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MPRA2

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Posts posted by MPRA2

  1.  

    one of my original ideas were; either have a repair terminal inside the conyard which costs some good amount of money (example being: $2700) to activate an "advanced repair system" timed ability that lasts for 3 minutes, and has a cooldown of 7 minutes (gives the ability some balance in terms of spam reduction, and gives a slightly hefty price to keep your defenses up and running) kind of acts as a "golden wrench" of sorts, but repairs defenses 65% of that which a GW can in 1 lifetime, and 50% for main base structures. (again all example percentages) losing the power plant (if there is one) renders the terminal locked and unavailable to use (which will make power plants a bigger target, and something more valuable to defend on low tech maps with a conyard).

    or, the conyard can just repair buildings 20% faster, and defenses 50% faster, and if taking damage, will not allow any building to be repaired by the conyard until it stops receiving damage for 20 seconds so it can begin repairs again I just want defenses to be kept alive longer........ (;- ;)

    I'm digging that idea but what if we added a stage system to it, example: 

     

    Team Donate 1500 for stage one repair - 15% repair rate

                           3000 for stage two repair - 30 % repair rate 

                           5000 for stage three repair - 45% repair rate 

     

    Or something along those lines with an adjustment to the rates of course 

     

    so a bit like upgrades to the conyard like what kaskins and dblaney are doing with Imperial Age?

    never fully thought about that because of balance issues but that seems like a better idea than scripting out a timed repair sequence and different values for each building during that sequence.

  2.  

    like the new helipad design for the map, and the 1 way vehicle lane..... It'll give breathing room to smaller games, or teams who cant defend on multi-vehicular lane maps, as well as saving catting, me, alstar, etc. from having to repairwhore/defend/v2snipe everything.... gonna have to watch out for sneaky infantry rushes I'm assuming. cant wait to camp the cannons as well.

     

    It's NOT a helipad as you are used to, they are purchase landing pads, with no refill capabilities.

     

    The reason I added them was to better communicate to players where aircraft land on purchase, and avoid a lot of "accidental" deaths.

     

    good idea, now I dont have to be crushed when running by an actual helipad when someone decides to buy something.

  3. one of my original ideas were; either have a repair terminal inside the conyard which costs some good amount of money (example being: $2700) to activate an "advanced repair system" timed ability that lasts for 3 minutes, and has a cooldown of 7 minutes (gives the ability some balance in terms of spam reduction, and gives a slightly hefty price to keep your defenses up and running) kind of acts as a "golden wrench" of sorts, but repairs defenses 65% of that which a GW can in 1 lifetime, and 50% for main base structures. (again all example percentages) losing the power plant (if there is one) renders the terminal locked and unavailable to use (which will make power plants a bigger target, and something more valuable to defend on low tech maps with a conyard).

    or, the conyard can just repair buildings 20% faster, and defenses 50% faster, and if taking damage, will not allow any building to be repaired by the conyard until it stops receiving damage for 20 seconds so it can begin repairs again I just want defenses to be kept alive longer........ (;- ;)

  4. like the new helipad design for the map, and the 1 way vehicle lane..... It'll give breathing room to smaller games, or teams who cant defend on multi-vehicular lane maps, as well as saving catting, me, alstar, etc. from having to repairwhore/defend/v2snipe everything.... gonna have to watch out for sneaky infantry rushes I'm assuming. cant wait to camp the cannons as well.

  5. Pffff! Nobody bothered when it was my birthday on the 7th...

     

    I KNEW IT - you guys are just using me for my ever-so-sexy aura and devilish charisma for W3D Hub's sneaky evil world domination purposes! :argh:

    welp, same here.... but me and Fraydurr share the same day, so I suppose I can share his birthday too.

