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Kai

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Everything posted by Kai

  1. Disc Throwers have been equalised with the Rocket Soldier, although I agree the nerf was a bit excessive, ditto for the Rocket Soldier as well, damage is fine but the splash is a little small. Both factions should be equalised in that they both have the same (or near) options, it's not really fair for GDI to be shafted since Nod recieved a new unit. (Which does fit) The only right removal was that AA Trooper... I mean, what was that? By the way, the MRV can indeed no longer repair Cyborg Reapers, will this be fixed in the next version?
  2. Hey Kai, Yep i'm from London. My mum is a care worker with the NHS... I have a lot of respect for people that do it. It's a huge shame that you got laid off. Without getting too much into Politics, our fantastic government has decided to spend over 3 Billion GBP on new warships. WARSHIPS.. while we're laying off people from our fragile national health service... PAH. Yeah, money isn't an issue for me in my current job. It pays very well. It's mainly the mental price i pay for having such a huge responsibility on my shoulders. It's scary as fuck to be honest... I have over 12,000 Square foot of warehousing and offices under my jurisdiction and i've only been in the industry for 6 years... Yeah, it's ridiculous that we spent so much money on warships (yet we also cut the amount of troops/personnel to operate said things!) and other silly stuff just so we can look 'big' to Russia or other nations. Our NHS is crumbling because the Nasty Party simply don't give a crap about its own people. Losing loved ones to cuts is ... just sad and unforgivable. I don't live in London but I reckon it's (obviously) the most stable part of the country where wages are just above the minimum but it probably also means more that you are expected to do. Anyway, I understand the mental price you carry. Having such responsibilities take its toll on the mind as I tried to explain, I recommend looking into what help there is available, and if necessary you could ask your employer for lighter duties/time off (you can be paid SSP or some other scheme to cover costs for a while if you need so) this is your right and you cannot be denied that. Once again, I wish you the best of luck.
  3. I no longer work at the moment but I can't say I had those sorts of worries, I was in a stressful job with somebody I worked with but I enjoyed every moment of it because I knew I did some good out of it. I was a care worker in the NHS where I looked after the elderly or sometimes vulnerable youth and I am proud to say I did make a difference. Sadly I was laid off due to cuts and not being able to maintain that professional distance (it's hard to not care about people). Judging by your posts, I am assuming you live in the UK. If your financial worries are to a point where it might not be enough, consider looking into state support. (Don't be ashamed, the system is there for a reason and you have a right to benefit from it) I would also recommend contacting your local Citizens Advice Bureau for any additional support. You can only do so much and everyone should acknowledge and understand that. I sincerly hope everything works out for you and I wish you the best of luck.
  4. I didn't include your maps purely because it was community made which I think the development team have little to no involvement(?) but off the top of my head: TS_Tiber Only problem I see is that Jumpjets are able to hug along Nod's concrete walls, making it very difficult to shoot them down, I actually wonder what this map would be like with air units. Good? Bad? TS_Dam I have seen Nod winning quite often since Banshees (and Harpies) are quite effective here. It's a shame that harvesting is pointless here because half lower section of the map gets little use/action. Perhaps this could be turned into blue tiberium? In fact, this could be a perfect area for lifeforms/mutants. Although I think the lifeforms aren't ready. EDIT: For OmegaCity: I haven't tried that one extensively but I do think it's a rather nice map. (:
  5. That's a rather interesting concept for Shallows, it would be great to see that eventually. The changes for Crossroads also seem promising. I did think about an extra Obelisk at one point but I wondered if it would be too much. Thinking about it now does make some more sense, although I do really like the repositioning for the WF and CY. I can't remember if that has been addressed already as I don't remember it much but from what I last saw was that it was far too small for an extra/multiple Harvesters. Sometimes the AI Harvester gets in the way and you have to wait and/or nudge it slightly, perhaps it could be extended all the way to that one further down from the base?
