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Showing most liked content on 09/25/2016 in all areas

  1. Liking the idea of using the old Browning. Could tweak its stats so it's better at anti-air (Allies are kind of boned on AA when their barracks is down... Soviets not nearly as much), and give it a very minor amount of "clearing charge" class splash damage for the anti-mine role I mentioned before. And besides, it does have a pretty shoddy rate of fire for a machinegun.
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  2. That happened back in Gamma. The result was Medics that were only used as, essentially, upgraded rifle soldiers. $800 for self healing, team healing, and the same M16 as the base rifle soldier. He was barely used as a Medic. At the time, however, the only alternative was to give him a pistol, which made him essentially useless without other players. The MP5 has given him a happy medium, and he actually feels like he fits as a support unit. And during the MP5's inception, it actually had the same warhead as the M16/AK-47 (no damage penalty vs non-infantry units), and as a result, about the same DPS versus vehicles/buildings as the M16. This was quickly shown to be a bit too good. I've already seen that it has its issues though and next build it's getting its reload time dropped somewhat (2.35 -> 1.85 seconds) which will raise its anti-hardstuff DPS somewhat but not to rifle soldier levels. If there's any unused radar blip IDs (there is sadly a limited supply of these) I will see about giving the Medic a + radar blip (for his team only so it doesn't help the enemy) so that maybe the people he's supporting will know where he is and not stray too far from him, a problem I always run into when trying to heal people. Might do the same for mechanics too since they fulfill a similar role but for vehicles instead and are never going to be mixed in with medics in a building assault.
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  3. This is based on the C&C4 Mammoth tank concept art (not the in game version). As always I made changes were I saw fit (please note that this has not been rigged!). I was primarily interested in the rail Mammoth, so the default Mammoth is probably not as good as it could be. I will probably make small adjustments in the future. 4 Stage GIF Please note that you cannot normally get this close in C&C3
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  4. Sorry for all the posts lately, heard Pushwall is doing a patch, so I wanted to get all my thoughts in. One thing I have noticed with how people use the Chinook is that they almost always fly really close to the ground. This makes sense. While Hinds often fly high to find their targets, chinooks just need to get their passengers safely to their destination. Flying this way provides more stealth, and more importantly in the case of being shot at by the RS the nook can get to ground fast enough that everyone will survive. The only negative is potentially getting ambushed by other vehicles at ground level (i.e phase/ranger/apc) that would not have reached the chinook if it flew high. However this is not the way the chinook is meant to be flown! Can we increase the chinook's descending speed (currently very slow) so pilots are more comfortable flying the nook higher in the sky, knowing if RS starts shooting it can quickly descend and save the passengers?
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  5. Lol, jokes on you. No Mojoman is back where he's belong: grave.
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  6. I think horns should be given to everything.
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  7. RA2 is cartoonish and I choose the Conscript from it.
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  8. No problem WRT the posts. I was considering doing some tweaking to the air units' physics anyway; recently the engine's "edit vehicle" console command got updated to work with VTOLs (for years it's only worked with ground vehicles) making it much easier to test out changes for them since we can now edit their physics while ingame. Had you asked for this like a month ago I'd be lecturing you about what a pain it is Vertical acceleration is entirely separate from horizontal acceleration so I'll see if I can find a fair value here.
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  9. I mean, if nothing else we can always give the APC a different weapon. The thing uses an M2 Browning IRL, and I don't see what's stopping us from ripping it off of the old APC and slapping it on the current one. And if we need to find a way to make it not better than the Ranger, we could make it fire slower than the M60 so that it's not as great vs infantry, but maybe better vs vehicles. Of course, this is only if we can't strike a good balance by toying with the current stats. What you've got planned seems like it could be a good solution.
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  10. Thing is any buff to them that doesn't also affect Rangers devalues Rangers since they have the same weapon. But yeah, the Ranger/APC gun is getting buffed considerably next version, with a magazine size of 100. Its damage to buildings is reduced so the DPS barely changes at all, but it kills everything else 16.67% faster and has to stop for reload breaks less. Maybe APCs could have 400 health but not have the 100 magazine, so they're better at pushing through defenses to get infantry to where they need to be, without making them turn Rangers into simple Tanya chariots again? After all I'd rather see APCs be used as APCs rather than used as Armoured Rangers. Alternatively we could open up the can of worms that is the AUTOCANNON , and give it to the APC so it becomes partway between a light tank/ranger in combat specialty, which also gives it a better shot at clearing mines around buildings since it'd have splash damage? Speaking of Rangers their physics have also been overhauled - they should handle less slippery and not get stuck humping rocks as much.
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  11. That sounds like a good solution. On the subject of the APC, I do feel like they're not used as much as they should be. Perhaps an upgrade in firepower could help?
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  12. Voe stop dead posting and get back to plumbing. You still need to pay back that forklift. ;p I'll be home in less than 30 min to post cvc, so far no hammer fromnthe view of things.
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  13. I don't use the flamethrower on Fissure because I have self-respect.
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