Jump to content

Threve

Staff
  • Posts

    757
  • Joined

  • Last visited

  • Days Won

    51
  • Donations

    0.00 USD 

Posts posted by Threve

  1. 14 hours ago, Raptor29aa said:

    Any thoughts?

    Everything you're saying is true and what IA is and makes it great.

    What ends up happening is someone complains about X unit and instead of it getting a slight nerf or minor speed decrease it gets nerf'd into oblivion despite me answering said person on how to deal with the vehicle/character or a !poll being conducted to see what the whole entire server thinks.

    Fair imbalance is what makes a game fun. The disappearance of fair imbalance in my belief results in an over reliance on teamwork and diminished strategies other than "We have to mass rush with teamwork, so that we have a overwhelming amount of units against enemies". This just makes you (or me) feel like a placeholder and leads to very boring gameplay.

  2. 13 minutes ago, Lt. Col. Vandeleur said:

    We may simply offer at the same time a fast or slow experience according to selected mode. This means to actually build 2-3 games all in one but also taking the whole market pie.

    On the topic of making a game based off of multiple styles. I just remembered that Star Wars BattleFront offered the galactic conquest which allows you to tactically view the universe and take over planets. Then you would fight FPS style on that planet. Capturing it meant you got a bonus such as 10% more health or so on other battles on other planets. You may be able to use this to motivate players as a team objective on something so it's not "Just another FPS/RTS Match". For example, if you take x town you get more tank armor. You might also be able to have a match where there are 40 players (Like say on team Nod) and everyone is looking at a map. Depending on the rank that player has determines not only the upgrades they get (Like custom guns or cool stuff like COD4) but determines how many votes they get on what battle they will take next. This way a player with the rank of Private has 1 vote and a player with the rank of General has 10 votes. This means that players who are just starting out don't feel left out or frustrated that they don't have a say.. but higher tier players still feel important and in command. This encourages more game play as well.

    If you want a RTS/FPS experience a lot more in depth than Renegade or Battlefield. That's how i'd do it.

  3. 43 minutes ago, Lt. Col. Vandeleur said:

    This is also in my opinion a good point to bring back C&C rights for a bargain price, since EA basically considered C&C as a Battlefield duplicate to the point they shut it down many years ago. Right now the free cash flows generated by C&C games are zero... but I'll recognize some brand value.

    Hmm. If i'm not mistaken and you would like to purchase C&C from EA.. I just want to let you know that C&C (Westwood) was purchased from EA for $122.5 Million in 1998. Adjusted for inflation this comes out to $194,723,144.17 for 2020. This includes all of Westwood (Producers, Products, Computers, Developments, Rights to other games etc..) So lets say EA does sell the rights of Command and Conquer to you somehow for 1/10th the price. This would come out to 19.4 Million Dollars before taxes assuming you were able to get such a great deal.

    The feasibility of this is honestly up in the air. Considering that their latest release of Command and Conquer Mobile App is generating around $100,000 a month on average, it's not too bad considering the average. Although it could do better considering it's still generating a good profit (which EA is all about.) I don't know if they'd be even willing to sell the rights considering this. In addition they've recently started to sell remasters of Command and Conquer.. possibly signalling something else in development concerning the title.

    Say you've purchased C&C for 19.4 Million. You still have to find people to work on such a game professionally (Which is why I assume you're here.). This game is not only something that must hold up your investment (god forbid you buy the Command & Conquer rights and do nothing with it/make no $) but this has to uphold a legacy. Although I agree C&C 4 sucked.. all eyes will be on whatever game you develop. And I mean *alot* of eyes from the public, game world and beyond. I also want to remind you RTS games have largely died out in favor of Mobile Games. In addition FPS's are starting to take a dive as well into battle royal type games or open world. You also need to spend more money on development of the Story, Custom Soundtrack (Lets be honest, you have to hire Frank Kaplaki), Filming and Licensing costs for Unreal Engine or whatever you choose to use. You cannot produce a mediocre game simply because everyone is watching and you spent so much money. This has to be perfect. This could lead to alot of delays and more money.

     

    I'm not exactly sure what you do but unless you own Facebook or a Fortune 500 company, I don't know if it's such a good idea to spend this amount of money and even then...

