Jump to content

Wallywood

Former Staff
  • Posts

    1,921
  • Joined

  • Last visited

  • Days Won

    21
  • Donations

    0.00 USD 

Posts posted by Wallywood

  1. Seems the Nod Toxin Trooper is replacing Lillith Hespiax...I love it!

     

    I'm very impressed with the mod thus far...except maybe for the Mammoth Mark II walking very strangely...but that's been a problem since Day 1. (Hello, by the way!)

    Awesome glad you like it :D and yeah that big metal moose is a pain.

  2.  

     

     

    Yeah, I read the forgotten were original supposed to be a separate faction, would be cool to do that and have 3 way battles if TT can get the engine to support that (s/bool/short/g, g2g!). Yuri would also benefit...

     

    >What about superwe

    rpons?

    Yes, both are in the plans to make it into the game at a later patch.

    all four super weapons? ion cannon and multi missle is 100% in the game - but firestorm generator and chemical missle? for the chemical missle, we need veinholes. come this freaking vehicle destroing-thing in the game? o.o

     

    can anyone answer my question D:

     

    ion cannon and cluster missile yes...no plans yet for the other ones

  3. Actually we've been doing some research on the balance.

     

    High player games = GDI > Nod

     

    Low player games= Nod > GDI

     

    There are a ton of things that go into balance. It's not just about "X" unit vs "Y" unit. Sometimes its more about how units "X+Y" compare to unit "Z" and this team used the units properly and or used teamwork. With the layout of the game and unit features it is very difficult to balance a game like this. More so that one of the teams are based off of Power units and the the other based off of the stealth. What we can do right now is fix the units that REALLY stand out as over or underpowered.

  4. What about the following???

    1. have stairs, elevators and/or ladders to roof to all buildings

    2. flare indication for chopper landing as in apb

    3. multiple sd and helipads like apb

    4. door damage as in apb (like wf gates)

    5. have crane and sparkles before spawning purchased vehicles in wf as in apb. You know i just suddenly died and i didn't have enough time to get out when someone purchased a vehicle.

    6. devil tongue and sub apc should have a submerge and surface cooling period to prevent running away like coming out then back down instantly

    7. mirror the commands from apb to tsr like !d since it's not working. Had to !donate. same goes to !n.

    8. rebuilding defenses, silo and sd

    9. building defenses, silo and sd

    10. have starting cash $600 instead of 400

    11. make the barracks wider, currently it's too narrow to move around. hon's bottom floor has too many beds. Too crowded to move around.

    12. visceroids, tiberium fiend, floaters

    13. why not make gates destructible and rebuildable

    14. mm2's needs more health and armour. Given such size it should be able to crush nod's small vehicles (at least). Refine the aiming mechanics. currently it's awful to control.

    Numbers # 1,11,12,14 Working on that ,but may not make it for this patch

    Numbers # 2,6 May make it in this patch

    Numbers # 3,8,9,10,13,5 No plans for this yet

    Number # 7 Server side

    Number # 4 already ingame

  5. Yeah, I read the forgotten were original supposed to be a separate faction, would be cool to do that and have 3 way battles if TT can get the engine to support that (s/bool/short/g, g2g!). Yuri would also benefit...

     

    What about superwerpons?

    Yes, both are in the plans to make it into the game at a later patch.

  6. Even though we FINALLY have got a public playable release out to the public, this doesn't mean we get to relax. The TSR team has been hard at work making sure that we keep finding ways to make TSR better and better.

     

    Here is a bit of what we have been working on.

     

    Launcher how-to.png

    Terrortowers has been hard at work with a quick-start how-to User Guide that includes info about the launcher and TSR's gameplay. This should help bring players up to speed if they haven't tried Renegade or A Path Beyond before.

     

     

    post-3586-0-61494700-1370912676_thumb.png post-3586-0-96373700-1370912683_thumb.png

    We have also seen and heard your cries about the "too much green scopes" So we have been re-doing team to make them a bit more user friendly. These are just WIP screenshots.

     

    OWA and Fabian have been hard at work repairing the broken hitboxes reported in the last blog.