  6. So, it's (probably) that time again, but I've been meaning to do this for a while but I never got round to doing it because I was too afraid to do so. But new community means new things, so I'll start by offering some opinions on TS:Rs maps. Everyone is free to chime in add their thoughts too. I will not be commenting on infantry only maps as they don't matter too much. In no particular order: TS_Isles: The only real complaint here is that the tiberium field tunnel for Nod is more of a hindrance than it is helpful to the team, GDI is able to effectively camp the tunnel with pretty much everything whereas Nod can barely assist due to the obstructive nature of said tunnel. The tunnel is also a means of attack for GDI, so they will almost always destroy any Harvesters that comes by. This isn't necessarily a bad thing but Harvester whoring is always a problem, especially if it is one-sided. A small complaint would also be the tiberium on top of Nod's Helipad hill where Ghostalkers (and Umagons) can exploit this to their advantage. Mainly because he is able to effectively solo the Obelisk without it hitting him in a rather unfair manner. Unfortunately, the 'stairs' don't help because chances are you will die or fall off them due to no railings. (I have had more deaths from falling due to lack of safety features lag/warping) : TS_Under A fairly balanced map, both sides are subject to Harvester whoring which is to be expected given the nature of the map and its origins. The only minor change I would make is to rotate or move Nod's powerplant slightly so it isn't as vulnerable to sneak attacks. Consider that GDI's is protected by two Vulcans which will either kill or heavily damage you. This can even be reinforced by EMP mines to keep the Cyborgs away. The 'artillery island' I am not sure whether that's supposed to be a feature or not but it seems GDI can respond to that fairly well. TS_Shallows Going to be brutally honest, what happened here? The changes beforehand were evidently a quickfix which hasn't solved much. It's like someone spent 5 minutes placing Lasers all over the Nod base and decided it was "fixed". I'm not saying that they don't help because they do, but it just seems so rushed that the editor forgot to address other problems. The map is simply too big to enjoy, it's very frustrating trying to rush all over the place. The GDI base is also full of holes (mostly the rear) which Nod can exploit greatly. I see this map is disliked by a lot of people and it is usually skipped. I am unable to suggest anything other than it to be removed and perhaps reworked in the future. TS_Snow A great map, no real issues other than that Combat Cycles are able to sneak into the GDI base where the mutants reside. A missing blocker it seems. TS_Crossroads If it wasn't for the Nod Artillery, this would be heavily biased towards GDI. Still, it is a little biased towards them. Amphibious attacks are the most common and successful way to win for GDI and that should remain and be encouraged. However, it is almost impossible to stop them as it currently is because most Nod units are unable to do anything because the AAPC and HMLRS are able to get out of range and the only thing that stands before them is a small island with a single Laser. Some buildings such as the Construction Yard and Refinery are prime targets and even offer direct drop-offs for such attacks, which is almost impossible to replicate on the GDI side. Additionally, the Nod base is far too spread out so Nod has to run around all the time whereas GDI are a little cosy. I feel these changes might make the map a little fairer: An infantry path connecting the Laser island (this'll eliminate an exploit at the same time) A slight rearrangement of the Nod base, so it isn't as vulnerable from all sides, primarily the rearer section which is, funny enough, Nod's heart A Laser between the Nod Construction Yard and Refinery, that way it's in line with GDI's Vulcans by theirs The Obelisk could be moved further forward, it's not helpful in its current position as GDI can easily slip by it Nod Artilleries should be required to come a little closer to the GDI base, although I'm not really sure how this can be worked in without creating odd blockers... OR, as a bit of a radical idea, how about base location swaps? TS_GrandCanyon Another fairly balanced map. Only change required is to make the Nod tiberium field a little bigger so it can be utilised correctly. TS_Field A simple map which needs no real change but I wonder whether GDI really needs the MK2 here. Nod lost their Artillery, should GDI be allowed the MK2 here? Ever since Nod lost their Artillery, GDI usually stomps Nod. On a side note, what happened to Field2? That seemed like an interesting map, has it been permanently removed or will it return? I have omitted a few maps as I don't have an opinion on them or haven't played them enough. This is all I could think off the top of my head but hopefully this is in any way helpful. (:
  7. Back on BHP, I recall voting for vehicle veterancy. Thinking about it, I don't think it's needed as soon as, the MRV is a bit glitchy as it is. Now I voted for Juggernaught so GDI can evenly match Nod in terms of siege. Closest second would be the introduction of extra buildings so that they influence the gameplay more.
