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Raptor29aa

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Posts posted by Raptor29aa

  1. If you swap bases, GDI would be attackable from underground, bridge 1&2, and land; Nod would be attackable from land, the dam, and the water.

    Thus swapping is out of the Question

     

    I don't think this Maoist a total GDI win.

    Unless the water is open to mrls, then the dam would not be a viable coke point for nod to artillery + tick tank.

     

    (Scenario) GDI defend bridge by water

    Nod is forced across land bridge.

    (Scenario) GDI use mammoth And Titans to stonewall land bridge.

    Nod's response is artillery + tick tank or underground ambush with CC. (Or if both land bridges are vehicle accessible then a flanking maneuver would work as a defensive strategy)

  2. I sensing dog verses cats or bears verses dogs. (Add rockets and you're in business).

    Or a new unit that can summon ai dogs or bears (like a bear gun). (That would make a new meaning to the right to bear arms)

  3. Yeah more players would be good! Publish a content package with a reworked juggernaut, vehicle veterancy and add TS_Dam and TS_OmegaCity as official maps. Do some PR like a video introducing the juggernaut and vehicle veterancy on this city map on several C&C sites. It will serve some nostalgia and several new players.

     

     

    I agree being able to walk a Titan or a juggernaut through a city or fly between buildings would revive the nostalgia in any TS player making them drool in a wonderland of memory and fantasy.

  4. I figured this would be the place to share some moddels.

     

    Brief history

    Around December 2010, I started a project to make an Xcom Ufo Defense mod for renegade. I made a lot of models but after a while I lost interest.

    So here I am four years later cleaning out hard drive space and I came across my old forgotten project. Instead of deleting it, I figured I should upload and release the raw material in-case someone wanted to pick up where I left off.

     

    The file

     

    The file is 100MB download 226MB once unzipped

    some of the models are more finished than others.

    Weapons were not finished at all :-(

     

    Details

    -Aliens

    cyberdisc, reaper, sectopod, silacoid, celatid, chryssalid, Ethereal, Floater, Muton, Sectoid, and Snakeman

    -Humans

    Four human models each in different armors (regular green, alien alloy, and power suit), also cannon, missile, plasma tanks.

    - Buildings

    only Conscept art

    -Sounds

    All xcom sounds

     

     

     

  5. The reaper shouldn't have limited ammo because nod has no service depot to restore the ammo (unlike GDI). So a longer cooldown would make more sense.

    Ghostalker would be a good counter, or an anti-tank unit, or a wolverine (which I am looking forward to piloting).

    Lastly cyborg repears are similar to wolverines in my opinion, both are anti-infantry. Just one uses a net while the other uses twin machine guns.

  6. Ok I do apologize, but what I am trying to say is that The reborn teams at work.

    I hope I don't get canned from the testing team for this info but... Since late January a new scripts build, for a tweak or a fix or a new change in code, have been posted every 4-6 days. I won't reveal contents of them, but it shows how close and how hats the team is working.

    I am looking forward to not either during blue helling or lagging up when deploying or deploying in a cloaking field.

    I am looking forward to a jump jet actually flying not walking. I am looking forward to a burrow system that does just send you down to another plain/terrain. I look forward to actually being able to use a cyborg repeaper without during or glitching through the terrain. Same goes for the hunter seeker unmanned system. Or the APC being able smoothly transition from water to land.

    I was part of the reborn testing team two years ago. And I hope the new team has the Nod attack cycle fixed. The thief system fixed and the Ai for the mammoth mkII fixed (one stolen it still gunned down your team mates, I was like holy crap its killing my team in my base and then my base buildings.)

    And lastly I think the majority of the mentioned above are either fixed or are 90 percent there.

  7. the Ion Cannon obviously just requires the GDI Upgrade Center with the Ion Cannon component.

     

    I know that, I was just asking about it's aiming mechanism. (basically it sounds like the Ion Cannon will operate like a cannon)

  8. LIke all of this.

    My feelings on the Steath Gen. or SG is that cloaking buildings (which has too many complications anyways) shouldn't be done. <- this is a controversial statement... sorry. My point: the buildings aren't going anywhere, but it's good that the defending infantry, tanks, and laser turrets (if set to vehicle) will be cloaked.

     

    Plus this'll make my jorb easier, which was hiding cloaked MSGs in the nod base to achieve the same effect. (The cloaking effect does turn the tides of base defense).

  9. Also, I'm assuming by world box you mean the targeting square/hitbox that appears around a unit/vehicle when you mouse over it, Retaliation, in which case I'd like to point out it was me who brought that to attention, and as a result it was promptly ignored. Though it's good someone at least read that, even if it was accidental, considering it's been an issue with the MSG for a long time that effectively nullifies it's stealth unless occupied.
    A worldbox is not the targeting box. It's an invisible box that characters and vehicles use in the game to calculate collisions. I'm not sure if this box is used to calculate the target box but without worldboxes, everything would fall through the floor.

     

    I was the one that mentioned the phrase "world box" in error and It got used, sorry. But yea in RC 1 the MSG worked fine without issue0, but in RC 2 this problem reappeared. As stated above DarkAngel knows something about resolving this issue.

  10. Now about the MSG. The issue with it having to stay in one spot is that I'm afraid it's going to be come a sitting duck unit. Since not all units are going to be radar invisible it would be really easy findings a bunch of grouped units. And just firing shells into the area where they are forced to sit. Without any fog of war and realistically sized maps, it would be way too easy to spot a group of units and then over run then even if they did stop and deploy. But that will be tested more to see which way is better. A couple of other ideas I had to fix this was. 1) Maybe making the MSG invisible all the time and when it deployed giving it the stealth radius, or 2) give the MSG a very small stealth radius, but when its deployed give it a large stealth radius. As you can see we're still thinking up details for this.

