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Xuanne

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Everything posted by Xuanne

  1. Yup no servers for me either ):
  2. I think the Construction Yard should allow you to rebuild any building for a hefty price (maybe 5000 creds?), and the building will take some time to fully rebuild (1 min?), during which it is vulnerable to damage. Any damage dealt while rebuilding will be reflected in its health component, to a minimum of 10% health upon completion. Sent from my GT-I9506 using Tapatalk
  3. The map where I'm the most paranoid in. Sent from my GT-I9506 using Tapatalk
  4. Well guess people can't complain if I camp now ^^ Sent from my GT-I9506 using Tapatalk
  5. Sorry, what do you mean by 'don't try same buildings, except Obelisk'? edit: just saw your map CNC-Coastal, looks awesome It means, don't place two power plants, don't place two Hands of Nod, etc. But placing like.... two or three Obelisks is cool. (Technical wise, not the 'omg unbalanced map' wise) Ohh ok nice, thanks Sent from my GT-I9506 using Tapatalk
  6. Maybe also make it such that the team that capped it has to wait 1 min for their faction scientists to "understand" the tech before you can purchase it, then if it is uncapped before 1 min then the timer is reset. And instead of Mammoth MkII (have you seen vids of it in the tiberian sun renegade?) Maybe allow the disruptor to be built instead. Just my 2c Sent from my GT-I9506 using Tapatalk
  7. Is the infantry ramp on the GDI side of the tiberium field supposed to be not climbable? The ramp on the left of the tiberium field (opposite the bunker ramp) which is made of a rock. I couldn't jump up on it even though it is at an incline and looks like a ramp. Sent from my GT-I9506 using Tapatalk
  8. The thing is that on Field, the area behind the barracks and WF are rarely traversed by GDI, since they have no reason to be there other than if Nod has planted a nuke, whereas even if you used Yosh's method of juking the Obelisk and reaching HON, chances are Nod will see you since it's out in the open. Plus if you go the airstrip tunnel route as GDI, you will have to wait for the Obelisk to power down before making another dash, whereas Nod can simply sprint straight from the tunnels to behind barracks. I hope I am not coming across as rude or anything, as it is not my intention. I'm simply trying to point out something that didn't seem to be in the game pre-patch.
  9. I beg to differ. GDI can also run straight to the Obelisk, and run to the HON from the front if you know what angles you're looking for. Also known, and has nothing to do with the changes to the towers themselves. Really? Then what is the point of the defensive structure other than to shoot at vehicles if you can just run straight up to it? I don't recall anybody running from barracks to WF without smoke prior to the recent patch, and others have also expressed surprise at them being able to.
  10. After the recent changes to the defensive structures, Nod infantry can now run straight to the AGT or the WF without having to use smoke at all. I have also seen infantry run straight into the barracks at the start of the game, which I believe wasn't possible before. This makes the map very skewed towards Nod, since GDI cannot do the same to Nod (like running straight to HoN).
  11. Alright, I'll check out those other tutorials when I have the time, thanks
  12. Oh ok, cool. Sorry, what do you mean by 'don't try same buildings, except Obelisk'? edit: just saw your map CNC-Coastal, looks awesome This wasn't covered in Kenz's tutorial though he simply selected the parent material + the material constant thing, made a copy and renamed it as his package and voila. As I said I'm super new to SDK to I have no idea what's going on (landscaping is fun though)
  13. Heya, I'm totally new to the SDK but I had a funny (probably stupid) idea and wanted to see if I could realise it. Right now I only have a few hours in the SDK, and have been watching the first few of Kenz's videos (great vids btw). I'm at the video where he takes some materials from Goldrush and repackages them for his tutorial map. But when I try to do the same, I encounter 2 problems: 1) There is an error loading Goldrush in SDK 2) I cannot save my own package assault.jpg[/attachment] CNC-Assault is envisioned to be an amphibious GDI assault on a Nod stronghold in a small, mountainous island. Thus the map is asymmetrically created, with Nod having the advantage of an Obelisk and two turrets, while GDI only has 3 turrets around its base. However, the placement of silos and the tib field gives GDI an economic advantage. So it will be a race against time for GDI to defeat Nod, or can Nod hold out long enough to overwhelm GDI with a tank rush or SBH rush? The dotted lines in the picture in the middle and the top represent tunnels. Obviously the tunnel leading to the Nod power plant will be of great interest to GDI, and so we can probably expect there to be heavy fighting in the tunnels at all times. The central tunnels also open up to the ridge above the tiberium field, where GDI has a positional advantage to shell the Nod refinery/turrets. The smaller tunnel at the top may allow GDI to sneak into the obelisk and take it out, opening up the Nod base for a frontal vehicular