     

    The obvious route would be to make a new game to help reduce costs (Namely the 19.1 million or so). If you're looking for help here, there may be some people willing to have a go. I hope they comment as there is some good talent here. Although if you're this serious about it, I would highly recommend you start a LCC or Company with your ambitions and hire people about to graduate to help you develop this game. I would develop the story line possibly in this topic or another until you have it absolutely down to what you want and then hire the proper people, revise it and release it. Maybe become the next Westwood yourself...?

     

    Looking at your idea, I do like it. Although I think the biggest problem is that I would have to listen to someone else. If I did what I want (as I believe a lot of other people would) there would have to be some sort of punishment. Although there could also be rewards for taking the objectives outlined? You might have a good hook and keep people coming back to playing if you can figure out the rewards. You (Like renegade) will need a lot of people to play this for the game to work how it should.. so it's gotta be damn good and keep players in-game. 

    I reccomend looking to ArmA for inspiration as that's the only game I can think of that relates to what you're trying to accomplish. If you go with this, god speed and please keep us updated. Just be aware of the current market trends and risk at the moment unless you have billions to spend.

     

    In terms of donating. Thank you. Every little bit helps. Reborn was unfortunately put on hold due to internal situations. AR is actually chugging along believe it or not.. but I can promise you the delay's are due to more detail and quality from the Textures, Models, Characters, A.I. and such. 

  4. 20 hours ago, Lt. Col. Vandeleur said:

    Hello everyone

    Good Evening Lt.Col. V.

    I agree with a lot of what you've said.

    Quote

    I'm writing here because I have enough of all this. I think that what you created may easily become the best MMO game all-around - including non-RTS games (like RPGs) - just because of the two-folded nature of a RTS+FPS game. Why Renegade bombed? Because it was just a FPS and the C&C strategic thing was absent. There's something very little missing in all RTS+FPS approaches I watched till now - and it's role coherence. I think the final solution would be to make NOT just a hybrid RTSFPS but rather a game that can be played ALTERNATIVELY as a RTS or as a FPS. You know, in every army there are troops and there are generals. You rarely gonna see a General embracing a machine gun and never gonna see a Private ordering a tank delivery. Every task should be assigned to the right rank. Do you remember your position in the online ranking? Why let it be a trivial macho competition when it could be the key to ONLINE army rank unlock? This is my idea and I'm dreaming to make it true.

    I think that forcing a player to take orders from another player would cause conflict along with frustration. Finding a way to balance RTS to FPS is extremely difficult as one is fast paced action and the other requires players to plan things out with information taken from a variety of viewpoints. Furthermore, it raises a lot of questions deciding who would be a commander and who wouldn't. The idea of rank was made so that people who specialized in one area or had a lot more experience could not only be paid more but gain more responsibility in important decisions. In video games it could have a very negative effect on players being told something by another player when all they want to do is destroy something and have fun (especially in a fast paced FPS type setting). Gameplay wise, I think it could be done some way.. however it would require something revolutionary. What I mean by this is, the only games I can really remember that have tried are Renegade, Battlefield and a certain Mission in Call of Duty Advanced warfare where it was FPS + RTS style. 

    Quote

    It's very sad to see a great idea like RA2: Apocalypse Rising struggling to be completed because of the typical exponential difficulty to close a project - i.e. make that last 10% to go from 90% to 100% burning triple the resources required by the already fulfilled 90% ... which is typical of every pioneering endeavor.

    RA 2 and i'd say every other project on here have been developed with a very big amount of dedication and commitment. The problem here really isn't so much resources like finances but instead people that can and will actually work on the product. We're using a W3D engine from 2002 on a game that not a lot of people know of even when it came out.  The quality bar is also very high before something is released including multiple maps, units, testing and scripting to make Renegade do what it was never intended for. All for free as you know and living our lives.

    People to work on the projects are in short supply as of these reasons above which slows down the work. But I believe the biggest reason for AR delay thus far is ensuring that everything works how it's supposed to along with detailing in buildings. Testing as well is a major part of it. As you know we want it to be damn good when it comes out even if it takes a while longer!

     

    Quote

    Well, my little dream is to fund developers to realize what I just said. But mind out, I'm not seeking for business since I already have my own source of wealth that makes me live well. No need for problems in my life. And first of all I'm wondering how you're managing to release games whose copyrights are held by EA. Are you simply ignoring it? Is it just "masked" as a fanmade mod? Well I'd like to make it the next C&C release, but of course it may require to buy back the rights from who actually dismantled the franchise.

