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MPRA2

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Posts posted by MPRA2

  1. personally, I loved Hostile Waters all the way back in... Beta was it? or Cold Fusion? it was one of the releases before naval combat was completely removed.... I agree that the "current" release of Hostile Waters had some flaws (mainly the early LST rushes and air superiority issues), despite it being a very well crafted and beautifully immersive map. As someone who enjoys naval combat in APB, I'm really curious as to how well the map will turn out.

  2. Log into that good ol' Uplay and get some good old fashioned Commie killing "World in Conflict", AND its expansion (play as the dirty commies) for free until December 11th.

    Assassins Creed: Black Flag becomes available for free on the 12th I believe.

  3. From the trailer, it seems like its going to be like AoE III in the colonial era, since you saw slides of the Brits and Americans fighting each other in revolutionary war attire, and I'm sure there will be Indian/Native Campaigns as well. Or they might actually go from AoE II - possibly the WWI period (I dunno, just thoughts.)

    As for the Steam edition of AoE II HD, I'm sure they'll still make DLC for the game.

    The only plausible reason to them having to launch it on Windows 10, is because of Direct X 12, just like Halo Wars 2..... Apparently the new DX12 cant run on Windows 7 and 8....

  4. So, I just found out today that everyone's favorite Wololo simulator is finally getting it's fourth installment into the franchise.

    The boys over at Relic (The team behind the Company of Heroes franchise) Will be steamrolling through development just for Windows 10 and Xbox one, and of course, I have to add this to the ever growing list of games that I'll never be able to play because I refuse, and do not have the ability to upgrade to Windurs 10.

  5. if you want more of a "Classic" C&C like Tiberium Dawn, uhhh theres a mod called "Tiberian Dawn" and "Tiberian History"

    Kane's Waffles also has a pretty decent mini-mod called "One Vision". Unfortunately other than TE and TF....... There isn't a whole lot of quality mods for Tibwars. I'm really looking forward to Tibsun Redux and Tibsun Rising though.

    I COULD however recommend Contra and Rise of the Reds for Generals + Zero Hour, along with "The Red Alert" for Red Alert 3.

    if you have Oranges (Origin)

    for C&C 3 make a MODS folder in your "C:\Users\Username\Documents\Command and Conquer 3 Tiberium Wars" folder, and extract the core mod folder (E.G. For the Forgotten mod, my path would be "C:\Users\ra29985\Documents\Command and Conquer 3 Tiberium Wars\Mods\Mutant".

    you should get the fixed launchers from Bibber's website in order to use the Game Browser that came with C&C 3. However for the Wrath of Kane (without waffles), you'll need to download a launcher named "WrathEd Mod Launcher", and put that in the "C:\Users\Username\Documents\Command and Conquer 3 Kanes Wrath" folder, and there ya' go, you can now play mods using EA's shitty system.

    for the Generals series, just back up your unmodded folder 3 times (you need a folder for each mod you install + your vanilla folder)

    get the bibber launchers, and install the mods into each one of the COPIES of the vanilla folders. I keep all my mods in a folder, and rename each folder to the corresponding mod, until I have to swap up the mods. so for example, I'd keep shockwave as "C:\Program Files (x86)\Generals Mods\Command and Conquer Shockwave", as well as "C:\Program Files (x86)\Generals Mods\Command and Conquer Contra".

    DO NOT modify your vanilla folder (unless you want to have to install the game from scratch again), so I'd leave that folder as "C:\Program Files (x86)\Generals Mods\Command and Conquer Generals Zero Hour". whenever you want to switch mods, just move the folders around from the Origin folder, to the mod folder you made wherever you put it.

    Oh and of course you'll have to rename the "modded" folders back to "Command and Conquer Generals Zero Hour" when you switch up mods, and then rename the folder you're taking out to something else, or the mod name, otherwise Origin wont read the folder as the game.

