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Raptor29aa

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Posts 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. Power Plant logic so far will only disable the Base defenses, I'm not a huge fan on the concept of a power plant doubling the cost of things... that has never really made since to me, but I might throw in the idea to slow down the speed in which things are built, if that is up and working in time.

     

    Also R315r4zor there is no rule that says you have to put a Power Plant on every map you make.

     

    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... :D 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. Well im gonna go ahead and safely assume all current active reborn beta testers will get reinstated as testers here?

    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

    250px-Nod_Carryall.png

     

    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. The Hijacker has had a crowbar at least since the Infantry Beta, which was released back in 2008.

     

    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. APB Spies are very useful; They just require teamwork (Ex. Shutting down the Soviet power plant before the rest of the team rushes the Tesla Coil). Unfortunately, true teamwork doesn't exist on the APB server because 90% of the playerbase seems to either lack the patience to plan things out and/or the willingness to follow other peoples' plans, or they just want to lone-wolf all the time.

     

    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.

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