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NoSpoons

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Posts posted by NoSpoons

  1. On 02/08/2017 at 2:42 AM, Raptor29aa said:

    That wolverine first person pilot view is awesome! I can now look my opponents straight in the eyes as I fire at them. ? . Maybe the tick tank will get a cool turret camera option for when it deploys. 

    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

  2. 9 hours ago, AZ-Stalker said:

    Although, there are still things that have yet to be noticed and deciphered from the image. Keep at it everyone!

    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 

  3. What? 

    Killing You is evolving!

    ------------------------------------------------------------

    Congratulations! Your Killing You

    Evolved into Killing You With Anticipation! 

    41 minutes ago, Killing You said:

    I'm gonna throw you guys a little bone: Someone in this thread has already stated the correct answer. (I won't say who, though ;) )

     

  4. 1 hour ago, GaryOak said:

    Nod are obv finally gonna get the Core Defender

    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

     

  5. Zx32mCr.jpg

     

    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.

  6. 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.

  7.  

    12 hours ago, NodGuy said:

    BVbOuLh.png

    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

  8. On 07/07/2017 at 0:55 AM, ChopBam said:

    I've actually considered hosting a community contest for something like this. The best map design submission, decided either by community or staff vote, would be formulated [by me and with my artistic license] into a real map. Would that be interesting?

    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 :toot:

  9. 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

  10. 16 hours ago, NodGuy said:

    Have you tried using the Soviet tunnel behind the War Factory to hop over to the Allies side, go up the hill, and shoot down at the Arties from above? Whenever I am Soviet and we get assaulted like above it's what I do and it works most of the time. Your idea is not bad, I'm just saying.

    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

    16 hours ago, NodGuy said:

    Also, a good way to deal with the arty is to park a V2 on the left side of the Refinery, next to the door. This is something I also do to get them. Of course it helps if the FT is alive to stop tanks and APCs from coming after you.

    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 :p

     

    2 hours ago, Jeod said:

    This suggestion would make the map more like C&C_Field from Renegade but without the waterfall. I like the idea. Of course, I'm biased toward any map additions that add an additional strategy option.

    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 

  11. Hey all, Under sure is a fun map lately... if you are the Allies that is!

    cbed883120.png

    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??

    275718e9a9.png

    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 

    Spoiler

    87dec8c5a1.png

    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

    Spoiler

    ee46769ad5.png

    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!

     

  12. 13 hours ago, Pushwall said:

    You say all this like I'm nerfing the RPG specifically. It's a casualty of using the same warhead as many other anti-tank weapons. Buff the RPG's direct damage to infantry, and you buff the Medium/Mammoth/Phase/Turret's direct damage to infantry, and is that honestly needed? And for the nth time, we have far too many distinct warheads already to make one just for the RPG/LAW to let them and only them hurt infantry more. Also they are kinda meant to be the worst anti-infantry infantry (besides maybe techies) because they can do anti-tank/air/ship work and are so cheap. If you want to kill infantry while still killing tanks, pony up the cash for a shock or volkov.

    sorry I know you didn't nerf it on purpose xD 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

    13 hours ago, Pushwall said:

    This thing isn't an a-bomb flare, its effects are hardly enough that Soviets will be desperately scrambling to disarm it instead of just killing the medic(s) inside it since its effects aren't that significant if the people inside it aren't being constantly healed. Its disarmability is more to discourage Allies from deploying it inside buildings - if this thing becomes a reality I will also make the medic kit either stop healing armour entirely or return it to its early Delta super-slow armour repair, so its full armour heal will be pretty relevant in that situation. And the disarmability is also for consistency with other flares.

     I don't have anything to say to this however I'm curious as to how disarm-ability discourages indoor use:shyguy:

  13. On 2017-6-9 at 8:25 AM, Pushwall said:

    That's the point of the "mundane splash" protection. It would protect them against indirect fire from heavy tanks, mammoth tanks (including tusks), V2s, rpgs and grenades - but wouldn't protect against direct hits from these weapons (which are difficult except for the grenade and I guess the RPG if you're asking @NoSpoons), and would provide no protection at all against fire, tesla, environmental damage and small arms. And the only Soviet vehicles using small arms are the Hind, Yak and Ranger, all limited in availability, 2 being pretty easy for RS to shoot down under protection of a medic and the other only excelling if it can maintain its maximum range and not get hit. We could always make the armour buff give a slight resistance to direct tank shots a bit as well to further drive home the point that you have to use infantry/aircraft to counter this.

    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 

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