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Showing most liked content on 03/06/2020 in all areas
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Just going to leave my 2 credits here: I've seen him rack up these kinds of kills with snipers in APB, which come with a significant bullet drop that would cause most triggerbots to miss the head, if not entirely. So he's either hacking with an algorithm that would make our code team blush, or he's just really good. My money's on the latter.3 likes
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Almost anyone knows that stick bombs are best at building demolition. I used alot of red tide/home guard to rush building. Many players done this too... But it seems that this fact making engineer/technician/sapper useless at building infantry rush. Having 5 stick bombs is too OP. It would be good to make set this value to 1-2. And even with this nerf this class still cool at long and short range against infantry.2 likes
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but IA expert-DMB said that red tide/home guard is useless https://w3dhub.com/forum/topic/417336-too-many-useless-units/ throwing sticky bombs from outside building on MCT works only for Refinery and pp and I noticed only "WhereIsMyMedal" doing it. it takes 21 seconds to kill building by this method so I would increase a bit reload between every bomb1 like
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I will only apply punishment to something or someone when and if there is evidence that can be pointed out or consistent reasoning. Trigger boting is a whole entire different spectrum of things that is difficult to catch if not impossible. With this said, I am recommending you @ WnxHeadshot talk with KTFF or Dblaney about this as i've said earlier since they are ultimately in charge of the server itself with ruling authority over moderator decisions. Seeing as Dblaney has responded saying that he believes it is legit as it's possible. Your answer lays there.1 like
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Man I guess everyone who's better at me than video games must be cheating. Try serpentining or stutter stepping. The fact people walk into an ion cannon and get their head blown off, or stand in one spot and get repeatedly fired on the noggin via a carbine isn't evidence of cheating. It's evidence showing you people need to think smart when actually playing the game. 01:23ish, when Exterminator_3 became a bullet sponge but let aaaaaa kill him via closing the distance and forcing Guard55 to force him down or be killed by Exterminator_3. Then after that, where literally everyone tries the Soviet wave tactic of drowning the enemy in bodies and start screaming hacks? If you tried actually closing the distance again, instead of standing in a kill zone and trying to use flamethrowers to kill him, you probably could force him out of cover with a rifleman, go -around- using an aircraft, or literally anything aside from funneling into a killzone. 01:33:28. Red barred? Where? 01:33:33 - 01:34:12 Shhhh, sHa, If you can't see the stream, use the Twitch application at https://www.twitch.tv/downloads 01:34:56 - 01:35:34 If you take a vehicle that's near death into someone you know has an ion cannon or any sort of anti-vehicle/anti-tank thing, that's only your fault. Maybe stop going in the tunnel so much, or buy a full hp vehicle and try that again. 01:36:24 - 01:36:32 Running into an area that's being suppressed constantly by a Dragonfly, running up on fire, and getting shot. 01:37:11 - 01:38:18 Maik, out in the open. Played at .25 speed, the crosshair crosses over Maik's body, goes to the right of his head, then goes back to his head. If this was some magical ESP/triggerbot hack, it wouldn't do that. Hard F for the Ion Cannon to the face though. (in before 'toggling') 01:38:03 - 01:38:18 You can see the shimmer of that cloak for a few frames. Anyone who's an 'old timer' or good enough at the game will pick up on stuff like that. Random spraying because you don't know -where- he is now, then hitting it with a Dragonfly explosion to set him on fire and force him out. Where's the ESP or triggerbot? 01:38:35 Standing in the same spot again, adjust slightly, blast with ion cannon in the skull. Brutal, but not ESP or triggerbot. F again for the brave Maik. 01:38:50 - 01:38:55 Aaaaa actually uses tactics and brainpower to use the magic of flanking. He hits his shot, but he got into the firing range of Guard55's M4. He's a sniper, keep your distance, could've dropped him, got sprayed down. So far the most intelligent counter. 01:39:17 Giggly gets killed by Tesla7man's SBH railgun. 01:39:24 - 01:39:38 Stooooop going close to the power armor suit. Either do what Tesla7man just did or what aaaaaa did. The biggest advantage Guard55 has is you keep getting close and running into him. Only NFHAVOC can pull off such insanity. Ilovepudding gets killed because he zergs in, Maik's shimmer is seen briefly during this, he stands still and gets domed. Stop standing still in firefights, or use cover. You won't die as much. 01:40:03 - 01:40:11 Tesla7man indicates he's still there by firing at NFHAVOC's vehicle, so Guard55 goes in close. You can see the railgun shot nearly destroys all of Guard55's armor, but once again, close to a Sydney Power Suit, you're dead. In short, play smart, not hard. @Threve, should I continue with this dissection or?1 like
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Because the soviets need something to store their coffee in before every battle1 like
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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]1 like
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Just to re-iterate, but the screenshots of the new assets are just demonstrations within our content editor, Mammoth. These are not new levels!1 like