assault. The tiberium field position is slightly biased towards the GDI side, so Nod will need to secure the tib field with vehicles and/or the bunker (which is slightly nearer to the Nod base). On the northern side of the GDI base will be one of those ramp walls, where units can only exit on one side (like in canyon). This means that Nod vehicles can only rush from the tiberium field, but GDI vehicles should beware that once they exit the base from this direction, they cannot go back! However, there is a ramp below the silo nearer to the GDI base that is accessible by infantry. The other silo is situated in a small valley that is shielded from the obelisk. Should GDI attempt to assault the Nod base with vehicles, they face a daunting task either way. If they go via the tiberium field, they face an uphill struggle with a narrow ramp that is flanked by turrets, and the other path is covered by the obelisk. Summary: - asymmetrical map design with different GDI and Nod advantages - GDI has fewer buildings and defences but has economic and positional advantage - Nod has the obelisk and a well fortified position Questions from me: 1) Is this building arrangement possible? To have different buildings per faction? 2) How do I solve that problem in the SDK? My SDK is not put in C:\, but in the same drive that RenX is in. I saved CNC-Assault.udk into the RenX maps folder, not the SDK one. I am using the SDK 32bit DirectX 9 latest version (just downloaded it today lol).
  14. Even flame troopers have strong damage against the MCT, I remember one game on Walls where five of us flame troopers took out WF, Ref and PP in the initial rush which was an instant gg. I agree that a chem rush is difficult to stop on Volcano, since the area between the GDI PP and tiberium field is very open and thus you can't setup an effective chokepoint. Shotguns don't work very well against chem either since both are CQC weapons, and if you commit too many infantry to PP you might lose WF/Ref to a smaller group of engi/flame/chem. But that's just part of Nod's early game and infantry advantage though, which becomes very apparent on no defence maps. I'm not sure how to balance this though, given GDI's supposed late game vehicle advantage. Sent from my GT-I9506 using Tapatalk
  15. Ah well it's just a suggestion I just felt that a guard tower or two would help blunt the initial assault to prevent too much damage Sent from my GT-I9506 using Tapatalk
  16. Hi, just played a few rounds of the new patch, and also had the chance to play all 4 of the new maps. So some feedback here: [MAPS] Tomb: the map is too easy to rush in, in both matches I played, the match was basically over for one side within the first 5 minutes. There should at least be some base defence imo, doesn't have to be AGT/Obi, but at least a guard tower/turret or two. It is also possible to plant a beacon and make it appear partially within the edge of the power plant's outer curve (one of the players has a screenshot of this) which makes it easy to miss for some people. Crash Site: only played one round, was too engrossed exploring the Scrin ship (awesome work on the interior, btw!). But the map was also over very quickly for GDI, though this might be because too many people were exploring. Snow: crazy close quarters fighting is back! Grassy Knoll: didn't get to explore much, stuck in base repairing ): [Vehicles] The mammoth move speed increase is somewhat noticeable, and the 100% regen is nice, makes you immune to small arms fire. Sometimes I have to click twice to fire both cannons on the mammoth tank. I hold the fire button, but only the first shell fires, then I have to reclick to fire the second one. (only happened to me on one of the matches, so not sure if an actual bug or just me being retarded) --- So far this is what feedback I have, it's a great patch with all the new maps, though some might need balancing/tweaking. Excellent work
  17. Could try making a separate Tiberian Sun game mode? But that's probably a bit too ambitious atm.. Sent from my GT-I9506 using Tapatalk
  18. Nice! Sent from my GT-I9506 using Tapatalk
  19. There are a number of player written starter guides, simply direct the new players to them, if they are willing to listen Sent from my GT-I9506 using Tapatalk
  20. Hi, I recently reinstalled the original Renegade from my copy of The First Decade and played through the campaign again just for fun. I noticed that the mammoth tank in the original Renegade differs from the one in RenX in a few ways: 1) the weapons reload much faster You can keep up a steady stream of fire, unlike the mammoth in RenX which is more bursty but leaves you waiting for the next reload 2) you cannot fire both rockets and cannon at once 3) the rocket has a much shorter range compared to RenX but has a wide area of effect Was useful against infantry near the tank My question is, would going back to the old mammoth tank mechanics help improve the current weaknesses of the mammoth tank in RenX? Having a steady stream of fire would help against nimble targets, while having short range but high aoe damage rockets would be useful against infantry, which are currently difficult to deal with for a mammoth tank. The current mammoth tank in RenX doesn't quite seem to be worth the cost imo, which is what prompted me to post this. Thoughts, anyone?
