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Everything posted by DeviousDave
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Apology accepted, although I may be forced to put this in my sig
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chill man, it was only a joke oh... I just realized, the part where I say only joking got moved up somehow it was meant to go at the bottom as I realize that those ideas are unfeasible and got canned ages ago in another topic thread + way too much work and probably horrid to balance. Can we expect the patch by end of day Thursday? he's already hidden the patch within the last patch and you just don't know it yet... patchception
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Michael Bays next movie
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Then why not make it so the Reaper can enter buildings so that they can chase GS wherever he tries to hide Muhahahahahahaha! (cue lightning and thunder) [only a joke, before anyone get's their panties in a bunch] Or create AI (anti Infantry) reaper web mines for NOD that slow Infantry that step on them. And let the MRV place heavier Electro Reaper web AT mines that entangle vehicles preventing them from moving (but not shooting) Or make them resetting traps instead of mines that self cloak and shoot short range reaper webs that ensnare the target preventing it from doing anything (same as a normal reaper web) The plus side to dispenser version is that it will reset after firing so it can attack again and that it can hit multiple people from a short distance away, downside is that it can be killed by normal gunfire (but not explosions... that would make it too easy to remove) and less of them can be placed.
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This thread should probably be locked before someone says something in the heat of the moment that they/we will all regret. also take it to Pm's guys... I mean come on, is this what we want numero uno topic on the general comments section to devolve to? Paints a great picture of the community to new people. And while I do agree with Wallywoods reaction here considering it is usually considered stealing using others people stuff without consent and will be seen as really dick move by the C&C community, I also can understand where Wolf is coming from as all he wants to do is see an updated version of TSR on a newer engine 'sooner rather than later' which isn't a necessarily a bad thing and if he wants to put time and effort into it then good for him (although they say the road to hell is paved with good intentions) However Wolf I think you went about it rather badly, or should I say you let W3d find out about it in a rather poor way and should have consulted them in private before bringing it up on the forum. From what I have seen of the W3d hub staff I imagine (with a bit of discussion, negotiation and compromise) they would have been totally cool with what you are doing and it would be getting announced in the main news area as a brand new W3d hub backed project rather than an argument in the general discussion area if you had just asked them first, or at least asked before bringing it up on the forums. However assuming they don't want you to use their asset then you should accept their request not do so and move on gracefully otherwise it makes you look bad and will alienate the W3d community (including its playerbase and clans) from your mod. And yeah, I agree with Wallywood here, this is really confrontational and could have been worded better, but hey, heat of the moment responses, we all do it at some point and I'm sure you didn't mean it to come across like it did. Now can we all just Hug and make up before this escalates to true ugliness (I'd say kiss and make up but that might creep some people out) and possibly celebrate the unofficial announcement of a possible UDK based version of TSR.
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You should probably ask W3d staff first, and by ask I mean plead, and by plead i mean offer to buy them all cakes with a cherry on top as well as a dozen boxes of doughnuts because so far it appears you have managed to irk WallyWood and no one irks WallyWood and lives (or at least gets his permission to use TS reborn stuff) and are probably going to upset Generalcamo and the rest of the devs too (never a good move... devs can be really vicious when they want to) So try asking reeeeeeeeeeeeeaaaaaaaaaaaaaaaaaaaaaallllllllllllllllllllllllllllllllllllllllllllyyyyyyyyyyyyyyyyyyyyyyyy nicely before posting any of mod publicly unless you want a cease and desist order. Pretty much sums up my day......
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A public request for feedback on infantry balancing
DeviousDave replied to GeneralCamo's topic in W3D Hub Discussion
It already can, although actually hitting air targets is a whole different matter.... -
I took the liberty of correcting that for you it's pretty cool seeing a to scale version of the barracks, I always assumed that they were to scale ingame and that most of the building was underground out of the way of Ion Storms.