  6. Honestly, I don't like it that the Phase Tank is radar visible, but it slightly balances the game a bit more.... First, if you're smart, you'll know exactly where the phase is if you keep tabs on your radar so taking it out shouldn't be a problem, I don't believe they can APC either since its a 1 man vehicle. On the other hand, Phases are pretty much the "stank destroyers", They do high damage to vehicles, and are exceptionally deadly in hunting pairs, they also have that special stealth script that makes them even more difficult to see even when up close to someone, of course they are stealthed, which also makes them a little harder to hit with tank cannons or 1 shot weapons, but you can draw them out by hosing an area with Hind/AK-47/PKP fire to reveal their general location, so your tanks or shockies can come in and mop them up. Personally I think the Phase right now, is just a tad underpowered, but thats just because the role of the original "Phase Transport" was completely revamped to be an Anti-Tank/Ambush Support vehicle. In all Honesty, I want to try putting the Phase back where it once was, as a support transport. remove its rapid fire Missile pod and give it the classic 2 pod Missile rack, but allow it to shoot FRAG Missiles, which cannot lock on to anything, but is good against light infantry and light vehicles like the Supply Truck, and HESH Lock-On Rockets, which are effective against buildings and heavier vehicles like Heavy Tanks and Mammoth Tanks. Enable the Phase to carry 1 or 2 passengers, remove the new stealth script, so it'll be a lot easier to see up close, then re-enable the radar invisible attribute it previously had.

    The Phase will be able to carry 1 or 2 soldiers behind enemy lines and support them during attacks, they will have a smaller ammo capacity (2 rockets per volley) but will still do the same damage as it did before, as well as have a halved reload cycle. It'll be easier to see when its near enemy soldiers/vehicles, but it wont be visible on radar.

    just a few thoughts....

  7. I can't speak for the scripts gurus, but if someone can pull of a delayed-repair logic it would be a good idea. In the C&C Universe we can pretend that 15 second delay is the Commander finding the Repair icon on the sidebar and clicking on the damaged structures. :p

    Since the repair icon is so small on the sidebar, It'll be a perfect fit!

    I for one second the idea of the conyard repair logic. #MakeConyardsGreatAgain

  8.  

    OWA the game looks a LOT like Starcraft 2 graphically. To the point I first thought this was comparing a new SC2 expansion with HW2 but then realised it's not getting compared to anything.

    Don't you by chance have an ex-dev from Blizzard?

     

    We don't have any ex-devs from Blizzard. It's a style we've come up with ourselves. :)

     

    Well I'm 100% sold on the game... but... I mean... OWA...... ;D if you could possibly make a windows 8.1 port...... I'd throw some extra money your team's way.

     

    The game is Windows 10 only, sorry man! We make use of DX12 and the Windows 10 Store which means that the game isn't compatible with older OS's. 

     

    welp........ guess I gotta cough up 120 bucks to upgrade and buy the game then... RIP!

    pls nerf Windows 10..

  9.  

     

     

     

    Well, in RA1 we have:

     

    Allies

    England

    France

    Germany

    Spain

    Turkey

    Greece

     

    Soviets

    Ukraine

    Russia

     

    Unless I'm mistaken about the alignments, the reason Ukraine and Russia are the only two countries is because Westwood wanted to simplify the factions. According to the wiki on the Soviet Union (http://cnc.wikia.com/wiki/Soviet_Union), many of the countries in question, including China, are affiliated with the Soviet Union. It seems like missing events such as Pearl Harbor and Iwo Jima happened offscreen...which interestingly ties into an amazing mod and plot someone could make for RA1.

     

    This may be true for RA2, However, the Chinese Communist revolution didn't end until 1949. Though, it could be argued that it would have ended much sooner than 1949. And considering the fact than an American-Japanese war did in fact happen (screw you RA2 for not allowing divergence to happen too much), it's likely that US intervention in China would have continued to stabilize the region. Also, considering the fact that the U.S. was involved in China in order to gain and maintain a large, powerful ally in the east, they probably wouldn't have let China go as easily. Especially considering the U.S.'s much more limited involvement in the GWWII.

     

    Actually, if I recall correctly, during one of the later cutscenes, Stalin says somethinga about ''finally retaking the land from the Europeans and the Chinese'', indicating that China is, in fact, not communist by the time of Red Alert. The presence of the Allied expansion campaign that took place in Siberia is a further hint that China may not have been communist at the time.

     

     

    IIRC, Gradenko conquered East Asia before the start of the Soviet campaign, which is all about taking over Europe.