  21. My original idea is that each upgrade upgrades certain characters/vehicles depending on faction, and some upgrades can be bought by both factions. They apply to the player who bought them only, and cost credits from that player. The idea was so that each player could purchase upgrades to further their own playstyle or upgrade their favorite units. Team implementation could potentially be another way to do it, but might be more difficult since it would require more people to actually pool resources and buy it (you know how it is in pub matches )
  22. Thanks, but I don't think tying this to the rank system is good though. Because this would make things worse in the event that teams randomly become stacked at the beginning of a round. I also don't think that a limitation on the number of purchasable upgrades is needed due to their prohibitively high cost. Requiring a timer on the silo is an interesting idea, but maybe put it at 1 or 2 minutes instead of 5 minutes Thanks for your opinion I agree allowing us to buy TS vehicles would be nice... Maybe then my proposed upgrade idea could be simplified to what you suggest for infantry. Good idea. Thanks for your opinion
  23. You are somewhat right about the snowball effect, I suppose. But keep in mind that purchasing an upgrade requires a large amount of cash in hand, which will likely make the player unable to afford being careless with his character/vehicle, making him play more conservatively. The upgrades also only stay in effect as long as the player's team controls the silo. Thanks for your opinion 100 credits to each member sounds interesting, but then there would need to be a cooldown for this cash payout or it could be potentially exploited. I am not a coder so I can't comment on the difficulty of implementing this. Thanks for your opinion
  24. Hi! I had an idea regarding the silo. I know that previously the silo would allow the player to purchase new sidearms if in their possession, but that has been removed. I was playing some CnC 3 today and thought why not include unit upgrades as a purchasable option? These upgrades would be tied to the silo and would only function if the silo is in the possession of a team. These upgrades are purchasable by a player at the purchase terminal and only apply to the characters and vehicles purchased by that player. Once purchased they are active throughout the game but will be disabled if the silo falls out of his/her team's possession. For example: Blue Flames (Nod Upgrade) - 3000 credits - Increases the damage of the Flamethrower and Flame Tank by 50%. The flames now have a blue effect. Charged Particle Beam (Nod Upgrade) - 3000 credits - Increases the damage of the LCG and Raveshaw by 50%. Advanced Stealth Systems (Nod Upgrade) - 3000 credits - Reduces the detection radius for the Stealth Black Hand and Stealth Tank, and they reenter stealth more quickly. Tiberium Vinifera Formula (Nod Upgrade) - 3000 credits - Increases the damage of the Chemical Trooper and Mendoza by 50%. Their projectiles become blue. Demolitions Expert (Both sides) - 4000 credits - Reduces the time taken to deploy a superweapon by 25%, and reduces the Timed C4 countdown timer by 10s. Extended Magazine (Both sides) - 1500 credits - Increases the magazine size of the Marksman, Deadeye/Black Hand Sniper and Havoc/Sakura by 100%. Armor Piercing Ammo (Both sides) - 3500 credits - Increases damage of the Rifleman, Shotgunner, Officer, Buggy/Humvee, APC and both pistols by 50%. Also gives them a slightly higher damage coefficient against armor. Custom Repair Gun (Both sides) - 2500 credits - Increases the repair speed and range of the Engineer and Hotwire/Technician repair guns by 50%. High Explosives (GDI upgrade) - 3000 credits - Increases the damage of the Grenadier, Gunner, and MRLS by 50%. Composite Armor (GDI upgrade) - 3000 credits - Increases the hitpoints of the Medium Tank and the Mammoth Tank by 20%. Frag Ammo (GDI upgrade) - 2500 credits - Increases the damage of McFarland and Patch by 50%. Superconductors (GDI upgrade) - 3500 credits - Increases the damage of Sydney and Mobius by 40%. Just throwing out some random ideas. The values stated above are obviously not final, just meant as kind of a gauge. The reason why the upgrade costs are so high is so that one team cannot rush the silo in the early game and get upgrades up and running. However, this will promote more team fights in and around the silo in the middle and late game. The high costs of the upgrades also makes it unlikely for any player to be able to purchase all of them. This allows players to specialize themselves according to their playstyle. For example, I am usually a defensive/support player, so I would likely go for the Custom Repair Gun upgrade. The Armor Piercing Ammo upgrade will also allow teams that have lost both production structures to still be able to put their money into getting upgrades for most of their basic units. Please let me know what you think, and feel free to chip in more ideas too
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