     

     

    Dtrngd has been working on a new balance patch to also go along with the hit box fix. Here's what we have for right now.

     

    * Added projectile extension again to Disruptor, Knife and Crowbar

    * Added vehicle blocker to tunnel entrances on TS_Field
    * Added minimal spray to Umagon Sniper Rifle
    * Added score/money reward for disarming EMP mines
    * Added AA Missile Launcher to GDI Officer's weapon list
    * Added $200 cost to GDI Disc Thrower and Nod Rocket Soldier
    * Increased Officer/Elite Cadre costs to $300, no Barracks/HON required to purchase
    * Increased Medic healing range by 66%
    * Increased damage and clip sizes of Uzi weapons slightly
    * Increased Toxin Rifle velocity by 50
    * Increased Cyborg running speeds slightly
    * Increased Ghost Stalker ammo velocity and damage, passes through first infantry target
    * Increased Ghost Stalker splash damage radius
    * Increased Devil's Tongue's damage by 50%
    * Increased Wolverine ammo velocity by 200
    * Increased deployed Tick Tank armor resistances even further
    * Increased Stealth Tank damage
    * Increased Cyborg Reaper rocket damage
    * Increased Cyborg Reaper web radius
    * Increased Cyborg Commando splash damage radius
    * Increased Laser type weapons damage against infantry
    * Increased Missile Launcher damage vs non-air slightly
    * Increased Elite Cadre grenade launcher radius
    * Changed Cyborg Commando weapon: less impact damage, more splash damage
    * Fixed Nod Lasers on TS_Snow
    * Fixed hole in terrain on TS_Snow
    * Fixed map-blockers on TS_GrandCanyon
    * Fixed pool party in Hand of Nod on TS_Isles
    * Decreased Hover MRLS range by 10 meters
    * Decreased Jumpjet Rifle range by 10 meters
    * Decreased Toxin Rifle ammo spray to half
    * Decreased Jumpjet Rifle damage by 15%
    * Decreased Elite Cadre weapon switch time by 20%
    * Decreased Elite Cadre Rifle/Grenade-Launcher reload times
    * Decreased Wolverine ammo spray to half
    * Removed S.A.M Trooper from the purchase list
    As you can see from the list we are doing away with the SAM trooper and moving his AA rocket launcher over to the GDI Officers. You'll also notice that the Disk Thrower and Nod Rocket Soldier are moving up in price BUT both will still be able to be purchased after the Bar and or HON are down, along with the Officer/Cadre. This should give you more options when your factories and barracks/hand are down.
    Saberhawk has been working on a few cool things lately. Improving the FPS problem and even some cool new things involving the Ion Storms.
    Wallywood (me) has been coming up with new plans and add on features for future patches. Some of these ideas mean that you will get to see things like Carry-Alls, The Temple of Nod, the Forgotten, and drop pods.
    We also have a cool new Steam group for TSR thanks to Garrus
    Be sure to stop by and join ...ITS FREE ;)
    Renardin has started working on the Toxin nade and has also been digging up tons of new assets that we could use, we'll show those off later. They'll likely be used as part of the veterancy system.
    Beerinator has textured the Vet icons
    post-3586-0-37573300-1370845671_thumb.jpg
    We are going to start planning and working on the Veterancy logic and upgrades in detail and bringing you more information soon.
    So be sure to stay tuned.

  7. I realize that it's rather soon to ask but what exactly do you guys feel is missing?

    What can we expect in the future and the near future (in terms of vehicles, super weapons, infantry, maps, coding). and how much time do you think a patch may take.

    One suggestion, can you please limit infantry only maps to 10 min instead of the regular 30 min, or is that only available at server setup for all maps?

     

    After observing this mod for literally 10 years, I must admit I'm very pleased and I'm glad that you guys finally managed to release it, congratulations.

