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delta

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Everything posted by delta

  1. Michael McNeil: M16 Mk. II - Standard issue GDI assault rifle, loaded with ionized ammunition to give the commander an edge in firefights Metal spike - Any Nod infantry foolish enough to get within melee range of McNeil can be impaled with this trusty weapon Plasma grenade - McNeil hates to lose. As a last resort, he can activate this device to destroy everything around him within a large radius
  2. It was especially terrible a while ago whenever you had to fight a spy in the barracks. And it didn't help that spies could (due to lag?) stab you at 3-4 arms' distance.
  3. Why don't we put McNeil and Chandra into the game? They're always running around in the Tiberian Sun cutscenes doing the action hero thing
  4. Yeah, mines should be quicker to disarm...you have to stand completely still in order to hit the mine with the repair gun, and it's impossible to do if there's any enemy nearby. Also I'm thinking, how about letting mines disappear after a set amount of time, say 15 minutes? Maybe also give Riot Troopers fewer mines, while decreasing their cost?
  5. I think cyborg's accuracy should be nerfed considerably. Right now it seems like there's no escaping once they've got you targeted, even if it's from a very long distance away. Also the arm cannon's damage is pretty obscene...an elite borg that gets in range of a Tiberium Silo results in a dead silo very quickly...and it seems remarkably effective at one-shotting infantry as well.
  6. Or how about enable the map voting function?
  7. What's with the Soviet Barracks statue thing moving around on roller skates? :unsure:
  8. Aren't there plenty of C&C fans out there? Surely it can't be that hard to get some of them interested in this.
  9. I was on GDI on that Crossroads match, and I think I was also cheering when Nod finally killed the Barracks :
  10. I killed it! That was me! Went out with a MLRS looking to assassinate the Mammoth Tank, and lo and behold, I find it outside of base with no escorts and at about half health. A few missile barrages later, no more Mammoth! Also, Peewee rush...Total Annihilation reference?
  11. How are attack dogs going to be handled? I'm thinking of RA1 where if you had a dog attack a rifle soldier, the rifle soldier shoots the dog, and the dog dies, every time. Is that how it's going to be in AR, or are the dogs here going to be tanky enough to run up to a GI and attack before being killed?
  12. So couldn't the visceroid mechanic be abused by people purposely running into Tiberium fields to spawn these things near enemy base? Also, will base defenses automatically target them? Also are Cyborgs getting another nerf anytime soon? I'm thinking maybe the problem is that they're too accurate at long range. I always find myself getting mowed down at long distances, whereas the other day I ran out of GDI Barracks with an Officer, saw a borg right in front of me, and I actually managed to gun him down at close range. Maybe the recent decrease to Officer's accuracy also has something to do with this.
  13. Who are the developers anyway? Is it the same team that's doing Reborn, War of Assassins and Tiberium?
  14. I actually almost never have my vehicles stolen by teammates. The other day some new guy did take my Tick Tank, but it was like the first time it happened in...months. At first I just thought "uhh..." but then I just decided to go repair something or whatever, and ended up not bothering trying to get my tank back. On other occasions though, if someone leaves an empty vehicle in base, I usually go in and occupy it just so enemy can't steal it. If the owner returns and wants his tank back, I'll give it back...if not, I just drive off with it.
  15. Maybe you could use the old Artillery explosion from APB Beta? The current one does seem to cause framerate drop, obscures your view...and looks kinda ugly to me. If we just need something to replace that tiny explosion from the Artillery shells that we used to have, then the APB Beta one should do just fine.
  16. Yeah, it was on TS_Field2 in the back side of the Nod base. I don't think you were able to interact with the laser fence in any way though.
  17. Kind of a minor issue, but can we get the "I'm taking heavy fire" voices fixed so that they don't say it when you take very minor damage? Just earlier I jumped from the second floor of Construction Yard, took 1 point of damage, and my character started screaming about where the hell the reinforcements were.
  18. Oh wait, so are the patch notes here for the update that we got today? That's a bit confusing.
  19. It doesn't help that the real download link is usually tiny and hard to see, while the fake ones are big, prominent, and increasingly appear more and more like the legit thing. Even if you're careful, you're probably going to make a mistake sooner or later and click on the bad one. Whoever made those sites should be shot.
  20. Haha, I got fooled. But yeah I definitely was thinking "how on earth will they have time to do this on top of all their other projects?"
  21. Was there some reason in particular to have two Red Alert based FPS's being developed in parallel?
  22. I was expecting to see scaling of cliffs in that video, and I was disappointed :confused: I think I helped destroy Hand of Nod early on, then later I was that Jumpjet hanging around Nod Power Plant, though I was mostly just spying on Nod base and shooting up some vehicles. Then eventually, with the base looking pretty empty, I just flew down to WF and started shooting that up, and some teammates showed up to help out and soon the match was over. Also MRV already is immune to EMP mines, but you still have to drive until you're right on top of the mine, then aim very particularly at it in order to disarm it...so you'd probably only be able to knock out 1-2 mines before GDI sees what you're up to and kills you. Whereas if MRV were given an AOE de-mining ability then you can use it to clear those 12+ mines in front of GDI base on TS_Field and allow a friendly attack force to get through.
  23. Grrr...stupid unreliable internet keeps disconnecting and interrupting the download
  24. Oh, got a few more. - For the Nod purchase menu, move Tick Tank, Stealth Tank, and MRV up so that they're in the first four slots and quicker to buy. DT, Sub APC and Attack Bike are less used so they can move down. For GDI, probably move Disruptor up and AAPC down. - Give MRV an AOE mine-clearing attack as secondary...mentioned this in-game, so just a reminder =P - Maybe give EMP mines a limited duration, like say 15 minutes? - (Maybe) give all players a steady stream of 2 credits per second independent of Refinery and Silos so you can still scrape together some money for an Officer or something else if those buildings are destroyed. I think this was how it was in vanilla Renegade.
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