in the background. The sound bug (or at least, a sound bug) is caused by a bug in the way unreal engine interacts with Windows -- the solution is to essentially override that, and as a consequence it allows us to expose that option in the process. There's no specific ETA for this, however.

    It comes when it comes, so long as it comes eventually then all can be happier. Thanks ^_^

     

    Edit: With that being said, is there a specific .ini file within RenX with a line regarding which audio output device the game uses? If at this point it is possible for the end-user to tweak it then that'd be very handy as a temporary measure. 

  7. On 7/29/2019 at 2:54 AM, Madkill40 said:

    I take this back, I spoke way too soon 

    For some reason on 64-bit my Purchase Terminal has varied lag spikes [much patience required], but when the soundbug strikes the lag spikes disappear - Its really bizarre 

    Why do lag spikes on the PT screen disappear when the soundbug activates? This is still a thing.

    Maybe just put an audio device setting in the settings menu- let the client specify which sound device to use for the games' audio output that way the gane can never be confused because for all we know it could be Windows 10 being a cocky bitch

  8. 16 hours ago, ex_member said:

    Comparing Arty and MRLS is simply wrong, as they cannot be compared like this. These are 2 different units.

    They can and shouod be compared by way of effectiveness, the arty is still more effective in a head-on fight with other vehicles unlike the MRLS which is better as anti-infantry unless it is ignored by other vehicles.

    Slowing the rocket curve hinders its close range ability but I can already see the abrupt U-turn symptom becoming more frequent if its rocket curve is reduced. 

    Ideally and instead of reducing the turn-rate (or as well depending on reduction) if the MRLS hasn't locked-on to a target the rocket shouldn't follow the cursor directly and should, after some travel time, deviate off its intended course in a random direction, if it goes in a random direction towards the floor or a static mesh it has a lifespan of 2-3 seconds before it explodes anyway if no contact is made 

    This should, in-theory, result in more misses unless the Nod team is densely packed together which would result in an expected blazing doom

  9. Whatever allows a rocket to do a sudden U-turn just after a corner may want to be ironed out as that is a debatable oddity, which may actually have a higher chance if the turn-rate is slowed down depending on how a player attempts to curve a rocket. 

    MRLS curve isn't exactly game-breaking and Nod players just need to not think they can out-repair every little thing instead of destroying the cause of attack -

    FOR A FACTION WITH STEALTH BLACK HANDS MAYBE YALL SHOULD TIMED C4 THE MRLS INSTEAD OF DOING F'ALL and in-addition, whine less about GDI having its arty-counterpart equal to the arty itself. 

    And I frikkin' love playing as Nod, its not even particularly to curve that rocket to where you want it to go either and if you see an MRLS curving rockets there's only a small area they can cover consistently. 

    Thanks to rocket curving I can slay enemy repairs with an MRLS just as easily as I already could with an Arty. [

    • Like 2
  10. Tip for tackling MRLS/Arty: Charge them and swerve. 

    MRLS' having a rocket curve advantage is so handy for GDI that it makes the MRLS a useful vehicle again and it only infuriates Nod players who camp behind corners.

    So the Nod Obelisk can be hit by the MRLS on Under/Field, that's not an easy curve to make and IF it isn't possible to get to the MRLS to destroy the bugger then there's clearly more than just an MRLS to worry about at that point in time. 

    The same way an MRLS can curve rockets to kill reps the Arty can arch shells to kill reps too. 

  11. Not sure if its CQC related or something changed in a patchnote but the MRLS rockets are amazing - I like being able to down close encounters with an MRLS like the Arty can and I can still get away with rocket curls, its just that little bit more difficult to get the right angle which is a challenge so - that's all good in my book 

    Still able to kick ass with an MRLS, even if I'm just harassing an area preventing Nod from getting closer - yet somehow getting that +1 VP veh damage :D and the odd kill

  12. On Tomb there is a hawk sound effect which activates by the GDI Guard Tower, taping any directional key triggers the Hawk. 
    Tapping in the correct combination allows you to remix the Hawk sound effect on this map, may want to sort out the Hawk sound effect @TK0104 unless its a game issue

  13. On 8/29/2019 at 4:38 AM, roweboat said:

    Personally I feel the comm center is confusing to find and it add too much of an advantage to the team who has it (yes this is always the case but esp. on a map this size)

    So the advantage goes to those who can hold off their opponents in infantry combat - the radar giving that distinct advantage of knowing where the incoming enemy infantry are? 

    I'd just leave very few corners to hide behind near the Comm C. so there isn't as much a disadvantage for the opposition to take back control but - not my map so imma stfu

    • Like 1
  14. Just set the map up in a Battlefield way, [vehicles ready to take on the ground] it'd be like Planetside but limited :D but everybody spawns via paradrop and its last man standing. Paradrop spawn would be random, but just put players high up and let them fall until they hit space bar?

    FFA or Last man standing, would be neat

    • Like 1
×
×
  • Create New...