Coolrock
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Hello everyone! We’re happy to announce that we’re pushing out patch 1.6 today. We’re sorry for the late notice, but this should hopefully make the event a little better compared to what’s currently in 1.5. Below you’ll find the changes that we’ve made, and should be available on the launcher soon! GENERAL -TSR 2.0 Menu and Intro Movie backported from 2.0 -Rocket warhead effectiveness VS flying vehicles increased to 1 (was 0.8) -"Unit Ready" announcement no longer plays twice Infantry -Veterancy purged from all infantry units, effectively removing it from the game -Third person camera adjusted to be smoother -Minor lighting adjustments -Cyborgs and Enforcers can now drive vehicles -Umagon anti-vehicle C4 and Toxin Trooper Toxin Grenades removed -Umagon and Toxin Trooper projectile gravity increased to 0.5 (from 0) GDI -Disc Thrower secondary fire removed -Disc Thrower Gravity changed to 0.5 (from 2.250) -Disc Thrower Projectile velocity increased to 60 (was 40) -Disc Thrower range reduced to 100 (was 180) -Riot Trooper moved up on the purchase list -Riot Trooper Price reduced to 400 (from 700) -Shotgun Slug ammo cost reduced to 1 (from 2) -EMP mines removed from Riot Trooper -Umagon rifle is no longer burst fire -Umagon damage up to 33 (from 11) -Umagon magazine size set to 8 (from 18) -JumpJet armor reduced to 0 (from 40) NOD -Elite Cadre Grenade Launcher now has unlimited ammo -Cyborgs now have their arm cannon by default -Toxin Trooper damage up to 30 (from 10) -Toxin Soldier magazine size set to 10 (from 30) -Confessor Rifle damage boosted to 18 (from 14) -Cyborg Commando speed increased to 6 (from 5.5) -Cyborg Commando now has a flamethrower secondary fire Vehicles GDI -Wolverine Targeting Range increased to 85 (was 75) -Wolverine MaxEngineTorque increased to 5000 (was 4750) -Hover MRLS secondary fire removed -Disruptor Health/Armor increased to 500/500 (was 450/450) -Disruptor now uses Heavy armor (was Medium) -Juggernaut Splash Radius increased to 15 (was 12.5) -ORCA Fighter range increased to 120 (was 90) -ORCA Bomber Splash Radius increased to 30 (was 15) -ORCA Bomber Splash Damage increased to 130 (was 120) -Carryall texture updated NOD -Attack Cycle model & physics updated to handle far better, making for a smoother experience -Tick Tank now uses the same emitter when deployed and undeployed -MRV now has a repair beam -MRV range increased to 12 (was 6) -Cyborg Reaper damage increased to 40 (was 35) -Cyborg Reaper web removed -Harpy damage down to 6 (was 8 ) Buildings -Vulcan Cannon damage reduced to 6 (from 8 ) -RPG Turret damage reduced to 70 (from 80) -RPG Turret now uses Rocket warhead, making it more effective against vehicles, but less effective against infantry Levels General Ion Storms have been removed from most levels. TS_Crossroads - Finally added the missing Gas Station and Local Store to the middle - New Outposts have been added near each Faction's base in the middle - Civilian buildings have been added near the GDI base - The crashed Banshee has been moved closer to the shore and a small car park is now in it's place - Some texture updates - Fixed an area where you could go out of bounds - GDI Base defenses no longer float TS_Drought - Added a Civilian living area to the GDI side - Added a small industrial area to the Nod side - Various objects have been placed over the map for better infantry combat cover - Other small changes and additions TS_GrandCanyon - The Tiberium Sludge is no longer broken TS_Isles - New back amphibious routes to the Nod base TS_Shallows - GDI base defenses no longer float TS_Snow - New vehicles have been added leading into the side of each base - New vehicle routes have been added along with tunnels leading into each base - Some missing objects have been re-added - Mutants and the Mammoth Tank have been removed from the middle area - Crates will no longer float
