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  1. Can also be fixed by not having limited ammo in the first place. Oh hey look at that it's already implemented. Remind me why this is being considered again? There was no limited ammo mechanics in the RTS outside of copters. Thematically it's appropriate for the same to apply here, except where balance is concerned (C4, etc) - Though not a conclusive argument on its own, it's at least in favor of keeping the unlimited ammo. In other words, when they have absolutely no other choice in the matter. What does that tell us? I like how you completely ignored Retal's post two replies above yours.
    1 like
  2. This can be fixed by adding a support class, just like in Battlefield. It got unlimited bags with ammo.If the team don't have support, then it got bad cooperation. Bad cooperation = Bad team (full of n00bs) = Losers. C&C4 RTS and FPS are different genres. Or you like comparing arcade to simulators too? Team lost their war factory, they're in enemy base, or map doesn't have war factory at all. P.S. I suggest to release never infantry beta, with support ideas.
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  3. What about 15%? That would only add 75 credits to a 500 credit Wolverine. ... So instead, Renegade was criticized for its crappy netcode, poor graphics, and cartoony portrayal of Nod (Bright red Stealth Tanks???). I guess some of them have selective reading. If they want limited ammo that bad I'll just set every units ammo count to 99,999,999,999,999,999,999,999. There now its limited. Lol, every single player dies anyway before they even use one-trillionth of that amount. Even if they don't die once, it's physically impossible to go through that much ammo in a standard 30-minute battle. :emot-v: Hell, even 999 rounds of ammo is almost impossible to go through.
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  4. Yes, Renegade's double-cost effect is kinda ridiculous. That's why I suggested only a 25% price-increase upon Power Plant destruction, along with double production-time and powering down advanced base-defences. This way, the Power Plant has importance, and losing it is a major inconvenience which affects the team in multiple realistic ways, but it's destruction doesn't necessarily mean "game-over", like losing the War Factory allegedly does.
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