  6. About the base defense placement and base layout, both teams have huge disadvantages.

    Allies have hills RIGHT next to their defenses, so pillboxes will have a hard time hitting shockies or grenadiers. The Turret(s), I don't know...

    Soviets have base defenses literally sitting out in the open which are ALWAYS arty/tank fodder, and if you get below them, they cant harm you much.

    Removing the Mammoth Tanks was a pretty decent idea, but allies still have a full tech tree with phase tanks that can ambush and destroy the soviets with ease, even with Tesla Tanks around to detect them (depending on whose the most competent). But then again, more often than not, a Tesla Tank would just BARELY destroy my phase tank before I got my second salvo off, however it wouldn't matter anyways as whatever infantry I was using would be able to dispatch the tank with ease after destroying the phase.

    Flares..... eh... its a bit...... well....... you can pull a "Zama Hill" flare and knock out half the Soviet base by the refinery, as well as using the hill by the War Factory to knock out the War Factory, Dome, Silo, Missile Silo, and damage the Barracks and Refinery. Allies, I don't really know how well the Soviets can flare, as I've rarely been on the map when Soviets flare, so I don't have much of a say on that other than the hill right next to the Allied Refinery.

    At this point, I really don't see how you can balance the map without breaking something that worked... Kinda goes for all maps imho.

    I always hated the map back in Beta to Nuclear Winter because of how bland and boring it was, but now.... I'm not sure what to think of it.

  7. Granted, I have no idea when I'll ever get back into Renegade/APB or really any of the mods other than the very rare ECW game with Jerad and Test, but the vehicle LST looks like a pretty good idea. Might I suggest making 2 varients of the LST I.E. Infantry and Vehicle varients, but the Vehicle varient should be a bit larger than the current LST, a bit more beefy on HP or AP, travel about the speed of a Destroyer, and carries up to 3 vehicles of any kind if possible (excluding demo trucks and MAD Tanks) that way you dont have to waste a rush of 4 or 5 $800+ transports (or whatever it'll be priced at) and THEN the cost of your vehicle being loaded up, just to get out into your tank and leave that LST to be captured by the enemy if the landing attack failed.

  8. 2 minutes ago, Jeod said:

    If you don't like the RA-lism go play a different game that has the weapon you want. Putting modern era technology in a WW1-era game is just weird.

    ahhhhh... WW1 era eh? well wheres my biplane and bathtub tanks? :p

    but in all honesty, you cant put tech from 2002-20xx into a game that takes place in the WWII-Cold War eras.... 1 it would ruin the immersion of all the RAlistic elitists such as myself, 2. You would break the game balance, and 3.... Would a Javelin really fit in a game like this? I say give the Davey Crockett weapon to all Nod troops.

  9. oh man. You know the Generals mod "Allstars"? you should remake that using all of your mixed assets using C&C 3 (or kane's waffles). I'd love to have stability, beautiful graphics coupled with all 4 eras of C&C (Tibdawn, Red alert, Tibsun, and RA2) all bundled into one sexy package.

  10. 7 hours ago, Pushwall said:

    Another thing that's forbidding us from using crashland mechanics for helicopters is that right now, kill tracking doesn't work properly against anything that uses them. You get no killstring and no kill points/kill cash for downing them. You may have seen this already with the Yak, but that's an issue constrained to one map currently (and apparently not having much impact as Yaks still don't seem to be giving Soviets much of a fighting chance anyway). Having that fixed is another thing on the scripts to-do list and once that's sorted, we can try this out.

    regarding the YaK, I'm not entirely sure how you can implement a buff to it in order to give the Soviets more of a fighting chance, but I do think expanding the map, or at least the flight ceiling/OoB areas (if possible), just a little bit to give pilots some more breathing room from the AA guns (if the allies repairwhore them) and rocket soldiers/M60s littering the sky with lead and AA rockets.

    Dont know if you are planning that already, but the YaK definitely doesnt need any damage buffs, as it can half health a main building in 3 or 4 strafe runs if majority shells hit.

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