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Threve

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Everything posted by Threve

  1. It needs to be so that you can purchase upgrades, buildings, turrets, and expensive characters. If the economy was toned down (unless it's by -1 credit a second overall or some mall nerf) , you would have what's occurring in other games where you have to be so careful with your unit that if you get killed it'll be a good 3 to 5 minutes before you're able to do what you want. The economy as it is now allows you to aggressively play tactics that you'd like, call in ammo or support and have credits to upgrade. Changing it in a major way (500 Credits for !ammo isn't major but can and will impact a little and make !ammo more important) will slow the game down so fucking slow that it'll be painful. No, I'm not going to harvest myself to make up for it. And yes, i know this is more predominate on maps that are not named Winter_Ass. But the fact still remains. Even still, i find myself having to choose other, less expensive units after getting killed by an unavoidable Ezekiel or Infrared.
  2. No. Infinite Isles.mix 101 You would be surprised how quickly it adds up. Yes, it's kinda pointless in maps like Winter ASS. But other maps considered.. it really can put a dent on things.
  3. Interim Apex. Where you get more ways than ever before to utilize teamwork to win games, but more reasons to do everything yourself and say fuck your team.
  4. Mobius is $1,750 so that's a different story. As for taking down defenses with a gunner, I am all up for defenses being destroyed in any way that they can. So long as they're not 1 shott'd or something retarded, i think it's ok. Also, with the stupid amount of firepower that stealth tanks of any kind have (no, don't nerf them please.) I think if you buy a gunner then it makes sense. Gunner is an almost necessity on some maps such as Orca Heights where there are 50,000 defenses that can and will one shot you around base if you cannot get up on the ridge or when Nod purchases a massive rush and your team which has and typically will fail to care means that you have to go 1 man army this rush yourself. The only thing I think that should be changed in this relation is !ammo being 500 so that it's used more tactically or a higher importance is placed on economy. (Which is where this game really functions the best when it's a war over resources instead of units).
  5. W3D viewer, 3D Max and a load of other shit. You can find more in the W3D tutorials. As far as actually doing a lot of it, you may have to ask for help at someone else as I’ve never actually modeled anything in W3D. It takes a while to learn.. but if you can. You can create anything you want and have a valuable skill.
  6. I like this a lot. Although.. infantry changes. Absolutely fucking not. These maps are so huge that I’m not going to walk 3 minutes as a laser chain gunner to get some pieced by *Insert KillWhore here*. All these units that are uncrushable also cannot run as fast as others. If you really want to change them a -0.5 m/s is the only thing I can see and even then.. please just don’t. !ammo should be raised to 500 credits however. - ORCA Bomber max speed is already 50 m/s (although it takes 45 seconds to hit that speed of straight flying). Idk why you want it 2 m/s higher. - Wiesel is extremely powerful for the price . idk why you would give it any type of buff when it can already 1 hit K/O infantry. Chew down armor on hevavy tanks from far away, hit Aircraft pretty good and Light tanks. - As I’ve talked about with Kaskins before, please enable vehicle missile tracking back on the Tunguska like before or no one will ever use this unit. Commanche and ORCA guns can no longer really destroy defenses as good as before. I wish they had the old guns back. The Apache also fires the same ROF as before yet the orca fires like it’s on crack. Idk if this is on purpose or not.
  7. If it could zap tanks when they're at 50% it would be pretty useful. But even then.
  8. It would just be better to have an Extra T-62 to your assault rather than a tank that has to stun another tank and only can when it's at 30%. In addition the tank has a low range and low armor.
  9. Is there anyway to see the Server records instead of individual records from players? Like most amount of $ made or highest bounty?
  10. You could always just go hard and be really OP yourself. If you (or anyone else) would like to see a custom tank in this game. You can always make the model yourself, sound settings, textures, objects.ddb associated with it then test it and give it to Kaskins when you feel it's complete. There are currently a billion things he's trying to do on his own in terms of balance and new things. So making a whole new model by himself whilst balancing work isn't exactly easy. Doing it yourself though will grant a greater chance of it happening.
  11. This is implying that the T-62 isn't just kiting the Mammoth Railgun. Which in all applications it does. 1v1 Close combat, the Mammoth Railgun will win.
  12. Whilist the upgraded hp does not apply. The protection against it's weakpoints does. You're making a tank that has really incredible front armor even better right out the gate. So yes, it does make a difference. Asking Kaskins the Microwave Tank apparently only stuns a vehicle if it's at %30 of it's health.. so yeah.