    You may have to ask OWA or Moonsence about the specifics. But we've received permission from EA so long as it's non profit and not commercialized to modify the W3D Engine and release mods. I don't know how much it would costs to purchase the rights to command and conquer from EA. However, I'd imagine it would be in the millions if they were willing to sell it at all.

     

    Quote

    I'd be glad to fund developers with true wages, buy everything necessary, bring back C&C magic and make it the next step in videogame industry.

    I think the idea of more funding is great. However I don't believe it would help the efforts seen here as we're held back by more developers/people knowledgeable on the W3DHub engine. APB took 17 years to get to where it is now. These things take a long time and a lot of dedication and standards have been raised. Even if we had unlimited funding, I don't know if we could make projects go any faster unless we hired like 50,000 free lancers that suddenly learned the W3DHub Engine and made models. This would be better answered by Staff and Admins I believe. If you're asking for the developers here to go a new direction and create a new game with a lot of funding I don't know. I'm a little unsure of what you're purposing. If you'd like to donate to W3DHub, we have a "DONATION BOX" button on the main page however. Any help is appreciated as always!

  5. 8 hours ago, buttnutella said:

    What you're basically saying is there would probably not have been much of a chance either way, huh?

    With EA having purchased Westwood, yeah. Definitely not. I would even go as far to say Renegade was the product of EA trying out something to earn more profit. If there was a chance it would have to have been due to Westwood really trying to adapt to the market at the time frame or survive bankruptcy by adaptation. As a result the game would have been subpar unless they spent even more money in development or hiring other people. Which of course defeats the purpose of making Renegade 2.

     

    Quote

    Thank you for breaking this down and explaining it to me in great detail. I had no idea about most of it. What a bumpy long ride that must have been for Westwood. Apparently they were through a lot more than I thought. I just assumed EA was being the profiteering devil as it usually was.

    Anytime! While it's always great to watch game companies past/future speculation, it's also very important to look at the economic factors surrounding the time period to help gain insight into why things occur or would have.

    EA at the end of the day is a corporation. They are alive now due to the actions they've taken in the past. While it's dishearting for players like us, when you can pump out shit and people will buy it in droves... it doesn't matter when you go home in your Mercedes and you're an executive. Why would you ever stop doing what makes you money in any business. This outlook directly conflicted Westwood when they were purchased by EA. Westwood took their time with games and made revolutionary fun things. Their importance and focus was "We want to make fun games that we can't stop testing, playing and staying at work for". EA in an attempt to gain more money cut costs and rushed out production so that they could make more money. Westwood did the best with what they could untill 2005 when most if not all quit and went to work at Petroglyph Games. To give you an idea of how much Westwood cares about their games and players.. they restored the internet to a 14 year old game so people can play multiplayer again for free.

     

    Quote

    I only wish Westwood was always able to stand on their own. Such a unique company with unique visions. It's basically unheard of to play an RTS game as an FPS/3PS but they made that a possibility.

    It's just not profitable enough. Even if Westwood stood on their own and made it through they would have to create something other than RTS games. What we knew westwood studios for is a product of their time unfortunately in my belief. Although I saw a trailer earlier on our discord I believe of Westwood making a Renegade Clone. Idk if someone can pull it up but it's basically the spiritual successor to Renegade.

  6. On 8/17/2020 at 6:30 AM, buttnutella said:

    Man this makes me think what Renegade could have been like now after all these years of playing & loving it the way it is.

    Never thought I would wonder about this to be honest as I randomly came across this video since I don't usually seek out gaming videos but thought this was neat.

    To think about Renegade 2 we have to think about the possibility of Westwood Studios never being acquired by EA along with the time period (Early to late 2000's) that Westwood Studios was in at the time. Renegade was ultimately a market failure. While the title I don't believe lost them alot of money (if any) it didn't live up to the Halo/Half-Life expectations EA was trying to shell out for it or get close to it. 

    What this means is if Westwood Studios wasn't owned by EA and released Renegade the way it come out (since this is the only reference we have at the moment) I would imagine that Red Alert 2 would have followed definitely. After that Tiberium Twilight (CnC3). At the time period of CnC3 (2007-08) the market for RTS games would have shifted and not been as profitable. Coupled with increased competition, the emergence of more profitable mobile games/Iphone, the Great Recession and the explosion of FPS Online Multiplayer at the time period this may have forced Westwood studios to have made Renegade 2. I also believe that at this point they would have been suffering funding and eventually be bought out due to the decrease in sales for RTS games.. this might lead Westwood to have made more experimental games (I.E. this is how we get to the possibility of Renegade 2).

