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Kaskins

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Kaskins last won the day on July 6

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About Kaskins

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    Interim Apex Producer

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  • Ingame Username
    Kaskins & Yap
  • Gender
    Male
  • Location
    Malaysia Truly Asia.
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    EAT
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  1. I do not know how does this explode out of proportion, but can't we all just take a step back and see what how far we escalate this unnecessary small issue regarding ending a vote cycle? Can't we just tolerate for a moment and be nice to each other? Yeah we made mistakes and sometimes our anger and frustration get the better of us, can't you both apologize for the current actions? Anyway I think this post sums it up and I don't think we need to further escalate it. I already talked to Roz to calm down. If you are not happy with my decision than it is unfortunate that this server maybe is not for you. Do please lock this topic.
  2. Hey guys just want to update, its been a year since when this game was 1st release on close beta and eventually early access and now is 1 year later and if you're curious of how far it has come, well now is the time to be adventurous to try out the game for yourself during the Free Weekend on Stream which will start on 30th August to 1st September For more in depth info here's the news on steam site. https://steamcommunity.com/games/505740/announcements/detail/1593633208467895475 Also reading news doesn't feel that good unless you're on the ground. So here's the link to try it out on steam. https://store.steampowered.com/app/505740/Eximius_Seize_the_Frontline/ EDITED : Well this what I do in real life job as a QA.
  3. The convenience help save time, the time to put effort into something that have higher priority. Sounds like excuses but is a reality is time is not on anyone side. But is very possible to restore and rebuild Obelisk & AGT back there we multiple ways. -Obelisk & AGT can be rebuild vial being repair to an extend ( Not sure if we want this ) -Obelisk & AGT can be rebuild by purchasing a vehicle from Conyard ( hence why Conyard has a Garage door like )and drive to build them. ( Player might abuse its location ) -Pickup restore and rebuild using donations? Could work but am I heading to that direction?
  4. Is because in IA the AGT and Obelisk are base defenses using Vehicle logic instead of a building logic like Renegade. There are pro's and con's for this setup and I already considered using Vehicle logic. Pro's 1st is because you can easily relocate without redoing vis. 2nd you do not need to cut holes and weld it later. 3rd you can have multiple obelisk and agt's 4th no MCT which prevent camping afk-repair ( not really but his less protected than in building ) Con's No interior thus no spawn point + PT It ties to 1 Power Plant only, so if you have more than 1 AGT/Obelisk require multiple power plants? There were work around I think but is Research & Development again to find out. However is still quite possible to restore Obelisk/Agt one way or another but I am afraid this will make the match lean more to camping and defending. I might be wrong.
  5. Toxin Tractor is just not enable. I am going to be in future build. @aaaaaaaa thanks i fixed the vis issue. For the com center I see what I can do is going to be replace with a new one.
  6. Not sure who trigger this explosive device but before i made the changes to the dynamite the server was exploding left and right with player's pm me bout dynamite and player associated with changing their nicknames to dynamite. I do agree this new update there is some hiccups but rest assured I will try to patch it out. Which makes me wonder whoa Dynamite is a real deal. Kinda like super serious mega discussion.
  7. I need to tag @dblaney1 for assistance..
  8. I am waiting for tomorrow or the day after tomorrow for the hotfix, a few issue, the next update will have the following in Dynamite case discussion. Throwing time bomb take 1.2-1.8 seconds depending on how many sticks. 4 Sticks Dynamite throwing time is 1.2 seconds - 2.2 seconds reload ( -10% rate of fire from 1.00 is default ) - 0.8 5 Sticks Dynamites throwing time is 1.25 seconds - 2.5 seconds reload ( -25% rate of fire 1.00 is default ) - 0.75 7 Sticks Dynamites throwing time is 1.35 seconds - 2.7 seconds reload ( -35% rate of fire 1.00 is default ) -0.65 8 Sticks Dynamites throwing time is 1.4 seconds - 2.8 seconds reload ( -40% rate of fire 1.00 is default ) -0.6 10 Sticks Dynamite throwing time is 1.5 seconds - 3.0 seconds reload ( -50% rate of fire 1.00 is default ) -0.5 Dynamite beeping sound reduce from 30m to 22m, maximum hearing is at 2m. Do note I am doing this is to prevent refill spam timed bomb.
