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MrSeriousOak

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Everything posted by MrSeriousOak

  1. Good point. I can add cover for it You could rotate the WF so the vehicle spawning point is facing the ocean side, or a better way to describe what I have in mind is have the WF's arse face the entrance that is closest to it.
  2. Why did you killed mr. Fantastic? The heretic served GDI. All GDI heretics must die.
  3. I was thinking of suggesting a helipad building to be implemented, but I figured it would be far too much work for something that is very easily fixed by carrying out another solution. Even though the Helipad idea is very good (the one above) it is kind of overkill.
  4. This was a full PUG, but I was in by the time it was full. I have no clue why I was "kicked" from the game (game acted as if it lost connection) and then I checked TS and it said "maxclientreached" and I assumed it was because the TS server had too many people on it and a privileged member with a reserved spot came on.
  5. For some reason I lost connection during the beginning of the Goldrush game (not the very beginning but say around the 10 min mark). I was kicked from TS because of "maxclientreached" and at the same time I lagged out of the game? I was not able to come back so Team FUN was without its light tank driver for half of the PUG
  6. Let me quickly oil my light tank's treads...
  7. That is what I am trying to get here. I want to see flying maps a bit more similar to whiteout, not just orca/apache spam the entire game with the occasional sneaky tech/hottie. Or maybe APC's are like GDI APC's from Tib wars. I forgot that GDI actually had an APC on that game lol.
  8. They do? That would explain a lot.
  9. The Orca and Apache are perfectly balanced, I just want to give more purpose to tanks rather than just have a VTOL battle with some anti-air units supporting their team. Also APC's are air unit's worst nightmare. APC's are basically mobile AA batteries from tib wars
  10. That could work, or we could make air vehicles more of an anti infantry vehicle? Reduce the damage on heavy armor by 25% and replace rockets with auto cannons (I don't know how that would work but it's an idea)?Limiting the number of air vehicles would also be a good idea.
  11. Maps such as Walls and Lakeside barely EVER see meds or light tanks (I rarely see a med popped out, but light tanks I never see). Is there a way to add more purpose to them on flying maps?
  12. We must also remember that Renegade X does not revolve around snipers. Snipers are assassins that kill at long range basically, so if you want to snipe that camping arty/MRLS's hotty/techie then you get a sniper. You don't get a sniper to fight a tank (except for the strange reason arty's/MRLS's are so vulnerable to 1k snipers)
  13. I also think the marksmen is pretty useless even in the beginning of the game
  14. Michael Jackson faked his death on the orders of the United Nations so he could join GDI. Those Noddies won't know what hit em' when they see him moon walk into the Hand of Nod
  15. You're on the right track izzy, soon you will be among the best miners in history
  16. Ah ok, well for raw samples they are pretty danm good!
  17. They are all fine, just the "building infiltrated building infiltrated" one can lose the repeated phrase (imagine the Q spam on that)
  18. I think a good way to look at it, is rather from RTS view point (think of it as you are trying to implement a first person aspect into a game like tib wars or any other C&C game). Because then it would save a lot of time thinking about how you could fit this RTS mode in. Another thought it that when you start a game in RTS mode, your team has say 5-10 minutes to discuss and plan how their base will look, and each player gets 500 credits. But credits are not generated during this "design stage" (another thought is that your team starts with an already deployed con yard). Alright, so your team has discussed how the base will be laid out. Now who will actually place where the buildings are going to be? The person who contributes the final amount of credits? A voted commander could be possible for this. But as somebody said above, each player could get a squad of 5-10 bots that they can command. Victory condition? Destroy the enemy Construction Yard. But they would have to go through the enemy base to get there (possible laser fence post defending con yard for Nod, and firestorm wall for GDI?) Also "Grab an MCV, some friends in an APC and build another independent outpost?" THAT IS WHAT I WOULD DO ALL DAY EVERYDAY *remembers above victory condition that I wrote* oh..umm..well...scrap that victory condition then!
  19. Better question. To be fair, why not let players pick up beacons, disarming a beacon or picking up a dropped beacon gives points, but if you kill an enemy and another enemy comes along they can pick up the beacon instead. At least that way, the investment isn't a one-way loss, as teammates can pick up a dropped beacon just as good as an enemy can. Or, maybe just make the player drop 250 credits? (not off what he had after he bought the beacon)
  20. Can we also get a "Shut up" radio command? Not for the people who Q-spam buildings that need to be defended or repaired, but for people who sometimes sit in the field and just spam a random, useless radio command.
  21. hell, just 2 techs on the MCT is sometimes enough to counter 2 meds and a MRLS. But then again, you got a problem if you hear "Ion cannon beacon deployed, please evacuate target area" while they have an APC with an infantry army guarding it.
  22. I can honestly say that I completely and utterly forgot about the PUG this weekend, and I was happily playing tiberian sun. But reading Quincy's post above tells me that I did not miss a lot, so I guess its fine.
  23. Thanks a lot for clearing this out. Everything is great now. Yeah, it is a sniper. Or , is it a tank ? No, you said, it is a sniper, than it has to be one. I repeat my self, what are you talking about? Since when did tanks get involved in this?
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