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Showing most liked content on 08/25/2023 in all areas

  1. besides network issues and fps problems on TSDam it was a solid experience. Many good improvements from the previous version. Well done! And yes, bring back the hijacker. And thanks for getting my old map (now TS_Anchorage) ready. Its a fun map and good idea to open up the center by removing parts of the cliffs at each base. Maybe open up the center entrance to the Nod base a bit more. There are too many props (street lights, stone, buildings) infront of this center entrance for the huge GDI vehicles. There is a invisible barrier missing at the canal. You can just walk out of the map there. And the tiberium cave needs some green lighting. Oter than that i like how it turned out. The additions to TS_Dam and TS_Tiber are very good, too. What I dont like are the huge amount of props added in the area outside the battlefield on TS_OmegaCity. Looks too overcrowded with buildings. Regarding gameplay balance issues: - these 100$ extra grenades need a buff. They are not worse the purchase at the moment. - GDI mobile EMP tank needs a huge buff. Let it block Nod vehicles and cyborgs from shooting, too, if hit. Let it disable laser turrets and sams. Maybe increase splash. - give the orca fighter at least 3 rounds with a quite long reload time (like 10 seconds). Firing just 8 missiles and then moving back to ammo station is no fun gameloop. - Nearly every vehicle feels like it gets destroyed to quickly. - some maps provide too much money. Maybe delete silo, if the harvester route is short.
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  2. Great job on this Reborn game night! Starting with the GDI Units: Riot Trooper - I love this unit. It's one of my top picks. A small detail that I'd like to bring up, the alt-fire is using two rounds of ammunition per shot. I'd like to have that use up only one round of ammo per shot. Great unit overall, especially the shield. Medic - Incredibly useful in infantry rushes and holds. I cannot stress enough the importance of having a medic present in a firefight. Disc Thrower - My favorite unit by far. I love the range on the throws and the damage is just right. A long distance headshot that is perfectly calculated is immensely satisfying. Ghost Stalker - Very powerful in the hands of a skilled player, but not invincible. I like him a lot. Wolverine - Excellent rate of fire, but the inaccuracy leads to having odd fights with infantry where squishing them is sometimes more efficient than gunning them down. Still a fun unit to use and absolutely crucial for supporting the Titan. Titan - I like it. Not much else to say about it. It's the Titan. The aiming is a bit finicky with being offset. It has a tendency to get thrown off by terrain. Hover MLRS - Great against aircraft, but not so great against ground vehicles. I find myself getting outmatched by nearly everything except buggies because of how close I need to get to establish a proper lock. It is super effective against structures, however. Definitely not something I'd pick to shoot at ground vehicles with but 100% something I'd pick to blow up buildings or to shoot down aircraft with. EDIT (8/25/2023): I was suffering from a skill issue. I really like the Hover MLRS now. I wasn't using it properly before. I 100% recommend it now. Amphibious APC - Clown car but for GDI infantry. It's great fun. GDI TacOps Sniper Guy whose name I forgot - Excellent for dealing with those pesky Kerubims. I did find my sniper scope disappearing often in a match, but I was still able to score clean headshots. Any GDI unit that I haven't mentioned above is either because I think the unit is fine or because I haven't used it enough to have an opinion on. Now on to the Nod Units: The Killing_You Unit (Kerubim) - Very good, I like it a lot. Definitely wreaks havoc on GDI vehicles. Nod Blackhand Sniper - Much like the GDI TacOps Sniper Guy whose name I forgot, I like this unit a lot. Same issue with the scope texture disappearing. Elite Cadre - Another one of my favorite units. Excellent damage and still effective against vehicles. Attack Cycle - My favorite vehicle. It's so much fun to squish enemy infantry and harass vehicles. Pretty good against aircraft and structures too. I had an epic rush with them on one map that I forgot the name to, but it has the street sign of ' North Edinbruh ' on a bridge. Harpy - My favorite air unit. *BRRRRRRRRRRRT* Any Nod unit that I haven't mentioned above is because I haven't used it enough to have an opinion on. I spent most of my games on GDI. So far, I'm really loving this version of Reborn. Definitely better than 1.6 in my opinion. I'm going to have to play more to get more thoughts on it.
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  3. Hello everyone! Well, we did it! Tiberian Sun: Reborn 2.0 has officially landed in the hands of the public. Our hard work has paid off, and we had an absolute blast during the game night! We saw some of the highest population games in TSR's history, to the point where the poor server had issues keeping up at times! That all being said, we'd like to hear your thoughts. How do you feel about 2.0 as it stands? What are some things you really liked, and what would you like to see changed? Discuss away!
