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Timeaua

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Everything posted by Timeaua

  1. I like the current strong armor type. But I would decrease healthpoints to 200 or 230 because of this speed buff. And the juggernaut really needs a speed increase. Its even moonwalking due to its slow moving in combination with the walking animation. And the unit is not that powerful (not like the mk2) to justify this slow movement. The huge explosions from the shells arent on par with its non existent splash damage. Why dont give a salve (3 shots) of this unit a bit higher damage values than the arty? The splash damage should be a bit lower than the arty. But the spread of the shells should be high (just like in tiberian sun).
  2. ah ok. thanks! let me know when there is a fix for these silos, which can only be done in leveledit. ;-)
  3. I know that silos are Buildings now, not turrets, or what they were. I want to adjust my maps to the latest version, but I need the silo models, where I can put the silo building aggregates on it. Cant find anything in LevelEdit, so I guess I need the 3ds version of them and place them into my map. And another thing is, that in LevelEdit I only see Silo Building aggregates for Silo 1 and 2 per team. So 3 silos per team isnt possible with this LevelEdit setup?
  4. Im really glad, that missiles (from stanks, reapers bikes and so on) track the component tower turret instead of the chasis. After playing a bit around I have to come to the conclusion, that bikes deal too much damage to component towers. The reason for this is while some hits deal a proper damage like 10%, by hitting the outer hull of the turret, most missiles hit the center of the turrets hitbox, dealing like 30% damage. The component tower is destroyed within 10 seconds, by one bike. You can increase your chances of getting a 30% damage hit by aiming at the bottom of the turretmodel. Its much more difficult to reproduce this with stanks and I couldnt manage to get a 30% damage hit with rocket soldiers and reapers. So I guess that the bikes projectile extend is the problem here.
  5. Silos dont give you extra money (on infantry maps the silos are working) and the component towers on crossroads are elevated like 3 meters above ground
  6. This can happen. The same just happened to colossal order, the dev of Cities: Skylines, too. So dont be too rude to yourselfs.
  7. Nice finally the juggernaut and I like most of the changes. Besides: I would change it, that the spy can get into the vehicle 5 seconds before the owner can get into it. Otherwise this is way too op. Spys will hide behind the corners just waiting for the best vehicle to hijack. Especially these two pillars on the left of the GDI War Factory entrance are good hiding spots. I dont want a race with an unit with 7.5 speed parameter as GDI, after buying a vehicle.
  8. I would leave the splash like it was in the previous version with its huge slpash, but decrease the rate of fire a bit, instead of lowering the splash radius.
  9. Playing RenegadeX with its UDK engine on my AMD HD radeon 6870, 8 GB DRR3 RAM and AMD X4 955 CPU (quadcore with 3,2 Ghz per core) is fine on medium settings. This is hardware from 2011
  10. So where is that patch wallywood speaks of in the first min of the video ;P
  11. haha. nice to see this match from the enemy perspective. I liked how you drove into the ruptortunnel , and im waiting there for you > (7:00)
  12. Yeah Nod needs a proper rushing anti building tank. Just buff the damage to buildings by tick tanks. And GDI componenttowers need proper hitbox, so rockets can hit them properly (the hitbox just needs to get longer. It should start from the ground to the turret.)
  13. How about give the mobile stealth generator the ability to cloak itsself and other units while moving, like the gap generator in APB. But the cloaking range is much decreased, while not deployed.
  14. nice work! The new titan looks awesome and im glad that we get the juggernaut, the briefcase and the toxic granade into the game!
  15. engineer briefcase have a huge impact on buildings now. Please nerf it! And buff the disc thrower a bit again. its useless now
  16. I always put some emphasis on player controlled harvesting, to make it worth, but also challenging. This is why ive introduced these tiberium dropzones, which are mostly at the center of the map, but near a tibfield. So if you want to harvest for your team, your team should dominate the center or an escort force. Another advantage is, that if silos are detroyed, the team is still able to build a harvester, to gain much money. But its much more challenging to secure the harvester, taht has to harvest at the center of the map, than silos, throwing out money automaticly
  17. Ive added a ladder at the Conyard, which leads to the roof of the Conyard. From there you can kill the Jumpjets camping over the wall with rocket soldiers or toxic soldiers
  18. The only issue I see is TS_Dam seems to be more Nod biased well the juggernaut will solve this ;-) and hover mrls rush on nod silos is a quite effective tactic
  19. If someone has some balance issues for TS_Tiber, TS_Dam and TS_OmegaCity just write it down and i will see what i can do.
  20. why dont you just pm the right people for this topic instead of opening a new thread, which will propably lead into a flame fest
  21. look the first scenes of this video for the officer bug: https://www.youtube.com/watch?v=yf7RvS56Z88 the rest of this video are already known bugs or no bugs.
  22. cause everyone would choose it, but it wont help this survey^^
  23. Im curious what is your top priority when it comes to additions for TS:R. Maybe this helps the dev to choose which feature or addition they should concentrate on to bring more players to play this game.
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