  9. Hi Limado is most likely Dblaney server is offline as he said he has electricity outage not too long ago.
  10. The summer build is here, but this time I am focusing more of polishing, re-balancing and fixing stuff rather than implementing new stuff. But don't worry new stuff are on is way. They are now officially on the Interim Apex server. -Let's start with the overhaul of some existing units with new visual model. such as M1128 MGS, with the new overhaul and suspension changes. Capable of reaching a top speed of 17m/s in 5 seconds time. M1134 ATGM has been overhaul now with the ATGM missile visible the viewer may know if the vehicle is fully armed ready to fire or require reload ( empty barrel ) Mk.2 Matilda Hedgehogs make a return with a facelift and having a mortar/artillery capabilities to launch spigot mortar. Stridsvagn 103 now the entire tank will tilt with the gun when you aim up. The secondary fire now have been swap out of twin machine gun on the right corner of the tank which is offset from the barrel. M3A1 Bradley now drive smoother on the terrain. In addition, the TOW Missile on the right side of the Bradley Turret have visible ammo capable to viewing the TOW missile in it when it has ammo. M6 Linebacker now comes with 25mm Autocannon and 4 Stinger Missile ( Ai Control ). The style of playing this vehicle has been changed being able to move fast and engage aircraft. Below here are the massive change log which is not sort out unfortunately as I got my hand full. I am 90% sure I have all these changelog recorded. Well the other 10%? Well I just got to remember to put it on changelog every time i adjusted some stuff.
  11. Hi @Raptor29aa thank you for the feedbacks. However before I proceed further I would like to clarified all infantry will be review again by me after I roll out the 2020 build I am targeting to bring up all the map to latest E06 to standardize it all the maps. As for Forgotten Units when I first explore I wanted something different from Nod and GDI gameplay style. It seems tricky to find the balance ground I am looking for but the closest one are Mutant Scavenger, Mutant Templar & Mutant Demolisher. They play in a different way compared to your regular GDI & Nod. This does apply to its vehicle which is why atm is not that great with Forgotten Tanks. Mutant Assault - Bare essential I still don't know what to do with him but I got a rough idea which require some R&D to see if it works. The idea based on the info of from Project ReGenesis. Upon before the brink of death, he drop his weapon and gain a 100% health back ( without shield ) and he become a berserker and become excel in hand of hand combat before basically a more powerful version of fist attack from rifleman. And as the time goes his health slowly deplete before he succumb to his injury, yes you may try infinite refill and good luck leaving the base lol. This passive was a reference from LoL https://na.leagueoflegends.com/en/game-info/champions/Tryndamere/ Mutant Scavenger - Suppose to be an Engineer for Forgotten but is missing some build able stuff. He was missing a weapon called blowtorch ( yes a weapon from battlefield vietnam ) to cut the armor of enemy tank, his blowtorch which also to generate income to salvage wreckage or husk of a vehicle by turning it into cash ( Not conform yet ). I am still thinking if is a nice fit or not. Other than that he is able to grow tiberium crystals by cultivating & growing Blossom Tree. Mutant Assassin - Yes Forgotten version of sniper which uses tiberium instead of lead. I want it to be a field supporter but again his weak health and require constant cover as the map now is very open. He has one ability missing which I am planning to find a way to put it in. I am thinking it of giving him a stealth mode when his not moving or shooting or he has an ability to duplicate himself so making him a mirage? Mutant Demolishes - Yes the one crazy mutant with a lot of timed bomb and c4 to blow up half of the enemy base. His basically a Siege Unit. Funny enough his missing dynamites I guess his already good. I don't think a Suicide Bomber fit in Forgotten unit but I understand tho. Mutant Templar - Yes machine gunner-tank which can be a lay down suppressing fire to enemy if they