  13. I can implement it for the player side of things. Server side I don’t think the game can support more than one language.
  14. Whew. A lot here. Infared tank is exactly how Shoverno2 said. Tank is incredibly powerful against everything. But can be 2 shotted by almost anything with a barrel. Can 1v1 almost anything but will die or live with barely any health depending on skill. I love it, haven’t had people complain (yet). Blackhand tank is due to be revamped. Don’t use it. The microwave tank actually zaps the fuck out of infantry with slight damage to Tanks. However, if you zap a tank 3 to 4 times in a row. You’ll *disable* the tank and kick the player out for 20 seconds. Stridsvagwen doesn’t make any sense because T-62. T62 is currently invincible because it has the upgraded armor plating straight from the factory despite not buying the upgrade. It needs to be fixed. As DMB said it really is a necessary evil because Nod doesn’t have anything else that is Noob friendly for everything. I believe personally that $1,800 is too little. I think the tank should be $2,500 or around. As Kaskins said however in discord.. this approaches tick tank and Ezikel stealth tank territory.. so. Another solution I offer is to make it slightly slower, maybe a slight reload nerf and turret speed. The T-62 can also be killed by the Mammoth 36 inch with ease. Although a $6,000 tank shouldn’t be purely needed to kill this $1,800 tank (hence why I believe it’s under priced).... of course let’s do any of this after the armor situation is fixed. Then let’s see. The Stingray is ok. It can destroy any light armor threat with some lucky infantry kills.. but by the time you get the Stingray, GDI only has Mammoth Tanks, Titans and such which ether will kill you or resist your shots. In addition, all the Units at this price point can kill light vehicles AND take on heavy threats (Tick Tank 120mm, Ezikel, Tunguska, Infrared, T-62). So kind of confused but I would skip this unit in favor of ones I just said above. Said units probably have the same/better armor anyways if not weapons for heavy threats.
  15. Close topic please. DMB, please shitpost on discord instead of here.
  16. Thank you. Awesome stuff! However, is there a way to hide the $ Display? It's very difficult to take clean photos with everything hidden but the $ counter on the HUD.
  17. Would you like to translate all the IA Names and Strings into Spanish as well? Or just the launcher?
  18. Oh, ok. Well just stop hacking I guess. Thank you.
  19. What the hell is going on in here.
  20. I've recommended this before. I never played with the Toxin Tractor but I would recommend making it the exact same stats as the Zippo so people don't complain about it (again). Aim for the head, excellent advice. Thank you.
  21. Of course a lot of testing will be required for any new unit and we'll see how gameplay is affected. However there are no plans to make this stealth detecting tank a Challenger II or something that is stupid hard to kill. Furthermore, being this tank will more than likely have Nod focusing all their fire on you. Aegis Field shield gen thingy. It's very useful when used properly. However, it has to also be taken into account that Nod can just stack up while said shield is turned on. Which typically happens anyways.
  22. I played a match on Mt.Pass whereupon 4 PICs hit the Nod Ref and did barely any damage. Furthermore, a tech repaired it and it was impossible to destroy. By this logic, 8 P.I.C.s vs a CY and 2 Techs can repair a building indefinitely. Which I believe is unfair. The point is that teamwork is unfair and will always prevail. It also takes teamwork to win a game even when you blow up a GDI base mostly. Don't want 8 people ramming your base and taking out a building? - Shoot the Chinook or APC down before they reach your base and constantly be scouting. Because they cant swim you'll kill 8 people if you're lucky. - Build base defenses/Turrets. - Plant proxies in tunnels. - Get a Nod Fanatics - Camp with a Koksan or Peony wherever you think they will land. - Blow up the enemy Barracks. - Deny GDI money. Honestly, the PICs cost 1750 each (1,000 if you want to die in 4 seconds). In addition, the upgraded heavy weapons is the most expensive upgrade as well. I don't understand how you can say it's unfair for 4 people or so to blow up a building when driving across the map unstealthed or running in a huge column. Better yet, all the PIC rushes are well known through the maps and are done late game giving you ample time to prepare. Mt. Pass - Map is beyond unbalanced. Not a good example, however PIC rushes happen in the tunnel above ref or at Nod PP. Buy SA-8 gekos and turrets to blow up chinooks and block off tunnels as a sapper while calling in !support. Hell just build some Anti Tank mines as well to ruin their day inside the tunnels. Industrial Strength - PIC rushes are uncommon here. If they occur it's because your team was going to lose