     

    The last version I last tested (RC2) on the reborn test team. It has the MSG deploy and then I was able to leave the vehicle and the vehicle remained cloaked while I (being a cloaked cyborg in a tiberium field) waited to ambush a titan with my cannon...

    How I see it, it's like an expensive deploy and abandon vehicle (so I can get a piece of the action).

     

    Warning Logic below...

     

    Pros to MSG cloaked while abandoned:

    Infantry inside cloaked units can defend base (it's better than an MGG in that regard)

    Can be left near a corner of the GDI base and so help the influtration effort (as in defenses are down and I want to sneak in as an inf) only threat being a mobile radar detector.

    If captured by GDI it can't be used to guide an invisible MKII to the nod base (one big nod plus)

     

     

    Pros to MSG cloaking field while moving (no need to deploy):

    Driver cannot join in on an attack

    Can guide an entire attack force (a rush) from one base to another unseen and unbothered by Air, ground, or hover/sea units till they attack their target (mix that with a Mobile repair unit=death). YET... GDI has a mobile radar dectector unit.

    If captured the above instance can happen in reverse as in cloaked titans, GS, and MKII. AND nod has no mobile radar unit... aka little hope.

     

    Cons to MSG visible while abandoned (deployable or not deployable):

    Makes it easier to kill from air, ground, and hover/sea

    Makes it very easy to steal.

     

    Cons to MSG visible while moving (deployable):

    It is slow and vulnerable to air, ground, and hover/sea.

     

    Pros to MSG only cloaked while moving:

    It is unseen in transport and unnoticed by anyone till it deploys. (or mobile radar detector)

    Less threatening if stolen since it is visible

     

    Cons to MSG only cloaked while moving:

    GDI will have no way of finding and destroying it, unless it charges into battle, or is found by chance. (Or mobile radar detector)

    If stolen nod will have a harder time finding it no mobile radar detector.

  11. I do have a question about APC and sub-APC. I know they don't have any weapons so an elite status would almost never be reached...

    But I am proposing that if a player somehow runs over enough inf to make it to elite that they'd be given a little speed boost?

     

    As for the mkII... running back to base for repairs is quite annoying and self heal would be nice... but if you feel it must be an elite status thing then ok.

     

    Also wouldn't it be better if the mobile repair vehicle self healed it's HP instead of faster healing rate (I mean it would make a row of tick tanks hard to kill... yet I suppose that's the goal anyways).

     

    Other than the three items listed above I approve of your ideas and say go for it.

  12. After much thought I have changed my opinion on hitscan (I occasionally play the old beta). The GS would be great with hitscan as long as the range is kept short and extra damage for headshot is turned off. As for the CC I am fine with tracking as long as headshots do not equal extra damage. (My rational is APB had a little RS headshot problem long ago with the Redeye wouldn't want a repeat).

     

    As for the MKII as I stated above I am open to the hitscan for it. What I really think it needed was more splash. I know it has an AI turret to shoot infantry, but I'd like the satisfaction of killing infantry as well. Not to mention it's cannons are the size of tanks.

    @r315r4z0r My biggest upset with the MKII was when the Sams on top killed a helicopter and the pilot decided to drop all kinds of explosives on top. (Only later did I learn that turning left and right repeatedly can throw him off), LOL.

  13. @Enduar: For once I agree... hitscan would be ok for the MKII. I mean it's not like hitscan makes it turn faster, lol. Also to answer your question nod has a few mammoth killing tactics. 1: Mobile Stealth Gen (a deploy for instant invisible bubble, and hope GDI won't bump into you). MSG + Mobile Repair Vehicle = Fun. 2: Burrowing ambushes... Flames!!!!!! :emot-dance: 3: If you can manage not getting shot by the under turret (surface in a blind spot) have a couple people jump out with C4... boom... nice dent in health (good ol' engi rush).

     

    @MartinMb As far as real life, I can't argue with the logic. Although if I were to guess I'd say ion interference makes it non-hitscan... yet I know it's too fast to be messed with by an EM field.

    As far as gameplay I think there is a fear of a tanya-like hitscan. (I know the response, give him a charge up). My last experience with testing for the previous team the projectile was wide and the shot was fast, but not hitscan (speed more like Medium Tank fast). One thing to keep in mind about Ghostalker is that he fares will against tanks.

    My final thoughts, Ghostalker is one mean mother, he's got C4 for buildings, A railgun for tanks or inf, he's fast, and Tiberium heals him. I'd rather not say anymore than I'll leave projectile velocity to Wallywood's digression.

  14. Here's the thing about the MKII... it's meant to be a base killer. It's two huge guns aren't meant to track and vaporize tanks.

    It has a turret to prevent hijackers and infantry, and sams to prevent aircraft from pwning it. The main weaknesses are to be from tanks. Thus teamwork in protecting the MKII should be a lot of anti-tank measures (since its an easy for tick tanks to hit a moving house).

     

    As for people worrying about an elite MKII... it would take a long time and a lot of kills to lvl it up. Not to mention it can't really run back to base and get repaired like the hover mrls or wolverines can. It's sort of a one trick pony.

     

    Lastly as for hitscan MKII railguns... it shoots massive blue balls of death with splash... I think it's scary enough.

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