    Well there will be

     

    A vet. Sys

    Stealth Gens for Nod

    Hacking for Engiees

    More maps

    Tech Centers- That will give you control of Hunter Seekers

    Radar Towers- That will give you control of limpet drones

    Mobile EMPS

    to even that out we may give Nod an EMP tower

    Super weapons and the buildings

     

    and patches should take too long. A lot of this these assets are made they just need rigging and textures

    So we will try to get these out ASAP

  8. 2006 has finally ARRIVED. After the long wait, and TONS of bugs. We will be releasing TODAY, May 31, 2013.
    Now, keep in mind this is a public beta, which of course means things may be missing, mis-textured, and some features just will not make sense at all or are incomplete. Some elements you may have seen from video or pictures taken from internal builds may be absent for stability or gameplay reasons.
    But, also keep in mind that with our new launcher (Thanks to Dan Paul) we can make patches and quick fixes in next to no time at all. We are all very excited about this and can't wait to see you all in game :)
    Don't forget to report any bugs you find on our bugtracker.

     

    TSReborn_Logo2.png

     

     

  9.  

     

    A script that would spawn a mark on the minimap when the warhead it is attached to collides with something would be probably quite useful for many things. In this case just give the binoculars a hitscan primary fire with an invisible warhead with that script.

    well you can't attach scripts to warheads that's one drawback of the engine

     

    Flares cause a marker to appear on the minimap. Perhaps we can make the binoculars' warhead spawn an invisible flare or something?

     

    Which reminds me, whatever happened to the idea of giving Captains, Spies, etc. a couple of flares to mark objectives, signal teammates, etc.?

    That sounds like some APB stuff. Go ask them.

  10.  

    Advertising on 4chan ...

    L O L! :awesome: :awesome: :awesome::psyduck: :happycat: :emot-laugh:

     

    The engine needs to be able to support the ideas of the devs in the way they want them in the game and also be able to played in a somewhat decent way.

     

    Right now APBs engine quite playable, with the exception of that lag maybe which can really be annoying at times, but i cant see how graphics are the weakside of this engine, in regards to their capabilites that is. Sure better performance is a huge plus and all, but its not really that urgently needed.

    Everything else as i see it is gameplay and balance and etc and this what really will count at the end. Complains about graphics are nonsense to me.

    Good job :foxnews: ing my post there.

  11. Will you guys post those Reborn shorts on ModDB?

     

    Also, what will be available upon release? I know you guys already said essentially whatever is ready, but what is ready? I assume all the infantry are ready (I haven't seen anything contrary to this) and most of the vehicles (excluding the Juggernaut and EMP Tank, but how about the Mobile Sensor Array, Mobile Repair Vehicle and Harpy? I haven't seen those in any past images or videos. Is the game balanced like this? What will happen when new units are introduced and the balance is screwed up?). I know in the past you guys have said that underground vehicles would not have their underground abilities at first and that veterancy would be pushed back to a later patch, but it looks like from this video that you guys have the underground issues sorted out so will at least they be available at release? How about the Ion Storms, Building Hacking, "Poison" and the Superweapons (this especially, because I know you guys have said that they probably won't make it in the first release in the past but they're just so darned cool) from the first Dev. Blog?

     

    PS: Oh yeah, where's Renardin in all this? I thought he would be around to see the project he originally led get released.

     

    PPS: Will Carryalls play any roles?

    OMG thats a lot of questions.

     

    Ion storms turns the screen yellow, and lighting strikes randomly on the maps. They are random in on or off at the beginning of the map and length time. disable EMP mines and stealth units

    Mobile EMPs aren't in yet

    MRV are in

    Underground works

    Vet will come later

    EMP mines work

    Toxin poisoning works

    MSA are in

    Harpys are in

    carryalls will make an appearance but not in first rc

    building hacking not in yet

    super weapons not in yet

    Limpets aren't in

     

    hope thats pretty much all of it.

  12. Do the riot troopers have Riot Shields and rubber bullets in guns as well? Also, why would you use Riot Troopers unless your planning on a co-op map based off that one GDI mission?

    They carry EMP mines and Shotguns with lethal ammo. There really fun units ;)

  13. What exactly was the problem with the Juggernaut? Was it deploying badly, or was there problems with the 3 turrets (which happened even in my test build)?

     

    Will GDI get a Placeholder unit?

    Right now its ice skating, poorly rigged, and doesn't do very much in the attack department. It'll be back soon in the first public patch.

×
×
  • Create New...