    Renegade 2 story and concepts could have and be anything honestly. I know we have some pre production stuff above.. but when Renegade 1 was released there was never going to be a Renegade 2 immediately due to failing sales along with pressure for RA2. However, Renegade 2 being made in this timeline at or around 2009-2010 would most likely have included a closer focus on multiplayer (With Campaign style games starting to fall out of favor due to the popularity arising out of Call of Duty titles at this period and such.) The story would most likely have focused on a recent title or upcoming title to help boost sales in both categories (Such as RA3 or CNC3.. having a campaign returning to Red Alert universe, then releasing a red alert game would have helped players remember or get hyped about RA3. This same tactic was used by EA with  the "Tiberium" FPS and CNC4)

    Assuming Westwood studios survived the great recession and managed to fend off giant corporations like EA/Blizzard/Activision from being bought out or killed out right.. I would say that the future of Westwood Studios 2014-2020 would have followed more and more into a focus on Pay per Play or Battle Royal/Freemuim games like Fortnight. It's the only way they could have survived.

    Ultimately, the things we know Westwood Studios for in terms of quality like Deep stories, Campaigns, RTS Bangers, would have been snuffed out come 2015 at the latest. The market has instead turned to Mobile Phone gameplay, RTS games have all but died, nearly all games only come from massive corporations, the games today are either a FPS style type battle royal game (Fortnight) or a mobile game or an open world game such as Forza Horizon/GTA.. Games that Westwood never developed or had any experience (or could Renegade ever really fit into properly). Westwood Studios primarily made RTS games. That's what they're known for best. I believe Renegade 2 at this time period (2012 - 2016?) would have been a rushed mess to make up for sinking profits. If not, I believe Westwood to ensure the game was great quality would have hired more FPS developers/specialists to create a banger. Who knows, maybe after Renegade 2 Westwood would start to focus on FPS's instead of the failing RTS market..

     I don't believe Westwood Studios would have survived at all today and if so they would be vastly different, compromising what they're known for in terms of quality. Their peak years of 1990-2005 (Basically their existence) were the years where Gameplay was considered a story, the environment expected quality long gameplay, and games were played on PC primarily (90's). Everything that isn't today.

  7. 2 hours ago, yoimdrunk said:

    I forgot password but remember my sn to sign on to w3d hub launcher... any help with my password since I forgot this????

    If i'm not mistaken, your password and Username should be the same for this site. Therefor you should reset your password to this site and upon successful login, then login to the W3DHub Launcher. 

    @yoimdrunk69

  8. On 8/2/2020 at 3:44 PM, vetor90(BR) said:

    hi I am Brazilian. and I have difficulty with the apex controls they could send a command guide or even how do I deploy the tic tac tanks

    Oi e bem vindo. Se voce quer me fala em Portuguese.. depois eu vou. Mas, meu portuguese nao de mais e eu fala mais bem em ingles. Entao, eu vou escrivo o coisas em ingles. 

    There are quite a few things in Interim Apex that are changed from Renegade but the jist of it is the same. However, some new aspects that I believe you're asking about or commands are the following.

     

     Interim Apex has a veterancy system. If you kill or blow up buildings you get veterancy. In order to check your vet type in !v.

    Level 1 Vet. commands (what you start out with) include the following 

    !am (tpying in !am will give you ammo anywhere on the map for 500 credits. Use to refill.)

    !v (type to check your vet)

    Level 2 Vet.

    !wep (Type to get a random weapon)

    Level 3 Vet.

    !sup (Type to get 3 AI Robots to help you out for 500 credits)

    Level 4 Vet.

    !char (Type to change to a different character for free.) (you also gain +5 hp every 3-5 seconds.)

    Level 5 Vet.

    !pwep (Type to get a Powerful Weapon like an AGT gun.) (you also gain +10 hp every 3-5 seconds.)

    Level 6 Vet.

    !veh (type to get a vehicle anywhere on the map). (you also gain +15 hp every 3-5 seconds.)

     

    Press "T" to deploy Tick Tanks, Artillery.. etc.

    When you want to build stuff like sandbags or something. Press "T" to deploy, then repair it with your repair gun.

    To purchase upgrades for you team. Go to the Communication Center and click "e" on the upgrade you want. You can also rebuild buildings in the Construction Yard by going downstairs and doing the same thing.

     To buy Helicopters, Repair the  Helipad and go to the purchase terminal (little box) and just click "e".

