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Timeaua

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Posts posted by Timeaua

  1. With the juggernaut being in the game now, you can expect some changes to this map for balance. Currently you can hit the Nod Ref from the tibfield and the Nod WF from the bridge in the city. This will make he juggers a bit overpowered, campared to the possibilites the map provides for arties.

     

    Some other changes, which will be in the next version:

     

    - fixed the hole glitch at the ramps leading from water to the city

    - respawnable civilian vehicles (3 min respawn time)

    - added a pickup at Nods and GDIs outpost

    - fixed the GDI harvester getting stuck into the component tower bug

    - added extra Sam site in front of Nods PP

  2. Cyborgs were op for a while, but it's the fault of its armor settings. I think if you changed it to regular infantry, they would still remain strong with their superb weapons, 300hp and healing in tiberium.

     

    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).

  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. Nice finally the juggernaut and I like most of the changes. Besides:

     

    Spy gets new Pistol, Speed increase, and can steal freshly made units from GDI but now cost 500

     

    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.

  6. I think killwhoring happens because Nod often doesn't have a good way of finishing off a crippled GDI base short of a mass Tick Tank rush. Whereas with GDI it's a simple matter to just get a Titan or Disruptor and then driving over to Nod base to pound it to rubble, Nod vehicles aren't anywhere as efficient at demolishing base structures...and they have much thinner armor to boot, making them vulnerable to being whittled down by Officers and Jumpjets, or bombed to death by Disk Throwers. So, if your team isn't coordinating a mass Tick rush, what's a Nod player to do? Get a Stealth Tank, Buggy, Devil's Tongue, or Reaper, and try to kill enough of those Officers and Disk Throwers until GDI runs out of money. Hence...killwhoring.

    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.)

  7. One thing I have been looking into is how to balance it so Nod will not just be able to hold their line but will be able to push back.

     

    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.

  8. There's no option for it but I'd also vote for making harvesting more interesting... not necessarily changing the mechanics but maybe add some eye candy to look at while your sitting on the Tib field such as animating that digger blade to move up and down (or maybe just have it drop slightly so it looks like it's digging into the ground) and make the harvesting screw rotate (with green fog coming out to represent crushed Tiberium), also it's headlights are turned off.

     

    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

  9. 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?

    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

  10.  

    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.

    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

  11. you need to hotfix the officer weapon bug. When you get promoted to veteran rank while you use the AA launcher, you first lose your machine gun and while you try to change to your lost MG, you lose your AA launcher, too. So you have to hang arround with these over powered binoculars.^^

     

    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.

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