stay out in open for too long with a high rate of fire it can clear out some stuff. I am still thinking about his roll and his style conflict with Legion. Mutant Marauder - This one is tricky as he has a unique plasma gun like Banshee, Plasma weapon is a feature in IA which have not come to its fruition as Plasma weaponry ( all Plasma based weapon and harmonic resonance is to ignore the vehicle shield and straight hurt and damage is health. If you have 0 health but your shield is up you die. ) Is one of the many units I am thinking of is weapon to bypass shield entirely. But I haven't find a good balance of what projectile ignore certain type of armor based as I have to R&D armor.ini. Is going to be a lot of work. There are 3 more units for Forgotten I haven't include in such as -Mutant Legion ( think of him as a tank in LoL or Dota ) which equipped with shield that well protects him ( equivalent to Sentinel and Shield Bearer ). He is also capable of providing field health packs & ammo drop. The melee unit of Forgotten Unit *Tank-Support Class -Mutant Fiend Master ( Imagine yourself as a K-9 Officer and you have more than 1 dogs, now imagine if the Dogs are Mutant Fiend that follow you like mypet.mp3 ) is on To-Do List which is like officer class system which is still pending. *Officer Class - Which can be anti-tank/anti-infantry for Fiend/visceroid? -Mutant Javelin, name sounds like throwing spear but was based off the name from RA3 Allied Javelin Soldier, instead of having equipped with FGM-148 Javelin which is a weapon to be made into the game, he will be equipped with something called Thundersticks out of Mad Max which is a reference, but I am going to name it something else in game. ( Pending model ). *Anti-Tank Class There was a 4th and 5th infantry idea bouncing around but I haven't got anything solid yet.
  12. Correction all my map have VIS or else I will have terrible FPS for majority of Renegade player's that I know of their PC spec ( some even as old as Pentium 3 ) Based on what Dblaney said Renegade is capable of going beyond 60fps but is best not to as if your fps is higher than the server it may cause some de-sync with the server ( server fixed at 60? ) or at least how I interpret Dblaney message. APB uses DirectX 11.1 I think Renegade/IA uses DirectX 9.0c. In addition, IA texture size are restrict to 512x512 and I refuse to go beyond it, like 1024x1024. Yes HUGE difference in directX which may be game breaking since Renegade is single threaded. We need the processor that will make single process program to be able to run by multiple cores.
  13. Well after the other day Threve and I discuss rather I can scale down the category of the string file for IA. I can do and can start a clean up process to optimize and scale down the string file so you may know which and which to edit easier However this may require some time for me to sort it out and it may affect certain units strings file. I can scale it down to 9 category. GDI Faction ( All units ) Nod Faction ( All Units ) 3rd ( faction, Forgotten, Civilian and so on ) IA Weapon IA Ultility ( such as Tier naming, and so on ) Additional Purchase Terminal, Barrier, Barricades, Research, Construction Options Flora & Fauna, random object names Map, certain location naming district ( reserved for future build ) ( reserved ) I need a 9th one for something.
  14. Also , Hint* Hint*. If you use twiddler you can create certain ammo like 1/10 fire a defect or malfunction projectile that will ricochet no matter what. I was planning to use it on AP shell. and machine gun ammo.
  15. Hi Veyrdite, it seems that i have left a timer in the projectile before detonation on contact, if the timer did not expire it will never detonate and it will bounce/ricochet. I was testing some stuff with the grenade launcher and decide to use a tank shell since is a different shape since grenade is more spherical and a tank shell is a cylinder. Suppose not to happen on the AMX-13 but hey lucky you raise the alarm. I might have forget to remove all the stuff from it. It relates to Grenadesatytimer and MaxBounce in Ammo preset. This does apply to Orca Bomber when they are too close to the ground the bomb do NOT detonate.
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