Jump to content

NoSpoons

Member
  • Posts

    81
  • Joined

  • Last visited

  • Days Won

    4
  • Donations

    0.00 USD 

Everything posted by NoSpoons

  1. Just out of curiosity in what program were those doggos modeled and animated?
  2. This crate needs more Polys! I love the Colt btw
  3. Yeah I always avoided getting wolves because they were so much harder to aim at infantry with, this has rectified it and now those cyborgs are in for a whoppen :D
  4. Oh shit so It is the Ion Cannon *excuse my french* Well that's what I think I'm reading xD I am a colossal idiot after all
  5. Oh turns out I just need glasses thanks Az xD
  6. Although a huge part of me wants to mess with layers and overlays on the image for 2 hours until it reveals something I have a lot of work to do rn XD If I do go ahead with that plan I'll post any finds
  7. What? Killing You is evolving! ------------------------------------------------------------ Congratulations! Your Killing You Evolved into Killing You With Anticipation!
  8. Finally some REAL balance As for units that are cannon, have 6 or so letters and have not been implemented we have the Kodiak and the Montauk as possible candidates but realistically I don't see those being added XD The name of the Unit appears to start with a letter of a specific shape, letters that match the shape are O,C,Q and to a lessor degree S and U Furthermore I doubt it will be anything life a floater or fiend as their full title "Tieberium Fiend" wouldn't fit the 6 letter quota that is being obscured unless they are shortened to "Fiend" but even then it doesn't start with the correct letter, assuming my typography analysis is correct. anyway I don't have anymore units to suggest, all the things I can think of either have been implemented/ will be implemented or don't fit my silly criteria xD
  9. There is a small blurb of text that is heavily obscured but this is what I've made out so far. The few obscured words of the first line are " Detecting ...... Zone..." The second line "Final Analysis Of ....." the subject name is appears to be what follows, I can cross reference the amount of possible letter space being obstructed to existing Tiberian Sun characters and units and then triangulate what the actual words are afterwords The first thought that came to mind is Cabal, I calculated the word to reach around 6 letters but it is still possible suppose xD I also referenced the UI as it would be and tried to match it to the UI of what I could but didn't find a match anywhere really.
  10. OR how about this, they buy the Chinooks from the radar dome then the Chinook is airdropped by another Chinook? : O Or make the Chinook invisible so it just looks like only 1 Chinook?
  11. If I'm honest I think we will make more progress if we candidate maps that as Push stated don't already have Hinds, that being said the are almost no maps suitable for this treatment (perhaps pipeline but I doubt it), so I think it is more than likely we will need to do some long waiting for either the MiGs or for someone to make a map more catered to Yak play.
  12. Not gonna lie I didn't expect the bit with the Dog xD
  13. I would like to add the part that makes it even better is how Testament is asking for a RS and me being the only RS nearby instead went and ran head first though gunfire, past Mammoth tanks and M.A.D tanks just to get close to Az xD
  14. This is a bit of detour back to the start of the post but I would like to say I really would love to see this happen, I for one would defiantly take part anyway siege is cool, good map
  15. Instead of deploying could pressing Q rather just give the Arty/V2 large amounts of traction while reducing engine power immensely? I still imagine some skulduggery going on but wont this mean you can still be effected by ramming to an extent? anyway not sure if it would be any different when put into practice xD
  16. Indeed I am familiar with that strategy ^_^ it works works well because all the allies are so focused on the Soviet base they don't watch their side lol In all honesty I've never tried this, I have a bias against V2s in general because I get them killed so quickly but I'll be sure to try this strat when i get the chance Yeah I see the similarity now that you mention it xD, I personally like the watchtower tunnel idea a bit more because I think infantry would be a bit easier to get rid of from there but still have the opportunity to do some damage, anyhoo
  17. Hey all, Under sure is a fun map lately... if you are the Allies that is! Look at all this fire power! those communists can't even step out of their base without getting blown back to Stalingrad! And by cutting off their income we've made certain they have no hope of ever sending large scale retaliation, very clever if i do say so myself. Whats that cadet? The soviets have a cost effective infantryman equipped with an RPG that is capable of destroying our glorious fire power? THEY ARE HIDING IN THE TUNNELS RIGHT NOW READY TO STRIKE?? Oh never mind they either all died in that explosion or they had to retreat Hahaha! but you know that last attack has me thinking cadet... if the Soviets had some form of access tunnel linking from their base to the top of the hill we might actually have to do some fighting for once, those RPG troopers could actually pose a viable threat from up there! but its a darn good thing that there isn't said tunnel so instead the soviets all die horribly to our assault isn't that right cadet? TL;DR I've been noticing a sequence of events unfold in the Under map in the same manner more and more often, the total allied mechanized dominance over the center, once this stage gets reached it usually concludes in the demise of the soviets sooner or later, now the factors leading to this circumstance could range from V2s being harder to use in the small map, or to the allies advantage in terms of mechanic units repairing what little damage soviets manage to do to allied tanks and artillery, however I would like to propose a map adjustment for the dev team to mull over. The core concept is an access tunnel either leading to the top of the hill exiting like so Or a tunnel exiting to the North west end of the map near or around the watchtower area, both of these are mainly to create access points for infantry to reach the center area and contribute to the combat without being slaughtered as soon as they leave base, thus giving opportunities to attack enemy vehicles and put up more of a fight like so obviously these two access points should be accessible for both teams however I would think the paths back to their respective bases should be team locked to prevent even more infantry rush routes, anyway that is up for debate as well, but really let me know what you all think of the idea, talk about your reasoning behind why you think it's either good or bad, necessary or unnecessary, lets hear it all!
  18. that indoor V2 made me spill ma coffee
  19. I don't know about you guys but Anthem looked pretty cool, even tho the destiny under currents were clearly everywhere. EDIT: there is no way that dog is CGI
  20. sorry I know you didn't nerf it on purpose I didn't mean to have that sound like I was implying so however I thought the RPG already had a unique warhead? (not sure about law) but I guess I must be mistaken I don't have anything to say to this however I'm curious as to how disarm-ability discourages indoor use
  21. Just a little bump on this topic, with the new infantry amour direct hits with an RPG take about 3 direct body hits to down a regular infantry man, and I think its 5 now for an officer so unless the person you are fighting is really incompetent you aren't going to be able to put up much of a fight with the RPG or LAW, that being said I do think these weapons could use a bit of a buff to their direct hit damage to make them more viable against infantry, I believe all weapons should have a degree of viability against enemy infantry so that you can maximize areas for player engagement during combat, a good example of this is the engineers C4 although its seemingly useless against enemy infantry because of how unwieldy it is but there are rare and golden moments where you manage to land it an it's just the best feeling in the world, but anyway my point being perhaps those weapons could use a buff against infantry in the direct hit department. And no I'm not making this appeal to further my own ends because I can probably still manage to get kills with it as it is, I just feel it is to the rocket soldiers downfall to make one of its attacks less engaging, anyway, I could blather on As for the medic I really do like the idea of Anti crush that the beacon could provide, however could there be a way that instead of having technicians disarm the beacon it can rather be vulnerable to fire damage from flamethrowers? This is mainly to just further solidify the FlameThrower as an anti medic weapon, if possible I would like to avoid situations where half of the soviet team are spam buying techies to try and disarm the darned thing and end up contributing 0% to repelling the allies, that being said I dont know your limitations and what can be done with beacons
×
×
  • Create New...