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Raptor29aa

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Everything posted by Raptor29aa

  1. Ok after reading, comtemplating, and listing the pros and cons I can say this... Neutral Vet tech building... not included in release at all (too many variables) Will it be included in a fan map... maybe Will it be included in a dev. map in another version down the line... maybe Rational... Getting all the units, weapons, balance data, testing, vet sys, tech lvl, and map balancing is priority one. Thus Wallywood in the best interest of time will most likely reject the idea (do not take offense). He is seeing things from a developer stand point... aka if it isn't vital to initial release, game balance or visual aesthic... it's a "back burner project." After the vehicle release he might be more inclined to play with the idea...but as for now... no (please do not take it personally, he is just trying to keep the project to gameplay mechanics. As for the auto marksmen (sorry I used sniper)... or whatever classification I should call it. The word "laser" did conjure up many false ideas. I will not comment on the name at this time. The damage is burn... great. And tanks can get hurt too... excellent. And that's all I need to know. Although I am partial to the name ion ammo (since GDI has an ion cannon in space) photon is good too.
  2. Excellent blog it answered most all of my questions... except one. Umagon's elite status as a laser sniper, will that involve red tracer rounds? A custom beam-like shot? Or some sort of glowing red effect on the gun meaning laser is now added? P.S. I'm excited to see an automatic marksmen class that can burn infantry... :emot-dance: mu ah ha ha ha.
  3. Ok Three things (thank you taking the time to respond to my last post) 1:) PP giving a 10% tax isn't threatening... annoying, but nothing game breaking. I just hate renegade's double price. 10% would make a 500$ wolverine into a 550$... 50$ not much. MKII 2400 -> 2640 not that bad either. 20% would make a 500$ wolverine into a 600$...100$ no way! MKII 2400 -> 2880 heck no... that's almost 3000 / 4 tib. dumps. 5% = lol nothing. 500$ wolverine into a 525$... LOL. 2:) AA rocketman... will he get a pistol or uzi... or maybe uzi is the elite weapon? 3:) @Enduar and ALL on limited vs. unlimited. Theory states there is no damage difference... just damage potential If max damage potential is unlimited ammo (Infinite damage) Then limited ammo nerfs a unit capping its ammo supply/damage potential. (How much damage should be between refill?) Therefore: The question is do we want to limit the damage potential of infantry? Or in layman's terms would you like to kill more than one building at a time as a GDI or Nod foot solder? Side Note History: Renegade had random weapon spawns in the field, yellow refill crates in the field, and buffed APC armor because they saw that games with limited ammo needed a away to refill other than walking back to base. They knew critics would tare them apart and give bad rating for any such annoyances. @Enduar I hope this is logical enough for you, If not then I will edit my statement. I for one favor unlimited potential for devastation.
  4. Ok 6 quick things (Good work by the way. Progress has accelerated excellently) 1:) Renegade flame properties usually bleed through walls, which to a unit with a GIANT CANNON ARM... might be a little too much power... yet if this flame weapon were unlockable by elite rank... then I'd be all for it!!! I approve of elite weapon powers that burn stuff... :emot-toughguy: mu ah ah ah ah ah ah ah ah ahhhhhhhh... 2:) Anyways, Are EMP mines a fancy way of saying proxy mines? Or will they be something unique? 3:) Power Plant Logic... If shutting down defenses isn't enough... maybe have it mess with radar? Just a thought. (I disagree with a price rise... I mean to have the oblisk shut down an your tick tank is now like 1800 would be too much of a game killer) 4:) I support the cyborg hand-cannon. It would mix things up a bit. (Just please don't make him slow :sad: ). Also I've seen APB's APCs machine gun chew through defenses... Thus I think a cannon weapon would make the Damage rate more controllable for base def. and buildings. 5:) Will the crowbar be weapon or just a tool? (Thinking of the game half-life where I owned lots of things with a crowbar :emot-neckbeard: ) If not that is ok... Dukat863 you wanted the rd stripe because of half-life too, lol 6:) Will the AA rocketman be able to damage buildings? I am think he is strickly AA missiles, but if he does have a secondary ground missile then I'll understand... but then wouldn't that make him an average RS?