    When playing/Driving a vehicle that has A.I. weapons (like the T-35, Chinook Helicopter, Boats or A39 Tortoise) they will automatically fire at enemies. However, if you want them to target a specific location. Press "T" key and they will fire at the location no matter what.

    Hold down ALT, CTRL or a combination of both keys to read the radio commands. For example Ctrl+7 = Affirmative.

    Press the "end" key on your number pad to check how many mines you have and the limit.

    Press the "-" key (Next to the 0 Key) to request more vehicles for a rush.

    Press the F10 key to say you want your team to focus fire on that object.

    Type in !d threve to donate credits to a player.

     

    There is also a MASSIVE database worth of stuff here.

    http://tacitus.w3dhub.com/display/WH/Interim+Apex

    Although some of the units need to be updated to reflect in-game updates. Alot of the information and tactics are still good.

     

    Boa sorte.

  9. Ladies and Gentlemen, if you haven't heard already there's been a complete overhaul remaster of Lego Rock Raiders available for download. This remaster and essentially new game captures everything from the 1999 Lego Media Classic.

    But wait.. what's Lego Rock Raiders? 

    If you know, you know. For those that don't Lego Rock Raiders was the Lego Company attempt at making an RTS based off of Lego figures that got lost in outer space. The only way to escape death is to mine energy crystals and Ore to build up the base and eventually power back the massive flagship to earth. This is alot easier said than done as the first couple of levels originally start out easy. However as you progress you find yourself having to survive time limits, Lava eroding the ground, Resuce trapped Miners, Air supply running out, Rock/Lava Monsters and Slugs that can cripple your game quickly.

    Sounds like fun. Why's it important?

    Admittedly, this is big news for those that played it back then and will appeal most to those as such. For me, it was the very first introduction to RTS style game play during the golden age of the 90's and also is considered one of Lego's greatest games. The atmosphere was also more serious rather than kid like extending a deep feel or connection to the game. For those who haven't played yet, it's a great way to pass some time and the remastered version (Titled Maniac Miners) is a completely new game in of itself that utilizes new graphics and technology. Coming up in an updated you'll be able to drive the vehicles as well FPS style.

    What's been done?

    The game Lego Rock Raiders (1999) has been turned into Maniac Miners (2020). Essentially the exact same, Maniac Miners instead offers the experience on the Unreal Engine, Remastered Audio/Textures, actual Physics, MASSIVELY improved scripting, support for modded levels (including the famous BAZ mod) and even a in-game map editor if you want to go hard. The game is so true to it's predecessor/original it even has an option for random crashes if you'd like. That's dedication.

    So it's completely ready? Sweet!

    Yes/No.

    The game in the course of a year has remade 65% of the OG levels

    Added all vehicles to be used (and a new one not originally in-game due to engine limitations at the time).

    Added an In-game Level Editor

    Completely remastered/developed all textures and a lot of sound files.

     

    However, the game still is lacking Rock Monsters which are the main antagonist for most levels and where I think the challenge really comes in. Based on reading/the discord they are to be updated soon along with First Person views. That's not all however.. plans are also in motion for even more levels to be based off the original story line and added soon. But the game is still in a development mode with all the little things being ironed out here and there. Luckily for us, it's still very very playable with zero game breaking bugs or glitches.

     

    All in all, a really incredible remake and out right damn good game that should be looked at if you have never heard of Lego Rock Raiders and immediately downloaded if you have. In addition the discord of Maniac Miners are full of RTS/Lego hobbiests. So if you're feeling the need to talk Lego or want a chat. This is the place. Enjoy!

     

    Download: https://baraklava.itch.io/manic-miners

    Discord: https://discord.com/invite/85k8JHz

     

    1.jpg (Original 1999)

    2.jpg  (Original 1999)

    Manic Miners   7_30_2020 00_03_15.png

    Manic Miners   7_30_2020 18_33_30.png

    Manic Miners   7_30_2020 22_41_48.png

  10. On 6/22/2020 at 10:13 AM, FRAYDO said:

    KAgmc6y.jpg 4W6j6K3.jpg

     

    [blurb]Hi everyone! I'm sure that everybody has been playing the recently released Remasters. Well, so have we! So what better way to celebrate the release than to hold a mapping competition? We want your maps, and we want them to represent W3D![/blurb]

    Beyond excited to see and possibly play what's put up on here!