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  4. Overall thoughts on the game: I thought it was really cool, and is such a big improvement on the old version. A lot of the game felt really good to play, had a greater degree of polish, and a lot more interesting dynamics to units that made them more compelling to use. Really impressed, I had a ton of fun yesterday. A few general changes I think could be good: - Vehicles felt kinda weak across the board, barring a couple units you could purchase everything felt a bit on the fragile end, especially some of the units that feel like they should be bigger and harder to kill like a Titan. I think the only unit that was close to how much health it should have was the MKII, but for combat in vehicles it was almost worth your money and a better balance of game points to purchase cheaper units and bum-rush the enemy, or purchase something that preferred to stay out of the action like artillery. Those sorts of play styles felt more rewarded than they did something like pushing the front line with a tank that's meant to take hits. I think a push on units to be more specialized in roles than others could help this matter, especially when the less straight-forward approach to the vehicles really sets this mod apart from APB. Otherwise, we just end up with APB with a new coat of paint. - Vehicle line-ups felt a little restrictive and almost rock-paper-scissor-y. Things like the MK-II helped bring in more asymmetry to the teams, but it was also disappointing that GDI doesn't have any general use units like a normal Mammoth that's slow, big, takes a punch and gives a punch. Meanwhile Nod doesn't feel like they have anything as impressively big as a Mammoth besides the Cyborg Commando, but even then that feels more like a Ghost Stalker, which GDI also has. I think, like, a couple more pieces to each side to flesh out the variety and give some unique encounters would be really good, but no more than like 2 or 3. I understand a desire to remain as faithful to the original game as possible, but as we see with the infantry line-ups there's a necessity to evoke some creative liberties as an RTS doesn't translate to an FPS totally. For instance, units like the MSA, Mobile Stealth Generator, or Harvester may be incredibly useful tools, but they don't offer compelling game play to use in an FPS. - I think maps could use some neutral objectives, like neutral silos to capture or something like that. I know the urban map has mid-field repair zones, though those can't be destroyed (and also they heal at insane rates that aren't interrupted by damage). Or maybe money/unit crates that are announced to drop at specific zones with visible objectives/timers where you want to control that area to get the bonus? There's a wide variety of options-- just give more reasons to explore more of the map and control more areas. Starting with GDI Units that I used or had an impression of: Wolverine felt very cool to use. The moving sounds, gun sounds, everything about its presentation just felt awesome. I do agree with Guard, however, it felt really inconsistent in its performance and its range really short. It couldn't fire far enough to combat aircraft and had to be REALLY close to infantry to get good damage in. I honestly think the only good anti-infantry vehicle options on both teams were the artillery or just straight trying to crush them. Either a range/accuracy boost to the Wolverine would be good, or if you want to keep it as a closer-range unit then more bullets in its spread would help to make its firing cones real death-zones. Hover MLRS besides anti-aircraft I agree, I didn't really see much use in this unit. As Nod it felt really easy to kill and hardly a threat. Amphibious APC I didn't use this unit but I saw the grenade launcher addition and thought that was really cool and a great idea. I really just wanted to say I thought you guys went above and beyond with this unit that I expected to be a little boring as a basic APC. Titan was also really cool in its art department-- really impressed! But yeah, aiming felt a little weird, and the unit felt a little fragile overall, but all the vehicles kinda do. Disruptor felt so good to use! The damage you dealt felt really good. Only complaint is that the firing projectiles disappear when any part of their model impacts terrain or objects, and when you're trying to shoot stuff either close-up or hiding around complex cover it becomes impossible to hit them because the fired projectiles are so big. Juggernaut felt better to use against aircraft like a flak cannon or base buildings than vehicles. Maybe the intention? Enforcer I tried using a little bit, but the tiny projectiles on that gun felt like a worse flamethrower. I dunno, the idea was really cool but it didn't feel very strong at all. And now Nod: Attack Buggy I was impressed how good this unit felt to use! Good gun, good speed, just a solid implementation. Though the moment anti-tank infantry come into play this unit becomes immediately useless. Tick Tank To be honest I never touched this unit. I never felt the need to, I felt like front-line tank units were a bit useless after trying to use the Titan a bit and that it was better to just save the couple hundred extra dollars and get a Stank, Artillery, or Devil's Tongue. Speaking of... Devil's Tongue When I discovered the digging tool dealt damage to units when you collided with them I fucking pogged. Amazing idea, made it feel really cool to use especially with the ambushing aspect. Finally a flame tank unit in a Renegade mod that's used for something other than base-rushing! Stealth Tank felt great. Missile locking had to be pretty close to work, but then I discovered the non-lock right click and thought that was a good edition. Felt like a more fun and tighter-made version of IA's Ezekiel's Wheel. Mobile Artillery Between this and the Devil's Tongue these were the two units I had the most fun with. Getting aircraft mid-air felt so fucking good, the unit felt really strong and effective but not overbearingly so. Great unit, loved to use it. Kerubim made me realize how much more effective infantry can be in this mod than vehicles. Not saying this guy's overpowered, I just feel like vehicle armor is kinda underpowered and the anti-infantry vehicles kinda weak in comparison. The only good counter against these guys was... artillery, because they couldn't just melt you in a second. A couple misc. bug-related things: - Disruptor clips into the ground when not driven, but maybe that was just a big-player-count instability thing. - When a vehicle is deployed over a gate and exited, the gate will close and lift that deployed vehicle into the air. Because it's deployed, it will stay floating in the air even when the gate opens again and now you can't get into it. - Sometimes I couldn't get into a Wolverine at all. I just wasn't able to enter it, or re-enter it, like I just locked the keys inside of it or something. Anyways, big post of feedback but really, honestly, I loved what I saw overall and I absolutely cannot wait to see what's next. Great work!
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  5. Here is a pitch for new updated trailers for the W3DHub Games. I saw the last teasers and trailers on youtube and their are pretty outdated. Now we have the remaster collection on hand, my idea as a video editor was (for GZ and APB) to mix their gameplay with W3DHub Games to show the transition from RTS into FPS 3D. The same would be apply for TSR, AR and BfD. For other games like IA, ECW and CWC we would need other structual trailer concepts. Question is, would the higher staff want updated advertisement for the games or not? Also if i would record gameplay i would need a free roam spectator camera mode. We were in talk about this but it never materialized.
    1 like
  6. Just making sure you can see it
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  7. see you on the battlefield!
    1 like
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