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Showing most liked content on 02/26/2016 in all areas

  1. Help, I'm signing up for a VERTi60 mafia game, why do I do this? Oh wait, it's not Dead Space, it should be fine.
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  2. So for Under I'm thinking of replacing the Power Plant with a Radar Dome if the coil/gap generator go. It's the only sensible replacement other than the Construction Yard, which is too big to feasibly find room for in either of the bases. And given how the small size of the map usually means that in the field you're spotting a lot of enemies through walls with your radar, this might just be another map where getting rid of enemy radar isn't totally useless. Of course there will be no MRJ because there is nowhere on the map that wouldn't be in jamming range of the Soviet dome.
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  3. Need For Speed: Most Wanted is free via EA Origin's "On The House" promotional program. Get it - keep it.
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  4. A definite problem for Allies on Under is when Soviets mine all the field tunnel exits and other openings and then guard the mined entrance of the Allied base with Shock Troopers. The poor guys can't leave their base. Happened today and I felt totally useless.
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  5. Under: I don't the think the issue is the lack of navy. Although I see that allies have one pill box guarding the whole coastline while soviets have two FTs (this is a small but good place to start). I don't think the coil is to blame either. Most of the time I've noticed that the Killing of the PP is a game changer for either side. If the soviets lose theirs Phase Tanks can spam their base. If the allied PP dies the Soviets can see where to aim the kovtillary and Mammoths, or where to sneak in as a flame solder to do some major damage. Keeping the coasts somewhat open for back door attacks is a game changer for sure. Seamist: THREE WORDS Soviet Starting Credits When the match starts allies lay mines, artillery attack Soviet defenses, I've seen seen s successful tank rush to a coil. If the soviets had enough money for an RS or Caps from the get go, the allies wouldn't be able to intimidate the soviets for the first 5-8min of the map. So by the time allies lose those starting Tanks and soviets can finally afford some some bigger tanks, allies get more tanks. Allied RS isn't that big of a problem late game if there were a few V2 launchers or some captains on the ground. Late game seamits is usually buy mammoths and demos. Suggestion remove some trees around the entrances of the Soviet base to allow v2s to hit the allied hill. Guard duty: Not much I can say about this map except Soviet rangers can mountain climb and bypass allied defenses ending up behind the WF, or that early flame soldier rushes through the refinery tunnel work very efficiently. Keep Off The Grass: My guess is that allies are surrounded by cliffs leaving the base to almost a 360 degree attack opportunity for Volkov to artillery the base. (Or that the allied war factory is guard by a single pillbox) not sure. Pacific threat: This One Is Easy. Sam sites have a huge range. As allies if I try to counter a sub with a Long bow I end up being shot down by the Soviet SAMs (they cover the other half of the map). Also submerged vehicles are nearly impossible to kill from the air. Stolen soviet subs are neigh impossible to kill, lol. But seriously thieves on this map are annoying. My other guess would be sneak attacks from flame infantry. Bonsai: Maybe move up the soviet war factory Or swap places with the radar so as to spread out the base (since the allies base is wider). It would reduce the threat and complaint of flares, but also give allies a more legitimate way of winning besides a lucky flare. As in the current Soviet WF placement is out range for many artillery strikes (unlike the allied counterpart and V2s).
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  6. Star Wars and other existing IP's in general are a no-no. The only reason we got C&C projects still going on here, is because EA gave these project a very rare (for EA) go-ahead sign. No... Honestly, if you want my personal attention, go and use the W3D engine for a completely new setting, sort of like ECW is doing. That's not to say a new game cannot be INSPIRED by an existing IP, but it should just not be BASED ON an existing IP. (No matter how much I'd love to see a C&C Mode with Mushroom Kingdom vs. Koopa Troopa Legion, the hilarity of it would be amazing... but the legal issues to follow it, not so much!)
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  7. I have a plan to animate a video for "Blow it Up" from RA2. Maybe I should do that one next...
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  8. I hadn't managed to get the launcher to run under Wine. The games I had no issue with (for the time I've played anyway). Since there is no other way to get the game files than through the launcher, I grabbed the installed files from a Windows installation. After that is was just a matter of running the executable. I should probably try and pick this up again to see how things are now with Wine.
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  9. Some map changes will take some time to do (like turning the CI vehicle spam peninsula into an island) so they might not make it into the next release right away because I don't want to delay it any further. But rest assured that I'll try to do something about them eventually.
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  10. Oh man, the old crew is coming back!
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  11. I think I'd be up for a game... might be time limited due to new job but I'd be active during the morning and late afternoon/evening of EST. We should totally do a Dead Space game again...
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  12. Oh I love it. Time limited to few hours a day though.
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  13. I'd join in. Good old days of frustration and bad RNG
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