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Showing most liked content on 04/12/2016 in all areas
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4 likes
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Given this and your statement about how artillery "just doesn't compare to the V2" that lacked citations for why the artillery was worse when the game stats were showing it being better, sometimes I wonder if you've actually played the game enough to know anything about its balance. What's your real ingame name, cause System Error Message totally doesn't show up on the listings. Rifles' kill:purchase ratio is uncountable since you can spawn as them without purchasing them, and everything else either performs too horribly to care about (such as technicians who, as you might expect, suck against infantry) or has bugged stats (grenadiers) - aside from that Tanya appears to be performing really well, only coming behind Volkov (who happens to be more expensive, fancy that - but may also be getting a bit of a free pass from AP mines, not sure how those track) and Snipers (who are super-specialised into the "kill infantry" role even more than Tanya is, and are better at living and sneak-killing because of their range). Doesn't look particularly "unbalanced" to me - her kill ratio has to say something about her ability to kill things. And I have no problem killing things with Tanya, but as a guy with a lot of experience and knowledge of the game (being the one who's been tweaking it for almost 2 years) I suppose that's not saying much. Expensive units, while they are generally better than cheaper ones, have to not be massively overpowering because hey, guess what, this isn't an RTS where you can just spam oodles of cheaper units, here you are limited by player count. While in RA you would be able to get 60 rifle soldiers for the price of 5 tanyas, here you can only get as many tanyas as you have players (assuming they all have enough money) and the same goes for rifle soldiers. If a tanya is in your building you cannot divide yourself into 12 riflemen and gank her down (let alone infinite riflemen since they're free here). She still has to be somewhat balanced for one-on-one combat.3 likes
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@Ginosaji Well having stats generated on this would be more accurate and more informative than just a thread. While having a thread would be nice, we could gain more from stats. And the existing stats system could probably be easily extended to report join/leave timestamps, as well as play duration for each player, and calculate averages on those numbers. Just a guess. Go ahead and make a thread if you'd like, nothing wrong with that. So... previously you said we only need one server, but here you are apparently playing on a private server. And previously you asked for leaderboards - which are in progress otherwise where would I be getting my stats? - but you also play on a separate and private server, which would have to have separate stats that are meaningless to the developer because they're not reflective of a less "scripted" game where anyone can join, or no stats at all. And you expect me to rebalance the game based on a tiny insular tribe that refuses to mingle with the main player base. Am I the only one seeing how bullshit all this is? As far as this goes, based on past experiences with "private"/3rd party servers, we can't really even answer your questions that have nothing to do with the official server because we have no idea if they're even running the latest or even the same (unmodified) version of the game. Once it leaves our hands, anyone with the proper knowledge can easily change the experience drastically, at which point it ceases to be a "vanilla" experience. We can't fix that, especially since we don't even know where you're playing.2 likes
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@Pushwall Can you do an analysis and let us know when are the servers most filled during the next patch update thread? This way people will know when to join for bigger games.2 likes
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So... previously you said we only need one server, but here you are apparently playing on a private server. And previously you asked for leaderboards - which are in progress otherwise where would I be getting my stats? - but you also play on a separate and private server, which would have to have separate stats that are meaningless to the developer because they're not reflective of a less "scripted" game where anyone can join, or no stats at all. And you expect me to rebalance the game based on a tiny insular tribe that refuses to mingle with the main player base. Am I the only one seeing how bullshit all this is? Yeah that's a thing with the W3D engine. if teams are even, it always places a new joiner on the team that's doing worse because that is most likely the team that needs help to balance it out. If teams are uneven, it always places a new joiner on the smaller team because that is most likely the team that needs help to balance it out. That's how it is with every other game on this engine. While that can be "fixed" with a server that enables manual teaming, that just encourages people to stack teams, which is even worse. I'm guessing that's what your private server does - how else is it magically free of the joining the weaker side "problem"? So I'll be taking your experiences on it with an even smaller grain of salt than I already was. Wow it's almost like splitting the player base means there's less people on each server2 likes
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Hey I know you lurkers are unsatisfied with certain maps judging from the occasional random look at irc. I can't be in every single game on every single map to see what the actual problem with the map is especially since your comments tend to be incredibly unhelpful stuff like "bad map" or "skip". Feel free to post here and elaborate more on what's actually wrong with them!1 like
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As for the first issue, it's probably that you're just getting in late, or getting in after the enemy attacked. As for the second, I've noticed sometimes having multiple people join at once can cause one team to have more players. Although fewer players doesn't necessarily mean a loss. I've played a few games where my side was outgunned, we still managed to win, or at least keep up with the larger team. And I've had games where my side had more players but we were steamrolled by the smaller side. Give the main server another try, it's a lot of fun, even when you have internet that's so bad you get disconnected multiple times.1 like
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Are you just trolling at this point? knowing the time I invested on this mod, your question sounds like an insult. Not trolling at all. Renegade X is composed of my old staff, if they don't make the switch I will just give them all the source material of the mod to make it happen then. Your original declaration sounds pretty caustic itself. It doesn't come from well-informed reasoning, and in fact none of this reasoning is even present in your post. From one guy who spent a lot of time on w3d to another guy who spent a lot of time on w3d, some people want to keep working on games for w3d and that is okay. They have fun doing it and many others have fun playing it. Let them have their fun. Please?1 like
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Hasn't this been discussed like, a billion times? And the answer is always that the amount of work to do it would far outweigh the potential benefits. Besides, these guys KNOW this engine. They know it as intimately as a woman(or man. no judging ). Trying to go from the W3D engine to the Unreal kit is like trying to put a lion in Antarctica. And they actually enjoy using it. It's outdated as hell, sure, but they like it.1 like
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The final part of the Nod repair mission story arc is here! Episode #6! The next episode is going to be ready after a couple of days. In the meantime, I'd love to hear everyone's thoughts on the story arc conclusion and all of the little C&C jokes and hidden references! Hope you liked the cliffhanger episode!1 like
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Episode #5 has just arrived! How will Lucky and Chems get out of this one? Find out below! Next stop - the bridge!1 like
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Episode #3! Get it while it's hot! You can catch new Tiberian Daylight episodes as soon as they're uploaded on Ghost Reactive's Facebook page.1 like