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It would be better to release a playable version on the current engine first, I've seen far too many modders get over ambitious and switch to a new engine halfway through development and then lose interest due to the increased workload and expectations placed on them until they eventually fade away to nothing but a dusty memory in the annals of history. Nothing kills a mod faster than people demanding and pestering the devs to do something they don't want to or placing immense amounts of pressure on them for an update. I'd hate to see it happen again with AR (or TSR)
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Can a team-based shooter have atmosphere?
DeviousDave replied to Squid Empire's topic in Off-Topic Discussion
It's funny this topic came up as this argument is currently being fought over at the moment on the HAWKEN forums between the Arena shooter 'purists 'and the western mech fans. As for whether or not FPS team based shooters can have immersion, that depends on how much effort you want to put in to your game and by the games backstory. My view on it is that a game created atmosphere and immersion when everything in that game works together to pull you into that games world and tricks you into almost believing you are there. Just look at Unreal Tournament, that has pretty good immersion and atmospherics given that its set in a gladiatorial futuristic environment and everything in the maps points to this, from blood stains and bullet holes to advertising boards in the backgrounds and sound effects that make the battlefield seem abandoned by the rest of the world. Or Natural Selection 2, a team based FPS (or FPC [First person claws] if your an alien] that handles immersion and atmospherics really well, especially when an alien chews through a power node and plunges the room into pitch blackness with only flashlights to show you what is happening. Or HAWKEN, which used to be very immersive back in the public beta and early Steam release, back when the game balanced between traditional arena shooter (fast movement speeds, dodging, hitscan weapons, high skill cealing, infinite ammo, fast matches, respawning, focus on movement and positioning) and mech simulator (bloom, high TTK [time to kill], acceleration and momentum, fuel consumption, weapon temperature that resulted in overheating, impact landing and shock absorption) which when combined with great sound effects and a detailed cockpit (with working dials and readouts) really pulled you into Hawkens world. You really felt like you were in a big stompy mech suit, that had weight behind it back in those days... Then the devs at the time started leaning towards full generic FPS arena shooter 101, and removed the awesome cockpit and replaced it with a meh one with 'holographic' readouts (think UT hud) and removed 90% of the mech features (momentum, impact landing, bloom, acceleration, high TTK, lowered fuel consumption [and removed it from dodging], reduced heat buildup when firing) Now IMO the games a hollow reminder of what could have been and has little in the way of immersion, I don't think I'm in a big stompy robot, I think 'hey Ima playing my Unreal Tournament clone BWAAAAAAAAAAAA' (think that bit in the I'm firin ma Lazor voice) So in summary, yep you can have FPS team based shooters with atmosphere... but it's bloody difficult to pull off. -
A public request for feedback on infantry balancing
DeviousDave replied to GeneralCamo's topic in W3D Hub Discussion
Wait what? When have we been able to have 2 Hijackers at the same time? Oh man, my install must be screwy because whenever someone else has a hijacker on the field I can't buy a second one. Right, I'm off to verify my installation of TSR. edit: funnily enough something was actually missing, not sure what though as the game seemed to run fine before hand. -
A public request for feedback on infantry balancing
DeviousDave replied to GeneralCamo's topic in W3D Hub Discussion
I think he was trying to say it should be the other way around, as in you lose the crowbar if you don't hit a vehicle and steal it while keeping the crowbar if your grand theft auto attempt is successful. However with the current hit detection for theft attempts this would make the Hijacker useless. Maybe my memory is getting hazy in my old age but didn't we once have a limit of three Hijackers for Nod at any time rather than one. Well now that the Mk2 is unstealable (which was the main complaint about them if I remember correctly) could the unit limit not be returned to the old setting allowing Nod to stage vehicle stealing raids against GDI. Don't know if this is possible but if having three Hijackers on the field at the same time felt too OP then a cool counter would be giving Wolverines the ability to detect them on radar (possibly as an orange dot) or even highlight them onscreen with a glowing outline that makes them really noticeable to Wolverine pilots allowing them to easy intercept and stop the attack on the bigger more valuable GDI vehicles. And how did we even get to talking about the Hijacker? he isn't even on the change list at the top. P.s Cyborgs are awesome and should be left alone you big Cyborg bullying meanie. P.p.s I like the medic changes... Spy knife, not so much. -