    Can attest, the shirt is awesome! @ Winners, multiple colors available.:smug:

  11. 13 hours ago, Such said:

    Hi, sry for my english skill becuase i am korean and i am going to play renegade after a long time. i have a copy of C&C renegade for korean official localized edtion(not a localization patch by users). but there are many mistranslations in this game. so i want edit these mistranslation furthermore i want to translate the any renegade's mods.

    with xcc mixer, i exported strings.tdb from always.dbs and  i opened strings with tiberian technologies advanced string editor. there are no ploblem with display korean alphabet(Hangul) text in editor so i edited mistranslated korean text. after edited i have ploblem with display edited korean strings in editor. it just become broken text which mixed special character. 

    so i exported the table and i edited it with notepad++. after edit, i opened strings.tdb with string editor and i clicked import table. and just crash without error message.

    i thought import table with opening strings.tdb is ploblem, so i import table without open any tdb file. but result is same.

    how can i fix the crash error? i want translate game. is there any other string editor than this? please help me.

    Good Evening Such. Happy to have you here at W3DHub, welcome.

    My name is Threve and I work quite often messing about with the strings. I am not too familiar with the Korean Alphabet so forgive me if i'm wrong.

    However, C&C Renegade has a set list of characters/letters that it accepts. If you go outside of this Character/letter list 

    Spoiler

    For example in the English version, Renegade will only read the letters/characters below. Anything else will just be random letters. 

    ! @ # $ % ^ & * ( ) _ + Q W E R T Y U I O P { } A S D F G H J K L : " Z X C V B N M < > ? / . , ' ; ] [ \ | / * - + .

    then anything else will just be random letters. We have been able to modify A Path Beyond to have some special characters replaced that are never used (such as ®) and turn it into a mammoth tank character for our game. I think you might be able to do this with your game where you can change the characters that are missing and put the correct ones in (this would then fix the random text issues you're having) but I have no idea how and @Pushwall would be the best to tell you or steer you in the right direction. 

    It could also be a weird error with the Korean Version of Renegade. I've never heard or worked with an official copy.

    Another thing could be that you're not using the string editor correct in which case I can help you. However, have you ever used it before successfully? Could you provide pictures of what you're doing so we can better see?

  12. 12 minutes ago, MPRA2 said:

    I'm surprised the map itself isnt just a deer head.

    Never say Never.

     

    7 hours ago, Veyrdite said:

    Area 69 has been a mainstay since RP2.  I could never get very far into this base when I was younger, but now the powers of the paladin course through my debit card and progress is surmountable.

    militbase_V1.thumb.png.ad5bfe2ed5c31e227ebd9ea353382886.png

     

    Incredible work! Can I use this for W3DHub Tacitus?

  13. 20 hours ago, WNxHeadShot said:

    Some GDI guy was trying to make a bridge to the mountains and possibly shoot into our base from above, is this allowed?

     

    No. It's absolutely not. This has and was an issue previously months ago where Mask would use bridges to do this and there would be 5 mammoth tanks up on the ridge destroying Nod base.

    @mask012 If you're building bridges to reach the ridge in-game, stop.

  14. 7 hours ago, Lamasvale said:

    So, the last few days i've been trying to be more active in-game and in the W3D community (Discord, Forum) and, (maybe i'm wrong, please tell me if i am) i've noticed that, even though we have this many people interested in these games, and we have so many discussing about them, the actual playerbase is quite small

    Usually, when i go and play some, i open the launcher and i see this
    image.thumb.png.c284128de1ecb20e7df94ec5de52ad73.png
    The mods, that i'm the most interested in, and love, have 0 players, almost constantly.

    You’d have to be more specific as to which however generally,

     

    During Afternoons/Week days IA sees

    5-45 players depending.

    APB sees 

    4-25 players depending. (Group events are in high 20’s and happen every month or so)

    ECW sees 

    1-5 players depending. (This is largely a single player type game however).

    Reborn is a little slow but there are events.

    As you can see a majority of population happens at this time (Eastern Time). 
     

    (Add yourself as a player to the discord server of the game you want and you will be pinged whenever there is a large game going on if you would like)

  15. 23 hours ago, notDMB said:

    Thoughts about the repair meta? 

    Make hotwire not useless if Combat Engi gets a MK.III

    Also i'm not a fan of repairing so i don't really care as much.. But also not a fan of repairing longer if I have to. Although this would give a larger importance to Tank Ace's/Tank commanders making them more useful or effective.

×
×
  • Create New...