  5. It's really not safe to assume anything when it comes to a rehire. Larger pool of people = greater supply Which in Theory greater supply = increase in chance of a high skilled and enthusiastic person. Which can mean skilled enthusiastic testers > slots open Thus: Larger pool of people = less chance for slots open Therefore: good luck Or in layman's terms: you may have met the prettiest girl in your home town, but not the prettiest girl in your state. :ph34r:
  6. By the way... For some inspiration I googled nod carryall and got this http://cnc.wikia.com/wiki/Carryall_%28Nod%29 It looks the part at least... it won't be TSlism... but it works. Also I think Ghostalker or GA for short, from what I tested has a pretty fast moving projectile. It's not an insta-kill (for balance reasons). But it's a projectile which doesn't arc, and has high damage. Just aim head level for maximum lethality. It's hard/impossible to dodge, but it shouldn't be a lightspeed weapon. For those reality folks out there let me tell you the air density of TS is thick and dusty and full of iron (hence frequent ion storms). Thusly trying to fire a magnetic object through a magnetic cloud which often becomes electrified anyways (ion storm) would be dangerous because there would be no telling if the weapon would fire or become a lightening rod. So... being as the weapon mentioned could kill its operator it, probably wouldn't have been mass produced. (Feel free to PM me if you want to talk physics, but yea magnetics and lightening don't mix).
  7. Dude u have no idea how frigging OP the hijacker is on the current build of the Mod. You mean like the time R315ch stole a MKII and I forget who it was that kept repairing it with the mobile repair vehicle. Anyways that one vehicle kept the base alive without a war factory for at least a good 5min and three waves. (It was a 3v3 match)
  8. Well, teamwork demands planning, and planning needs around 10-20 seconds... most of the time in Gamma you start off buying a weapon and running off or jumping on the nearest supply truck. Pre-Gamma was a bit of a waiting game for the first dump which left plenty of time for planning. Also starting credits for Gamma means also that the first 20 seconds is absolutely vital! There is no time to talk! Only enough time to kill the opponents refinery and so secure an unwavering victory for the rest of the 7mins while the other team gets all moody. If you want to see an increase planing you need an increase in time to plan. Faster gameplay means faster reactions... this isn't chess. The slow get killed. PS... As for Reborn with no snipers... Umagon is more a long ranged gunner... (aka no one shotters, more of a... "holy crap my life bar is draining") Also WallyWood I trust your judgement and hope for the best. Also it was fun testing the cham. spy with his knifing (yes it is almost impossible to get close enough to hit the target but when you do...sweetness). I did testing with the previous RC1 and RC2. Lastly... spoiler: the mutant hijacker will come with a crowbar.
  9. About the cupboards... will they close when soviet tank drives near building, and if so could said soviet tank splash damage into said building... if so mother Russia thanks you, if not you will die like allied dogs. Other than that thanks for the blog.
  10. AR team is has the best updates with service we the viewers can rely on, thank you PS sweet animation video!
  11. Yea, AR needs some really cool goodie posts like this one. Oh by the way speaking about posts Reborn posted a new one today but it is sad the members that were going to apply the models to the game and finish the demo level, well they quit so now there is a search, yea. I should stop talking, but here is a link http://www.cncreborn.planetcnc.gamespy.com/ Anyways yay for the zepline of doom!!
  12. Excellent video, but why not deploy in mid air? I noticed some sort of base in the background, while you where driving the taco. Anyways it is a great update thanks.
  13. Excellent pictures, it must be cool to test drive those new tanks, although they still need textures. By the way kudos to MartynM's Boss of the month for it's the giant Robot from C&C TS firestorm expansion.
  14. Sweet war mine is up and running, and now you can use them for rushes. I was wondering, how are the controls for the cronominer going to be. Anyways good jorb and keep up the good work
  15. Will you guys Model the hospitals or the oil yards? If so will they be implimanted?
  16. Well the Apocalipse tank doesn't look freaking huge, but It'll do
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