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devilslayersbane

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Everything posted by devilslayersbane

  1. Christmas kane is now sepia'd and briefing you about a middle-eastern city. Also, for some stupid reason .tif files aren't allowed.
  2. Screenshot from earlier today. This LB rush ultimately failed, but it was fun anyways.
  3. You're entirely right, however these changes aren't reflected in the TD universe. The M1 Abrams in TD uses a 105mm cannon, and according to the game manual for RA, the medium tank there also sports a 105mm cannon (I'm aware the files say 90mm, however that may have just been to separate them in the filing systems). There's no talk of any TUSK armor being used in TD, or ERA armor for the bradley's. Such technologies would give the TD armies a fairly decisive advantage of the RA armies. However, I doubt there was much of a need for such technologies until the first tiberium war started, simply due to the fact that GDI had the funding of the entire UN. Meanwhile Nod would have only been dealt with in COIN operations until the breakout of the war. In fact, most of the technological development between RA and TD seems to be the Mammoth's self-repair, integrating a more advanced radar in the apache, the orca, and re-inventing the wheel in an overall inferior design (I'm sorry, but I never used the stealth tank in TD). Sure the later developments seen in Renegade would have made a difference, such as giving GDI a service rifle that isn't fundamentally broken. However, it's entirely feasible that a 4 way battle between these factions as their armies stand in their respective games would be up for grabs.
  4. Except for the mechs. Literally all you'd have to do would be to run into them. Also, I'd like to point out that many of the weapons in RA were just "downgraded" variants of TD stuff (most of the time). Nod used the M16A2 and the M2 Bradley, which wouldn't really be able to do much damage to the RA era light tank (which could be a number of things, my bet is the M24). The M2 would have the armor advantage, sure, but the M24 has a 75mm cannon, compared to the Bradley's 25mm autocannon (Tbh, the M2 always felt the wrong choice for Nod, something more like the FV101 would have been a better choice for the role). The Heavy Tank would have been able to stand against GDI's Medium Tank, and the Phase Tank has the firepower advantage over the Ezekiel's Wheel. The M110 artillery was used by both the Allies and Nod. The hind is a flying tank with an arsenal big enough to take down an orca and an apache. Not only that, but the only naval asset we ever see GDI use is the Gunboat and the Carrier, both of which would be easy prey for subs. Now, the M270 MRLS would be able to ruin multiple V2's at a time (8x230mm Rockets vs 1xTactical Ballistic Missile). There's only 40ish years between Red Alert and Tiberian Dawn, and while a lot can change, it's also been 40 years since vietnam, and the US is just now trying to get rid of it's M113's and is finally getting around to replacing the M4 (orginally the CAR15). The M110 howitzer is still in use, and even the M14 see's limited use as a marksman/sniper rifle. Please see the M16, which has been the same basic weapon since it's inception during the vietnam war.
  5. ^ Realistically, a fight between a Soviet Mammoth and a GDI Mammoth might as well be this, since it'd be like putting an old Pershing tank against an M1A2 Abrams Well, that all depends. Yes the Soviet Mammoth's self-repair systems weren't entirely finished upon production, but after GWWII, the only major changes that would have been done by GDI's engineers would be with the FCS, repair systems and engines. In all actuality, the Soviet Mammoth may not be able to win one-on-one, but it'd put up a fair fight. An experienced crew would be able to probably take down the GDI mammoth.
  6. Because they're dishonest and don't give a whole picture. There's literally an entire written series of documents going through the logical fallacies and lack of any reason as to why "over-sexualization" is a bad thing. Not to mention she uses tiny sample sizes most of the time, and many of the games and DLC she lists also have a ton of other alternatives to the one she lists. Then, when people give her honest criticism (yes, I'm aware that there has been actual harassment towards her, but that's been very exaggerated) then she cries misogyny and makes a shit-ton of money off being a victim. No, no it's not.
  7. Granted, however it will never be compatible with file systems that don't run on quantum computing. I wish that I could pass my Army PT test.
  8. So, I'm kinda new to overclocking and I'm afraid to hurt my system, especially since my laptop is currently out of the picture and I don't have the money to replace the parts on my system. So I would like some advice on overclocking my CPU (specs at the end of post). Currently, under a stress test (running at 3.5 Ghz) the CPU temps hover around 49-52 degrees Celsius. This is at about 73-89% CPU usage (according to Speed fan and CPUID). The max Turbo-boosted speed is 3.9 Ghz. My cooler is the thermaltake frio. Any advice is welcome. System specs: Asus Sabertooth X79 Motherboard Intel i-7 3930k Sandy Bridge-E 16 GB DDR3 RAM Crucial Ballistix Sport EVGA GTX 970 SSC 700 Watt Power Supply 1TB Western Digital Caviar Black 1TB Samsung Desktop Class Spinpoint F3 240GB PNY Optima SSD
  9. Granted, but like me your texturing is that of a 3-year-old on heroine and everyone focuses on that instead. I wish my wish couldn't be corrupted.