     

    dont forget Supreme Kommando FRAYDO launched a huge invasion on Tokyo in 1952

  10. I demand an FPS C&C game with a storyline like Battlefield 1.

    either in the Tiberium Timeline, or the Red Alert Timeline.

    1. Red Alert: a 3 or 4 chapter campaign where you play as; Allied tank platoon, Allied ground soldiers. 2. Soviet sub crew, Soviet MiG flight sortie. 3. Civilian during the Greece conflicts. (kinda like how Battlefield 1's campaign works)

    2. Tiberium: 1. GDI Mammoth Battalion, GDI Orca Pilot, GDI infantry/special forces. 2. Nod Stealth Tank commander, Banshee pilot during the Mammoth MK II Assault, Nod spy. 3. Mutant Militia/Hijackers

    I really do think that something like that would work.

    It would definitely go into the lore of C&C a bit more, and would bring new light to the C&C series.

  11.  

     

    Halo Wars 1 was alright. I miss Ensemble.

    I miss Age of Empires.... All 4GB of Cervine harvesting, Pushwall being too op for the game, FRAYDO lovin' Bullshit dude.

    And you getting bent over a pinball machine by 20 enemy units and 5 siege weapons within an hour of starting. The hidden pygamy tribes of the amazon would develop to the next age faster than you do, friend.

     

    I never have enough resources to build a decent army + defenses....

  12. Alright, a quick update... might not work with ALL mods/versions of Zero Hour, but you need to go into the "Properties" of the entire C&C Generals folder, then click the folder's "Advanced" button in the "Attributes" section, then you need to uncheck; "allow files in this folder to have contents indexed in addition to file properties". It works with the TibDawn Redux mod to a point.... lots of units break my game.... because of the amazing AI scripts and pathfinding... its like having 36 ore trucks trying to go for an ore field on top of the KOTG Cliff instead of inside the crater.

  13. I agree with MPRA2 on MBTs, but not the Phase Tank as a Tanya chariot.

    well...... Mines+Flamers bro..... any smart Red would do that against Tanyas, besides........ Tanya Light and Tanya Rangers are pretty much the same thing as Phase Tanyas.

    as for the APC thing for soviets, it kinda applies to the soviet tanks too...for example: gather up 3 or 4 heavy tanks, thats about 6-8 shockies all in 4 tanks... That rush alone could obliterate an entire allied offensive with no hassle.

  14. Personally, heavily armored vehicles for example; Mammoths, Meds, Heavies, MAD tanks, etc. should not have passengers, as they provide little to no strategic importance to the team, other than a beefier transport for an engineer/mechanic/medic/hero unit. (in turn could make mechanics OP again if 2 mechanics are in one vehicle, they both take turns repairing, OR could stack the mechanic's passive repair ability)

    Light tanks ESPECIALLY make it a little OP for transporting infantry like tanya or engineers, as they are more armored than a ranger, have a good amount of firepower, and are just as fast, if not faster than a Ranger. I still dont see many APCs being used by the Allies, unless there are Hinds or a nice opening for infantry to be snuck through (Complex/Ridge War/sometimes Zama) on another note, the Soviets should get some sort of APC as well, but have it be more/less armored, and have a normal PKP or DSHK machine gun on it, just to give soviets a way to mass transport their shocks into a field of allied tanks so that they can completely ruin mostly my their day.

    NOW...... Phase tanks, are a little iffy.... ORIGINALLY they were meant as stealthy allied transports/guerilla warfare units. I do think that, with the heavy nerf the Phase tank has gotten (where it is visible on radar, making its stealth capabilities almost useless against smart players) it would be nice to see the phase tank get at least 1 passenger (RAlism) so drivers could get anti infantry support from tanyas/volkov/flamer (if the soviets could "Test Drive" a phase tank), get snipers to a nice forest area to set up their tent and campfire without being seen by other infantry or even vehicles/airborne units, OR! they could get a mechanic to give them a nice little slap across the engine with the repair wrench every now and again if they get into a firefight and need to retreat. (it'll definitely increase the survivability of a phase tank by just a little bit if the 2 man team is good enough).

    AGAIN, thats my opinion on transportation in APB.

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