A public request for feedback on infantry balancing
DeviousDave replied to GeneralCamo's topic in W3D Hub Discussion
Not sure if that is a good idea. Certainly interesting, but why would you hijack an EMPed vehicle? So you can go die in it? His crowbar can also only hijack one vehicle, which makes this useless since when you are elite, you probably already hijacked a vehicle. Ahhh, I see I didn't explain it well enough, my bad :saddowns: The charge would only last, let's say 6 seconds and could be used to halt a target vehicle for easier hijacking, by the time you swing the crowbar (and the game decides to register the crowbar hit) the vehicle would almost be ready to move again. give the charge a decent blast radius and it could also be used to help counter AAPC rushes (slap it on the ground or on a gate and detonate when the AAPC passes close by) And yeah, Elite status is probably too much, maybe just add it to the original loadout. -
A public request for feedback on infantry balancing
DeviousDave replied to GeneralCamo's topic in W3D Hub Discussion
You know what would be cool on the infantry only maps, if a couple of AI controlled Wolverines and Reapers spawned and charged each other every so often. Kinda making feel like a bigger battle was going on. And Tiberium lifeforms guarding the tib field in the middle of the map. I had a fun idea for the mutant hijacker although I doubt it would be doable, what if he was given a hook-shot or grappling hook, that allowed him to rapidly pull himself closer to any vehicles he targeted within a certain range. Another fun idea was to give him (at Elite status) a short duration EMP version of Umagons anti vehicle remote sticky charges allowing him to temporarily disable GDI armored units. -
I wonder how much it costs to get Valve to put a banner on the main store page? (like when a big AAA title comes out) Or to get onto the main new releases 'now available' sliding windows? Now that would attract a lot of attention.
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If memory serves me correctly the original concept for Aliens dot dot Colonial Marines was actually a lot more similar to Aliens Isolation than the end product we received (which was put together in a couple of months after GearBox realized what a mess they had created by not arsing themselves to put any effort in and handing it to a third party developer [which was multiplayer focused]) Originally the Aliens would have changed tactics to counter what the players were up to, using vents to bypass sentry turrets and sealed doors, disabling power to rooms the marines had fortified and working as a team to kill the marines (distraction, luring, flanking etc.) They would also have retreated if faced with overwhelming odds and lurked further through the level waiting for the Marines to become more vulnerable (unless the Marines were too close to an important area such as a hive) pretty much like the Lurker in the version we got. Also the Aliens were supposedly going to be a lot more dangerous than the Aliens in the end product, being capable of one hit killing Marine Players if they attacked from behind and others were not there to assist, or even pulling marines into vents or Pipes to instikill them as they walked past (which was why you had the motion tracker and flame thrower to find them and flush them out) There was also a ton of cut content and stuff that was hastily slapped together, most of the later Sulaco levels were rammed together finished sections joined by corridors (such as that stupid bit with the massive glass windowed transit system) It's sad to think what this game could have been if GB hadn't pulled most the dev team to work on Border Lands 2 and handed it over to Time Gate Studos who only had real experience making multiplayer games (such as the excellent Section 8 games) OK rant over
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Question is, do we get one of those cool looking badges under our profile pic? :neckbeard: I don't know how much I could do for advertising this, although I do have a couple of Ideas... and I suppose I could lasso my friends and frog march them onto the TSR servers forward march :sg: :sg: :sg: ---> TSR SERVER Me My friends
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My only real concern about Steam, (aside from it being Steam and the trolls it could bring) is how quickly could W3D staff get more servers online and how much traffic could those servers handle? Take Fractured Space and HAWKEN for an example, both had launch events (re-launch in HAWKENS case) with great publicity recently and in both cases there servers were almost completely overwhelmed by new players Could TSR handle hundreds of players trying to join? It's unlikely we would see the same effect both previously mentioned games had (Fractured had over 15,000 new players on its second day, smashing their target and HAWKEN peaked at about 3000 players at one point [which considering it died, was a pretty good turn out]) however the spike in players could be substantial, especially if you make it onto the front page (no idea how you would do that) Last thing this game needs is bad reviews by the unforgiving Steam community because the game lagged like hell and the servers caught fire.