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Discuss [GAME OVER] Apocalypse Rising Mafia II: Dark Night
Coolrock replied to Jeod's topic in Forum Games
About sums up what I'm feeling right now. (This is my second night post, I know.) -
Discuss [GAME OVER] Apocalypse Rising Mafia II: Dark Night
Coolrock replied to Jeod's topic in Forum Games
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Discuss [GAME OVER] Apocalypse Rising Mafia II: Dark Night
Coolrock replied to Jeod's topic in Forum Games
Been doing my best to edit it for you <3 -
Discuss [GAME OVER] Apocalypse Rising Mafia II: Dark Night
Coolrock replied to Jeod's topic in Forum Games
You wouldn't do such a thing to a lonely Engineer, would you? -
Discuss [GAME OVER] Apocalypse Rising Mafia II: Dark Night
Coolrock replied to Jeod's topic in Forum Games
RUDE! -
Discuss [GAME OVER] Apocalypse Rising Mafia II: Dark Night
Coolrock replied to Jeod's topic in Forum Games
I shall continue the weeb memes going for him -
Discuss [GAME OVER] Apocalypse Rising Mafia II: Dark Night
Coolrock replied to Jeod's topic in Forum Games
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Discuss [GAME OVER] Apocalypse Rising Mafia II: Dark Night
Coolrock replied to Jeod's topic in Forum Games
Unconvinced or not, we'll find out in two minutes if he was telling the truth. If he was, I'll continue being sad. -
Discuss [GAME OVER] Apocalypse Rising Mafia II: Dark Night
Coolrock replied to Jeod's topic in Forum Games
He did. -
Discuss [GAME OVER] Apocalypse Rising Mafia II: Dark Night
Coolrock replied to Jeod's topic in Forum Games
I mean, I took a potshot at FRAYDO 10 minutes after the game started -
Discuss [GAME OVER] Apocalypse Rising Mafia II: Dark Night
Coolrock replied to Jeod's topic in Forum Games
I'm a little sad that FRAYDO won't be talking here anymore after this. I feel a part of the game is going away. -
Discuss [GAME OVER] Apocalypse Rising Mafia II: Dark Night
Coolrock replied to Jeod's topic in Forum Games
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Discuss [GAME OVER] Apocalypse Rising Mafia II: Dark Night
Coolrock replied to Jeod's topic in Forum Games
TEN MINUTES LEFT -
Discuss [GAME OVER] Apocalypse Rising Mafia II: Dark Night
Coolrock replied to Jeod's topic in Forum Games
objection-1107837.mp4 -
Discuss [GAME OVER] Apocalypse Rising Mafia II: Dark Night
Coolrock replied to Jeod's topic in Forum Games
##vote Mojoman -
Discuss [GAME OVER] Apocalypse Rising Mafia II: Dark Night
Coolrock replied to Jeod's topic in Forum Games
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Discuss [GAME OVER] Apocalypse Rising Mafia II: Dark Night
Coolrock replied to Jeod's topic in Forum Games
I can actually see this playing out in my head, lol. -
Discuss [GAME OVER] Apocalypse Rising Mafia II: Dark Night
Coolrock replied to Jeod's topic in Forum Games
He miss quoted. -
Discuss [GAME OVER] Apocalypse Rising Mafia II: Dark Night
Coolrock replied to Jeod's topic in Forum Games
How scary could Yuri really be? -
Discuss [GAME OVER] Apocalypse Rising Mafia II: Dark Night
Coolrock replied to Jeod's topic in Forum Games
You're right! Anon_Kat is the second silo. -
Discuss [GAME OVER] Apocalypse Rising Mafia II: Dark Night
Coolrock replied to Jeod's topic in Forum Games
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Discuss [GAME OVER] Apocalypse Rising Mafia II: Dark Night
Coolrock replied to Jeod's topic in Forum Games
I actually have a funny hunch about a few people, but I wouldn't want to out them by going public. I'm keeping it to myself. -
Discuss [GAME OVER] Apocalypse Rising Mafia II: Dark Night
Coolrock replied to Jeod's topic in Forum Games
Ah, I see. Well, at least I know you're my only friend -
Discuss [GAME OVER] Apocalypse Rising Mafia II: Dark Night
Coolrock replied to Jeod's topic in Forum Games
Does scum have to be two people? I feel like with the low player count, a single scum and a single TP is possible?