  10. I ARE DUNECAT. YOU CANNOT CHANGE MY AVATAR BECAUSE I CONTROLS THE SPICE.
  11. Yeah, the compass/radar is actually relatively crappy for any type of directional navigation. This could be mitigated if it spun, but as it stands the "enemy forces to the X" are pretty pointless.
  12. So, besides the HUD information, Everything is pretty much in place for the soviet document. Please feel free to leave comments at any point on both of them.
  13. So, my other suggestion stands. It'd be a disadvantaged rocket soldier that only has the primary launcher and is only available after the barracks is dead. It can also cost more. Sounds like a decent middle ground to me. Or you know, choose the other 2 options (keep it as is and remove them after the barracks is dead) that either increase the killwhoring rate, don't punish a losing team for losing the barracks (although, losing tanya's, mechanics, kovs, and shockies is kinda of big deal, I'd go for a shockie over a rocket soldier any day), and/or punish a team so much that there's no hope of return.
  14. So phase one is *technically over* except for Nodlied needs to do his units, and I need to finish mine. As soon as that's done and as soon as all 3 factions are on the google doc I will post a link to the google doc so that everyone can keep track on there as well.
  15. Looks like other methods work just as well. Also, knowledge of someone being an asshole on a regular basis does not equal justification for being an asshole. That's a naturalistic logical fallacy. For an actual TL;DR verson of Raptor's observations:
  16. Could you do an aircraft request? There's a specific jet that I've always wanted to put in Arma 3, but I'm not good enough at modeling and my texturing skills are extremely lacking as well.
  17. I beat the entire soviet red alert campaign with rifle soldiers. (except for naval battles of course. I still used subs there.
  18. Well, maybe at the time, but Wargame certainly found a way around it. But if we do that, then we'll still need rocket soldiers after the barracks goes down. And you'd see even MORE of the Rocket-soldier spam than we do, because all other infantry would be rendered effectively useless. Suggestion 1: We could, and please don't kill me on this, but we could add an allied grenadier unit. Probably something like a 20mm HEDP grenade launcher or just some F1/M67 based frag grenades. Or even a more specialized M79 style Grenade launcher. But, then we lose more RAlism and some new modeling has to be done. And this would only really be a viable alternative on Land-only maps, as coastal and air defense would go down. Suggestion 2: have a second rocket soldier unit that's available after the barracks goes down for each side, carrying only the primary rocket launcher and a side arm. This would still punish the losing team for losing thier barracks, without completely ruining them. Keep in mind that this would be a secondary rocket soldier class so it be something like this: class al_rocket_soldier { health = x; armor = x; weapons = M72, FIM_43, M951; mesh = c_al_rocket_soldier.w3d; } class al_rocket_soldier_db: al_rocket_soldier //dead barracks { weapons = M72, M951; } //forgive my pseudocode And the _db class would be available only after the barracks was down.
  19. ISDF INFANTRY: Just a little information about the MOS numbers: They actually mean something. First number =0-1 indicates enlisted or commissioned officers (warrant officers do not exist) Second number =0-9 Typical battlefield placement with 9 being front-line and 8 being support. 4 is the exception to this as it applies to Naval department's units only. 0 Would be the ISDF supreme commander Third number =0-9 Minimum rank required for this position. Officer ranks start at 7. Fourth number =0-9 Indicates training level (not tier) 9 being the lowest, 1 being the highest. Medic is 8 because all soldiers of the ISDF are trained in basic first aid and buddy aid, plus the IMK greatly reduced the amount of training required.
  20. Ok, fine. I'll concede on the fact that captains are actually somewhat usefull against vehicles. But at any rate, it should be more of an open test. I still remember how salty I'd get when my entire team would leave me out to dry in gamma.
  21. The problem is that they're two separate weapons, and thus need separate sounds. This was fine in Gamma. But I see no reason why the sound can't just be copy-pasted, given a new filename in the always.dat folder and one used by the hind and the other used by the pillbox. Sure it seems a bit redundant, until you start talking about sound modding.
  22. Well, after reading through this entire thread in one infuriating sitting. I can say this: Back in 2.1, I would sit in an empty server once in awhile until someone joined. I'd get maybe 3-4 people, on a good day, 5-9. But I remember very clearly that as soon as the WF went down. Most people on that team would leave. I ended up leaving the game for awhile because of how disenfranchising that was. Personally, I'm glad that the Rocket Soldier stays. Though I do agree that the Strela and Redeye need a range reduction. On Seamist I can be hit just by leaving base from that hill next to the barracks.
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