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Raptor29aa

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Posts posted by Raptor29aa

  1. I’m curious does this mean there is a large and small catagorie? Like 10 and up vs 10 and down. Or does this mean each map is given variable number which corresponds to a minimum player count required for rotation?

    does this mean that more of the infantry only maps are returning? 

    Lastly does this also pave the way for bot maps?

  2. 20 hours ago, Bayonetta said:

    Nice, the GDI War Factory always felt inferior to the Nod one from a interior design perspective.

    I would agree considering the Nod War Factory MCT is on the second floor and attackers must wait for elevator, while the gdi one is to the right of the big main door.

    (and don’t tell me Nod’s War Factory is harder to repair  than gdi’s War Factory, because the mobile repair vehicle can repair from the outside the building.)

  3. 7 hours ago, Alstar said:

    Small feedback from me, regarding the Coastal Influence.

    Today i played the first game on it after patch, and i have to say - this map changed insanely when it comes to positioning of defensive V2. To the point where i was unable to stop anything that came through island/bridge unless its right in front of me and im certain i can hit it without problems with arc missile. The only areas where i can easily straightshot at anything on bridge were Service Depot close to Refinery and right in front of entrance to bridge. Refinery fundations can also be counted here but (just like service depot) you can only fire from side on bridge, while risking your shots being most likely blocked.
    image.thumb.png.0392ec67035912707284f4c48f13fe38.png

    In addition to that, lowering the elevation of middle island makes it nearly impossible to attack Arties on island. The fact that bridge (and entire island) was moved a bit to the North also have a bit of part in that, as you need to fire over bridge to hit anything - and you still wont be able to do that.

    image.thumb.png.6d14d0c10dfd8414ec17ac730184daba.png

    Another thing is defense vs naval. Previously you could rather easily fire at ships coming to attack the Sub Pen - now since the area is flat you cant freely adjust your V2 trajectory by pointing your launcher on hill from Refinery to SubPen and aiming that way. It can be done, but you must be very close to the water now.
    image.thumb.png.062d07f5de9f0e223dfcf23dd9e69399.png

    In other words, as someone made a joke in discord,
    image.thumb.png.dc34879349d761786ec4cf37e67a2c7b.png

    Why not just make the bridge destructible?

    Although I do suppose giving an extra meter or two of hieght would suffice. (Lastly I can almost get an HT from soviet ore filed to island via water... it was awesome. I don’t know if that was intentional)

    Edit: I am joke by the way about blowing up a bridge just to get off a better V2 shot.

     

  4. I will say joining up against a common foe is good for morale and good for low numbers on a server. Games just like sports, conversations, dances, or films can’t be constant high intensity. There needs to be some relief, or intermittent rest/slow down. (It also helps new players hang in there longer than me and Catting or Totd vs kitkat59 and likesburritos) Lastly co-op makes me miss gunnie and his crazy co-op ideas. (I also miss Shocky Gonzalez but that is a story for another time)

  5. 12 hours ago, Raap said:

    I'm partially attempting this, but what prevents a full object-mesh cliff isn't polygon counts, it isn't client performance. It is that vertex light solve makes them incredibly ugly to behold. Just look at my initial three screenshots, the light solve is a blight on the scene, creating black smudges for "shadows".

    I would love a new lighting model for W3D. I'd touch people to see it happen. Touch. People.

    Well, I suppose if you found a desperate but intelligent and brilliant female programmer... I could see the touch part working... maybe. But even if you found one you'd have to scare off the army of her male coworkers/possible jealous busy bodies.

    Much easier to go to a university, find a teacher's assistant, bribe them with a little money (they don't get paid anything real so this part may not be that difficult), and have them make the coding project an extra credit class assignment... done. And no nerds get harmed or women wooed, yet the bribe would cost you.

  6. 19 hours ago, NodGuy said:

    Those colours are all apart of Silverlight's hax program. He has finally slipped up and revealed his haxxing ways.

    Haxxing sounds like techno wizardry which the angry mob will not tolorate!  burn him at the stake! He turned pyryle’s tanya into a nute.

