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Timeaua

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Posts posted by Timeaua

  1. I pitched the idea in chat of a map that's part infantry only fighting inside the crashed scrin ship. Kind of like a map I saw on Crystal Wars (C&C 3 on w3d engine) where the center between the two bases in inf only and there's vehicle areas on either side. Maybe have some goodies or easter eggs hidden around to encourage exploring the inside.

     

    I always had the fear, that fps would drop drastically when you look from your base towards the scrinship (or kodiak) with interior and at the same time the enemy base behind has to be rendered, too.

    TS_OmegaCity for example is designed in the way, that the distance between the bases is high enough, so if you are in your base, the enemy base wont be rendered to save fps for the detailed city.

    These are things you have to keep in mind, when creating a map. Otherwise the whole effort could be for nothing.

  2. How exactly will the superweapon system work?

     

    The enforcer needs to balance things out. On the one hand it should be anti vehicle and on the other hand anti-cyborg.

    With the ion-blaster I see the possiblity to meet these requirements. It should shoot like the ion cannon from sydney (renegade) but with a 1-2 sec delay until it shoots. So the slower (and taller) cyborgs will be easier to hit (the ion blaster should do some cricitcal damage to them). But the other (faster) infantry classes will be a pain for the enforcer, like it should be. Vehicles shouldnt be a problem to hit with this 1-2 sec delay shot.

    Is it even possible to add weapons with a delayed shot with the w3D engine? And if so, will this have a chance to be the choice for the ion-blaster weapon handling?

     

    Binoculars have no benefit atm. How about it to have the feature to mark enemy units for the team like in battlefield? The units should stay marked for like 10 sec. You can only mark like 3 units with the binocular until you have to refill. Is it even possible to add a gadget which can mark vehicles for the team? And if so, will this have a chance to be the choice for buffing the binoculars?


    Will Nod ever get the sensor relay as well? Nod's particularly vulnerable to their own vehicles if they're stolen, a lot more so than GDI. Just a sort of insurance so half the team doesn't have to patrol around base for a rogue stealth tank because one guy screwed up.

     

    This could be sorted out by adding surface blocking zones in Nods base, too. This is up to the mapper

  3. + bikes movement is very improved. its very fun to use them now!

    + juggernaut has good balance compared to the Nod arty now. Its slower, but has more firepower than the arty, especially against buildings

    + new sounds

    + cool new effects

    + capturable but protected mammoth tank on TS_Snow is a nice feature

    - some sound issues (for example with the shotgun)

    - Silos are still not working on grandcanyon and shallows

    - still elevated component towers on some maps

    - cyborgs need more nerfing. promoted cyborgs should not get additional shield armor. Its too op, if the cyborgs heal in tiberium, as health and shield regenerates at the same time

    - bikes do too much damage to component towers (decrease the projectile extend parameter)

  4. always nice to see some lil changes like the texture of the arms. But since objects arent working which have huge impact on gameplay (silos), this hotfix needs to get to the public as fast as possible. Everything else can be added in a later patch.

  5. were there no internal tests for these demonstrations? Where I want to go with this is, that the whole devteam should show that they stick together and show responsablity for false decisions or gameflaws. Now with your public sarcastic exaggerations (like "Borg time") you offically blame others for their decision (and you are right. the desicion of buffing the cyborgs is wrong). But its also your responsability as inner circle member to not let this change happen.

  6. Huh? All I stated was the requirements for using the pathfind logic, in the event that anyone else is interested in using non-waypathed harvesters/miners in their games/mods/maps. Nothing more.

    my quote was a bit false placed. Im refering to actions of danpaul in the public server after the latest patch launched.

    As you didnt see happy with some of these changes (for example cyborg speed), it is a bad idea to show this by exaggerating this issue in a sarcastic way to the public. Since you are in the team. sort this out internally.

  7. But do require sensibly placed vehicle blockers and pathfind generation

    Maybe you should have put some sensible blockers for your attutude you showed public. Its very irretating for fans to see a inner circle member of the dev exaggerates issues in a sarcastic way to the public.

  8. The huge amount of these nuke-like explosions of the juggernaut cause fps drops. I would replace them with the old arty explosion sprites. Maybe when the vehicle veterancy is implemented it could be used for elite juggernauts.

    But I wouldnt change this explosions for nods artillery, because it has only a single shot. Its on par with the splashdamage of the shell. And now you quickly recognize as GDI, that your building is in danger by arty attack.

  9. Are you going to add Ion Storms? They are quite easy to add now. I can tell you how to add them if you need help.

     

    I thought placing the DavesArrow called "Ion storm 2" in levelEdit will do it. But I guess its not that simple anymore. So what do I have to do?

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