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Does have some epic plot twists though... And an omniscient Alien (that alternates between supernatural detection and obliviousness to the frail human hiding under it's nose jaw thingy) with a super unreasoning hatred for the main character (that F++ker follows you EVERYWHERE, ignoring other enemies to get at you) even though you have done nothing to it... Must have figured out that your related to the woman who murdered its sister/brother/thing by blowing it out an airlock. Seriously, joking aside, the Alien HATES you in this game.
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Maybe letting people know how stupidly easy it is to modify ingame textures would help as well as letting them know that they can share said textures to the world by uploading them to this website (whenever that section actually gets finished) let's face it, everyone loves showing off what they have made I mean that's one of the reasons I really got into TSR and APB (besides how F++king AWESOME W3D games generally are) Getting onto Steam would probably help too, especially if you got Steam workshop support working (EVERYONE loves Steam workshop) Throw in map making, with a chance to have your map included in the official lineup, Devs who listen to the community and sometimes implement ideas if they are really good as well as feasible and show off/stage some epic battles for trailers and huzzah, more players arrive for the meat grinder fun. Also mention it's free and a very small download size.
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I cast my spell of +10 Thread Resurrection UPDATE: 17/04/201 STEAM is having a free weekend for the endless space series of games: http://store.steampowered.com/sub/54906/ AND!!! http://store.steampowered.com/app/310380/ FRACTURED SPACE a space based MOBA similar to DOTA but with massive Battlestar esc capital ships is free this weekend! But better yet, download it now and after the weekend you get to keep it permanently! exclamation marks ahoy!!!!!!!!
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Yeah, I probably should have added a nostalgia warning to the thread title and advised people to ensure that their roses tinted spectacles are firmly in place before proceeding to read this topic I therefore take no responsibility for injury, loss of sleep, difficulty breathing, eye strain, hallucinations, obsession an/or paranoia invoked from the attempt to find this game from the dusty annals of history (or the attic) or damage to computers from attempting to make it work on a modern operating system (because believe me, you'll end up attempting to eat your keyboard by the time you give up) The only thing that ever irked me about LAPD Future Cop was that the Demo was actually better than the finished game as it had more stuff happening on the level. Here's the demo: Now why couldn't the whole game been like this :confused:
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Can somewhat play the harmonica and make random noises with an ocarina
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A few of you might have played this fairly old gem of a game called LAPD Future Cop which was released by EA back in 1998 on the PS1 and PC (and Mac for those who care about those). The game itself was a top down, third person shooter involving a heavily armed mech that transformed into a hovercraft where in the campaign it was pitted against all kinds of nasties from guys with rocket launchers to weird mutant slug monsters and Dreadnought style Tanks (you even had to kill an observatory that had been turned into a laser cannon) as you attempted to clean up LA from cyborg drug lords, apocalypse cultists, mad scientists, AI gone rouge and kingpins, by yourself or with a friend in jolly Coop. The best part however was the second game mode called Precinct assault where you battled your buddy (or a super creepy AI with an amazing voice) in what can only be described as a MOBA before MOBAs became the big thing. For years that was it, as the game was a relative financial flop due to poor advertising and the sheer numbers of games being released back in those days. Until now... CAPRICORN 7 The spiritual successor to Future Cop LAPD being developed by a one man indie developer, which looks to bring all the old game play elements back and then add some more on top for good measure. https://www.youtube.com/watch?v=6Z5EASTxLxo View the website here: http://capricorn7.com/ Or visit the Indie gogo campaign to help fund it here: http://igg.me/at/capricorn7/x
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Ladies and gentlemen, I present to you, the Internet at it's finest: