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madrox8

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Everything posted by madrox8

  1. this is true, and infantry had a small stealth detection range as well, along with wolverines, and titans once they reached Star level I do not remember units having a small detection range, and I played Tiberium sun alot. What I think you guys are mistaking this for is when a stealth unit scrapped up against another object, it uncloaked momentarily. - not confuseing it at all, its an acual upgrade on titans, wolverines, in the INI files that give it "detection" when fully promoted, and all infanry have it as well, there is no "scrapped" in TS with stealth tanks, get a friend to play a game with youand try it for yourself Hmm, I never noticed that. But you are also wrong, because Stealth tanks DO uncloak when they scrape up against another object, this is also true for spies and other stealth units. I know this for a fact, because I've seen it many times (Civilian houses don't detect stealth, nore do power plants, but they uncloak units. That's my proof). I've played the game enough times to know this. i dunno what version oyu have been playing but stealth tanks have never decloaked at a powerplant for me or any building except for vulvan turrets or lasers. never had them decloak on civillian structures as well, im going to find my TFD disk and reinstall the game on sat and give it a try, but im pretty possitive they don't, and i know this due to playing the game many times over, and modding the game
  2. this is true, and infantry had a small stealth detection range as well, along with wolverines, and titans once they reached Star level I do not remember units having a small detection range, and I played Tiberium sun alot. What I think you guys are mistaking this for is when a stealth unit scrapped up against another object, it uncloaked momentarily. - not confuseing it at all, its an acual upgrade on titans, wolverines, in the INI files that give it "detection" when fully promoted, and all infanry have it as well, there is no "scrapped" in TS with stealth tanks, get a friend to play a game with youand try it for yourself
  3. I'm pretty sure, in Tiberian Sun and Firestorm, only Vulcan Cannons had a small stealth detection range. RPG's and SAM's didn't. this is true, and infantry had a small stealth detection range as well, along with wolverines, and titans once they reached Star level
  4. If it makes you feel better count how many times Catalyst dies in the video yeaa, he isnt that good of a player
  5. not even 4 seconds when gameplay starts i see a text of catalyst killing me >_>
  6. hope most of the stuff stays to its TS true, otherwise my research would be for nothing
  7. thing with hit scan is if the weapon has no charge up time to fire they make the woapon EXTREAMLY op, in APB beta the shock trooper was broken so much cus of it, and i cant really talk about AR but wally knows exacolly what im talking about as i gave him many wtf moments
  8. so by your logic, they shouldnt be in tiberian sun because in tiberian dawn there was no lasers or space suits for infantry, or mechanical walkers (in gameplay)
  9. i give up, from now on any turret weopon for me will be called lasers, and sniper rifles will now be nukes
  10. thing is ICE, there is 2 types of logics you need to think of, you only think of real life logic, and to video games, means nothing, for art and real life opertunities thats where that logic is important. then there is programming logic / gameing logic, gthis kind of logic anything can happen weather it makes sence for real life logic or not on the APB LOL map, how does it make sence an ore truck can fly and shoot rockets? it dosent, but in a programming sence, it makes perfect sence and thus why it can happen. the point that wally and myself are trying to make it dosent matter what the ammo is called for these reasons 1) as stated hundreads of times, you will not even see what the munition is called on the weopon you are useing 2) the ammo name is just a value title for programming 3) it is a sci fi game, how does it make scence a walking unit can be more effective then a tracked vehical
  11. as for all i know about basic programming, for when you set a rank up situation you just code the name of the weopon, increase X amount of values, then call a text msg to inform "you got promoted" so in a sence, on promotion, the coder can just type what ever he wants for a promotion msg.
  12. the very thing you are argueing about mostly is in fact the unseen name, i dunno how many times wally has said this and myself, no where in game will you see the name of the ammo unless your modifying the data for it
  13. ICE i garentee you some of the "ammo" names for APB are not what you think, but you will never know this
  14. I'd like to do this when we are closer to a release. I think the art needs finishing before we do anything like that though. well to be fair its playable now just allies will get lost in their buildings with no textures
  15. well this was a big misunderstanding on the whole arguement we all thought your just nitpicking at the string of the weopon that you use to plug in the values (you never see the name of that as there is a seperate value to give the weopon a name) and for the rank from what iv read, if you reach full promotion with say a disk thrower, you can pay 2X the value to buy a fully promoted disk thrower but cannot buy fully promoted units with the others. if you fully promote a wolverine later then you can pay 2X for the wolverine AND pay 2X for the fully promoted disk, and as such if you want you can pay 1.5X for the rank in between full and starting, your choice if you reach that goal for the unit on that round. i hope that clears things a bit :/
  16. thing is there no need be of a building to grant vet as you get vet by killing things witht he unit you are, if you die and have unlocked that veterency level of that unit you have the option to spend a little more to spawn with that veterency if you unlocked it dureing that battle by killing things
  17. but worrying about a name that you will only see in the data aspect of the game and not in the acual game, how is this important at all?
  18. to be honest, it really dosent matter what things are called or named, games are made of images and numbers that tell the game to do things, you can modle a broom that projectile exits the poofy brush stuff and on contact activate nuke animation that will do 3 damage to units in the radious of a map. names of ammo it uses does not show anywhere models are only visual purposes animations are more eye candy visual purposes the numbers is what makes things happen, THINK OF THE NUMBERS!!!!
  19. C&C 4 teached me thats when you know your hard countering
  20. nice blog there wally, can't wait to keep attacking as a technision so i can repair speedy fast
  21. the reason killwhoreing is around is mostly due to oxi stats, people dont want to win, they want to have something to say they are number 1 at something or do it for achievment whoreing (medals), and because oxi stats keeps track of so many leader boards for every unit, K/D and other stuff you can think of, why would you want to just win the game that will not improve stats overal? the oxi stat system is good but its the dumb people who think being number 1 by points is more important then winning the match, and if they looe a structure that enables a point whoreing unit those players will quit, if the team looses a building that enables a good killwhoreing unit, those killwhore players will quit, if you know where a sniper killwhore camps, and kill him 2-3 times in a row without him getting a kill, he will quit. if you want people to stay in the game and play how the game is ment to be played then the oxi stats need to be completly changed to set more objective to the destruction of the base then reward the kill / point whores, this is just my personal opinion on the matter or option B is to give a big hand holding situation if the enemy looses the War Factory then you loose it as well to keep a fair game and tie games so no one is a looser and everyone can have fun /sarcasum
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