  7. Wow... 2018... I gave up map making after my last computer kicked the bucket, but with the announcement of new tools I think I might give it another try. 

    Looking forward to all the amazing stuff!

    (Reborn roboot sounds Epic)

    (RA 2 is making excellent progress!)

    (keeping fingers cross for soviet migs)

  8. I will say I am pleased with seeing that worm eat tanks like a big armored pac man. I was also surprised to see all of the tanks and aircraft. I didn’t know you guys had so many assets ingame. I would like to see one closer, maybe a spec profile/post of one of the units. Lastly that desert looks massive! (I almost feel like Laurence of Arabia or Ben burr viewing it) Also do you guys have issues loading maps or lag?

  9. On 3/23/2018 at 8:51 AM, OWA said:

    Sounds a bit like a flare gun.

    Hey flarguns still hurt.  Maybe a burn pistol may not be the right direction. (It would give that awesome hand a purpose)

    On the other hand If Volkovs grenades (and kovtillery) did self harm if in splash range then he wouldn’t be much of a CQC unit. (Just like how the rocket soldier does self harm in CQC also)

    PS I have no idea why my text looks different in this post

  10. 6 hours ago, Mihaita12 said:

    I want more updates in this year! Not in next year!

    Translation: give me shiny photos of some in-game unit/tank/building to drool over Or else the house of Harkonnen will get its revenge on you Atreides scum!

    (sidenote: the house of Ordos wasn’t mentioned much in the original book series, but for some reason was chosen to be the third faction in the game)

  11. 3 hours ago, thedisclaimitory said:

    your right as they do have a verry fare amount of range but what happened to them making enemies catch of fire  what ever happened to that  but anyways maybe they need a small but slight nerf on the serge and star shina's  range a very small tiny bit 

    Nerf the range or widen the spread?

    Are you talking 1m or 15m?

    Or are you talking about the burn damage not being long range?

    Either way it would seem strange to have a shotgun blast disappear at midrange. Rockets cannons and missiles blow up at max range. Bullets fall at long range (especially sniper rounds). But a shotgun blast mysteriously not traveling mid distance would seem odd. 

    PS I agree with Alster I too like using the slug especially for tanks. (I just think the Soviet secondary is worthless)

  12. Ok so after reading many posts I’ve gathered these conclusions:

    speed nerf = debatable since most allied units are fast (idea being slow heavy + armored sort of tank-human)

    Keep arm as cannon = yes please

    make all weapons long range = debatable but leaning yes

    keep infantry grenade secondary = debatable unless the burn is removed/nerfed (a slow burn might be favorable as in medic/apc + anyone = dead kov)

    remove infantry shotgun arm = generally no (expensive tanya food/ Longbow+tanya fodder) 

    change characteristics of shotgun arm = yes... but how... debatable (descussed inaccuracy and burn possibility)

    remove kovtillery = a faster, more expensive, version of shock trooper

    Only allow one = no

    rocket arm secondary = no

    AA or flak secondary = no

    Lastly super rifle weapon = likely no

  13. Kovtillery gives volkov the range to kill artillery... rpgs can’t get close enough fast enough neither can Shock infantry. Also He is a great artillery counter because his ark shot can hit artillery behind cover. Without it mechanics + artillery would be harder to kill. 

    A compromise would be have kovtillery be single shot and thus giving no extra damage bonus.

    I will admit it would be easier to kite a kov in a Light tank if it didn’t have the range. 

  14. I thought the purpose of the allied shotgun secondary was for armor (as in attacking soviet tank armor or bouncing Volkov s).

    speaking of single slugs what if volkov’s secondary weapon was a single slug or regular grenade? (I always thought the burn was a little too much that and I’ve seen new players try to use the dragon’s breathe against tanks, lol)

    as for the Soviet shotgunner I am not sure ?. In order to get away from CQC the projectile would need to not be a wide spray nor a slug (allied copy). It was mentioned earlier bullet fall (a good start) I know flak is too far fetched so would lightning, I Lack imagination for specialty ammo. (Maybe the secondary consumes 2 ammo but burns?)

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