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  1. Progress report time! In our game servers, throughout our Discord and forums, and even in our internal discussions the question has been asked; "Where do we stand on TSR's next release?" First, we want to be sure everyone knows that whatever work we do affects W3D as a whole, not just individual projects. We don’t want to release something that still resembles the old Renegade era when APB Delta has already shown the leaps and bounds the engine can make. The Tiberian Sun Reborn project has been contributed to by multiple sources over the past decade—as a result, the version of the engine it runs on is suboptimal at best compared to APB Delta. The scripts team has been busy re-aligning the engine code. This is fancy talk for "making w3d games play better". Although there has been a lack of news, I am happy to quell any thoughts about development coming to a standstill. Development has continued on the visual front especially, as we have acquired a considerable amount of new assets to place ingame. Raap and ChopBam have provided a number of images to show the new props that you will see in our maps. New Assets It may be hard to see, but there are over 70 new assets between these four images. Additionally, ChopBam had this image to show our staff guys inquiring about progress. In the past nine months, our developers have made over 805 revisions. Audio updates, physics tweaks, and re-rigs of our vehicles. The Tiberian Sun: Reborn you remember will be but a memory! 2.0 will feel, look, and play like never before! As mentioned above, the artist team has been building our asset library. The end goal is to have a large enough library to cover five different biomes—snow, desert, arid, wasteland, and urban. If you want to help in some way but don’t have the skills needed, there are alternatives. A bundle of 20 assets costs an average of 10 Euros. We ask that if you do make a donation to spare your wallet and not go over that amount. If you would like to help on the asset front but don't have the skills or tools for it, there is an alternative. The Reborn team is accepting donations which will be used toward purchasing new assets, thereby speeding up the final release. If you would like to contribute any amount, contact me or TeamWolf for the PayPal details and we'll get you squared away. I unfortunately cannot offer any incentives at this time other than thanking you for your contribution, but know that any amount will be greatly appreciated by the artists on our team. GDI War Factory Interior Redesign In a previous update, Oxanna reported on alterations to the GDI War Factory. Redesigns continue as we scale down the overall size of the War Factory. Long ago when the Mammoth Mk. II was first introduced, it was intended for the unit to be deployed from the War Factory. However, you can clearly see we opted for the Carryall deploying the Mk. II. As we no longer needed the War Factory to accommodate the size of the Mk. II, it has been long overdue for a scale down. The primary reason for this is for gameplay purposes. Our testers have noted that it takes too long to traverse the structure, costing precious moments in defending and attacking. In scaling it down, the GDI War Factory will also take up less space in maps. As you can see, the overall flow of the building is much better compared to the previous War Factory. Our testers have been provided the latest iteration of the War Factory to nail down any problem areas and suggest ideas, so it's not final by any means! ChopBam will see to delivering the best GDI War Factory the Tiberium universe has ever seen! Already, feedback is coming in from within our team for improvements and revisions. OWA has suggested some changes to the MCT and Connector rooms after having a run around the structure. Per OWA's suggestions, if we move the glass frontage forwards we can make the room wholly integrated into the main structure. It's one idea we have to go about making the MCT space a bit more open. The connector room may be able to open out into the larger concourse of the War Factory. Both suggestions would reduce the claustrophobia of the structure and offer better combat gameplay inside. As you can tell, the structure itself is largely a WIP. A video walkthrough may be provided soon, either to be included later in this update or to be seen in the next! Thank you everyone for your continued patience. We can guarantee you will not be disappointed! [blurb]TS:R news update! A look into new assets and the current progress on the new GDI War Factory interior.[/blurb]
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  2. Stealth tanks don't shoot far because an invisible tank with the range of a regular tank is an OP tank. Same reason they're all a lot more fragile than visible tanks. Before the nerf all Nod used was stealth tanks, and stealth tanks are still being used a LOT. They're just not main battle tanks anymore. Basically git gud and play the game with units that have pros and cons instead of just being invisible Mammoth tanks with perfect across the map tracking.
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  3. It just comes down to faction balance. What does GDI have? Big heavy tanks with powerful guns and lots of health, and a super durable and powerful repair tank. So what does Nod want to deal with it? Damage. Anything else is inferior. You can't out tank GDI because that's their shtick, their strongest suit. What a GDI team wants more than anything is for Nod to try to just have a regular tank battle, because even with the T-62 being overstatted (and incorrectly modeled) it's still not a pound for pound equal to a Mammoth or Titan, especially not in a big 6v6 tank battle. Even if the Nod team has more DPS, the GDI team has more HP, and more repairs. That's why Nod relies so heavily on stealth tanks or ambushers, and what do those tanks do that other tanks don't (aside from being fast and/or invisible)? They do SIGNIFICANTLY more damage than other units in their tier. Same with Nod artillery. They need things that do a lot of damage AND can take a hit OR can simply avoid being hit in the first place, because they either have to kill the GDI repair tanks to stop the rush, or out DPS the repairs. The Microwave tank has none of these qualities. It neither outputs damage, nor can it maneuver and get behind the enemy line (more than any other tank), and it's not overstatted to at least attempt to fight a GDI deathball head on. It's the same issue with the Black Hand Laser Tank, in a way, except the BHLT can actually do damage. A lot of damage, a lot more than other tanks in its tier. But it doesn't have any significant health pool, it doesn't have insane speed or maneuverability, and it's not invisible. So it's useless at dealing with a GDI deathball. Its best qualities are shooting poor defenseless buildings. Without a proper redesign and rebalance of how basically all tanks work, separating light medium and heavy into very clear categories, you're not going to see units like the Microwave Tank or the Black Hand Light Tank, laser or no. They are not different enough, fulfill no role required of them. The Microwave is a fun unit. It's not a good unit.
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  5. "Your goal is so secret, even Kane knows nothing of it yet."
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