anyways/lost obelisk. Infinite Isle - PIC rushes occur in the tunnels. So mine them by throwing proxie mines above so they get stuck inside the rock/invisible (You can also build turrets here and block the pathway and call support). PIC rushes also happen on the mountain, so have a Anti Tank Comanche to kill any Chinook and have the PICs fall to their death. Constantly play as a laser chain gunner. Winter Ass - Just block the tunnels with 5000 barriers. Put proxie mines to if you'd like and a shit ton of turrets. Park a Koksan there (power plant) so that whenever your team says there is a rush coming in you can just murder them all at once. Orca Heights - Just mine the ladder leading to your base or kill anyone in the field with a L.C.G. who is rushing you through the middle. Mt.Bog - Mine. The. Tunnels. Block the entrances as well with a dumb amount of barriers. Call in !support in the tunnels and encourage your team as well. Usually Roh6 will be firing a Koksan for an hour into the tunnels anyways so you'll be fine in the middle corridors. Suspense - PICs will run up in the ladders to your base 9/10 times. just be a laser chain gunner in the field and when you see this bullshit burn them to death. The LCG massive range and burn damage will kill them from afar. PIC rushes are typically a result of Nod blowing up a GDI building and getting cocky or near the end game and not paying attention and covering these obvious areas where they know GDI can/will PIC rush.. or being in the field without any real hold and just fucking off. If one PIC rush happens, another one will be guaranteed to happen right after it.
  23. We all would. However, there is a new GDI tank already modeled/developed and is able to detect stealth set to premiere later on in the year after testing. It might be the leopard 2... I for one vote for the Tiger 1 / 2 as it's an awesome tank. However, this mod is almost entirely one man who is quite busy with life. The fact we're here is quite amazing in my opinion and these things take time. Kaskins/dblaney have developed all these maps (And recently vile facility) , vehicles, adjustments/balances and such like ships. So it's quite alot to do. The good news however, is there is a new drone R/C unit about to be input in the game for scouting and to drive around (it's awesome). A new patch was just put out. Also if you're looking for some German WW2 Tankage.. the O-13 something from the forgotten war factory is actually the Hetzer Tank irl. Nod also has a bunch of WW2 Tanks. They are however so ineffective late game (or after 5 minutes honestly) that modeling more is just a gimmick if anything. The gun on a Tiger (88mm) is pathetic compared with anything this game has. In addition, the engine is slow, and it's armor I don't think was ever designed to stand up to dual 120mm Railguns. To model a unit which almost sees no use in reality besides "wow, this is cool!" then *Novelty worn off. Whatever* is not as good of a usage of time than making actual new units/weapons and models for the game that greatly can affect gameplay.
  24. - Wolverine is actually pretty OP. Going to nerf it some more. - There isn't much you can do when that amount of teamwork. Whilst it's a shame that 3-4 People can kill a building.. it's apart of the game. Proxie mines, denying your enemy Economy, snipers/vehicles and buildable defenses can all help to prevent this. You can also just blow up the enemies barracks when you get a chance. - I believe this in the same regard. After a certain point, getting a stealth unit really is the only option to survive long term and deal good damage in the field. Unless you're doing a specialty rush or something consisting of arty which further backs up your point. Although to be fair, the Flame Tank is great when the opportunity presents itself. The Super Tank for Nod is a great way to spearhead a rush and is incredibly deadly in close combat or when you need something to take hits in a rush. While not complete, don't forget to check out the Tacitus to read more on Tactics for units and stratagies. There is a map guide as well. Use the Styrker AGTM. With the nerf's to Hinds you can kill them now with this unit. Actually, the best course of action as Nod is to drive to the Forgotten Silos. Go to the left side (Hon side) with a buggy and techie. Get to the middle and capture the turret above. The turret along with the Electric Tiberium Puff Zapper will help hold the position for you. Then go towards the water and there will be a small cliff. You can then use this to capture the silos. Although it is best to make sure there is no GDI presence or have GDI capture the silos (Hide) and then put a timed C4 on each silo. Blow them up and capture them. @ all reading this. The Infared Tank was also updated with a much faster firing main laser. The damage however for it is toned down a bit. The charge laser I believe stays the same.
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