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ganein14

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Everything posted by ganein14

  1. I agree with this. I always confuse what it means. Is it north = forwards or north as the direction?
  2. I'd post some of my own, but I unfortunately lost them when my old hard drive took a permanent shit and had to be replaced.
  3. Is there a way for the scripts to tell the difference between building damage and damage to base defenses? If so, why not just make it so he cant harm buildings, but still damage defenses.
  4. I'd still like to see snipers with snow and desert camo.
  5. You know I've been wondering, does the MRJ have an AoE jamming effect in addition to jamming the radar dome when in range?
  6. I'd say add parachutes only on the condition that they had to be bought before hopping into the chopper. That way its their fault if they die by becoming dirt pizza.
  7. Destroyers/missubs have 160 range and the Redeye/Strela have 170. By staying far enough away to hit parts of the building that rocket soldiers can't stand on, botes can narrow their range disadvantage a bit. Also, the Redeye/Strela do not hurt submerged subs at all, only surfaced ones. But anyway constant rocket spam shouldn't be an issue if it can be stopped by destroying the barracks right? I think the soviets should lose their RPG trooper when they lose their barracks, but keep the grenadier in stead, but leave the allies as is since they don't have a counter part to the grenadier.
  8. Then what would you give the allies if they don't have a their rocket soldier?
  9. Whoa...am I the only one getting Deja vu from playing Supreme Commander?
  10. Back in my day....the V2's missile didn't have an arc and could fly in a straight line. Only problem was you had to turn the damn thing to aim it if you wanted to use it in place of a tank.
  11. While I've yet to see how the patch has affected the game, I've always boiled games down to four factors when I'm guessing who would win in that match: Number of players, skill of players, how they cooperate and luck. If there are low numbers but highly skilled players, it comes down to who can fight more effectively with their faction. If there are high numbers of fresh meat players to the game, it usually comes down to who has the more skilled players or the side that cooperates better. However, if one side is full of fresh meat players go up against a team of pros, the fresh meat players are going to need a shitton of luck and cooperation to win.
  12. Yeah...this has happened in the earlier versions and was annoying as fuck to deal with...Especially if you were one missile away from dealing the fatal blow, only for it to go full retard (no offense to those that are) and an engi zapped it for health at that time.
  13. I'd really love to see Under being the first map to have a war factory, barracks, heli/refill pads, naval yard/sub pen and missile silo. Though I'd be all for the expanded map boundries if it would allow for helicopters and more room for ships/subs to play it.
  14. ^ I honestly think depth charges should be the only things that hurt submerged subs.
  15. You've noticed wrong then. Destroyers and AA launchers do not hurt submerged subs. [Scale_DeepSub] Explosive=0 AntiAircraft=0 If you don't see a blue tint then you're not submerged. There may also be like a split second of lag between the tint and the armour updating, idk. But it's there. Gunboat's deck gun does a minor amount of damage to submerged subs to prevent them from just going "lol nope" and submerging before the last hit and making the gunboat waste a minute or so trying to chase them down with depth charges. The LAW does this for the same reason plus not forcing the player to buy a gunboat (which they may not even be able to do!) for the express purpose of finishing the sub off. But the gunboat's deck gun can't aim down very far anyway; a really submerged sub (as opposed to one just edging the line between submerged and surfaced) can't actually be hit by it. I think it should be changed so that the deck gun does no damage to submerged subs, because on under, or any naval map really, a sub can still be pounded to death by them if they linger in the area for a little bit or get overwhelmed before they even have a chance to act. To encourage the use of the depth charges, why not add a proximity detection to it moments after its launched and make the subs slower when they're underwater? That way it can still damage subs and the botes can over run and destroy them if they dive too deep.
  16. I've gone in there as a Missile sub along with one or two others, but I've never been able to do anything due to the arties/turrets/rocket soldiers/etc. without taking serious damage, or even losing the sub before I could get much done.
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