  8. There is? Everytime I launch it, it goes it a straight line, there is no arc/curve to it anymore. Unless I'm mis-reading you and doing it wrong... Oh sorry my mistake, I meant the actual deployment animation, where it spreads upon landing, not the actual webbing itself. I know that the visual web has always been a bit wonky, my bad. Unfortunately its this change that makes it kind of worthless, the unit gains a nice ability but in turn suffers from a huge vulnerability. Can the vulnerability be fixed? Having said that... I wonder if MRVs are unable to repair it because if I recall during an earlier version this issue popped up when Umagons were allowed to shoot at them.
  9. Nice to see a new patch but a few notes: -Apparently the Cyborg Commando is broken, it seems it's unable to restore to full health via refill -Nod Rocket Soldier supposedly broken, I have no idea on what's wrong but a few people ingame says so, so I'll leave that for them to elaborate. -Nod Light Infantry rifle position has changed... is this a cosmetic change or does it mean something that I'm unaware of? -Blockers removed in the tunnels on TS_Field, does this mean Wolverines and Reapers are allowed in? I'm going to be honest, the new Cyborg Reaper changes is just... Normally I would wait for a while but I did a few tests ingame and I am certain that the Reaper has effectively, if indirectly, nerfed. The new web whilst I am sure is WIP it barely functions at all. I'll bullet point my case. The web itself doesn't always root an enemy down, half the time it actually disappears Longer range does not benefit it at all because the web will never deploy at such a range You can no longer arc/guide your shot so you pretty much have to get up close, which just isn't possible** additionally terrain is now a problem when launching the web The removed animation from when the web deploys makes it harder to determine whether you have sucessfully rooted an enemy or not Web timer feels shorter(?) not sure on this since it's hard to tell due to the aforementioned reasons It seems the Reaper is subject to a huge bullet vulnerability** **I did a test ingame and the result is quite troublesome. A Riot Trooper was able to take me down to almost half health from medium-long range from just two shots on a small hill. I could not retaliate due to the problematic web. A Jumpjet destroyed me in about 3 or 4 clips, I can't remember the exact values but I'll gladly retest this as soon as I can but I am certain there's a problem. Also, Umagons can now damage Reapers again, luckily the damage is minimal but my point is that it feels like I should be afraid of infantry from now on. I'm not sure why it was changed (at least the web) in the first place? I feel that the old was just perfect as it was.
  10. ^They already outrange them but they deal low-moderate damage due to GDI defences being super armoured. Personally, I'm not bothered about what is changed except for the drunken rockets to be removed because it makes targeting air units (Jumpjets in particular) really difficult. Although then again it's been a while since this change has been in so I'm wondering whether it's an intentional change. A note to consider: If you nerf the rocket soldiers damage towards infantry then it is only fair to equalise it with the disc thrower as that unit too is more or less anti-everything. (As laughable as it sounds, they deal good damage to aircraft if you manage to get a clear shot)
  11. Kai

    W3D vs UDK

    Still am, but I suppose it doesn't really matter. Congratulations on finding the love of your life, it's a nice feeling isn't it? Reminds me of what I posted back on BHP, the small minority asking for the game(s) to be ported onto newer platforms and when they are told no they usually disappear afterwards. I don't think shoving this onto UDK or whatever at this time will draw in crowds, if anything you risk further fracturing in the community without any real gain. I'm not saying it shouldn't be a possibility, I just don't think it should happen at this point in time. Finish what you start and then consider moving platforms. Another thing I noted was the poor communication to the players, no communication results in the players becoming disillusioned to which eventually they'll stop playing at all. That being said, looking forward to seeing what's in store for both TSR and AR. (:
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