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Wallywood

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Everything posted by Wallywood

  1. Well without the FPS rape and the annoying bubble lol. yes should be We'll play around with a few ideas...But I'm like you on this, That could cause more problems then it's worth Don't worry so much about that right now. I'm going to try and have Dtrngd mess with the setting for most of the flying vehicles, and hes really good at stuff like that
  2. Same but the only way that could be done is rig all the buildings as vehicles and I not sure if that would even work fully :/ LOL no
  3. I'm thinking a good size for it would be somewhere between the NOD WF and the Ref
  4. There is a plane style set up...but it is very buggy right now and there is no ETA when it will be ready. : /
  5. Sweet another unit with the ability to burn stuff!!! :emot-dance: (It's an alternative to cyborg commando flame thrower!) Anyways I agree also Enduar's idea of orca bomber with naplam sounds cool as well... :emot-madmax: For the Harpy it would be more of a Poison effect then a burn. Also for the naplam effect that could work as well, but I don't think that will be an AOE weapon.
  6. Hello everyone, this week's blog is going to be about NOD! In the past you guys read something about new buildings coming into TSR, so let's check out a few now. Mick has been on a roll lately and modeling tons of new stuff for the mod. Stealth Generator: Pretty renders Now this model, created by Darkangel, was done a long time ago as far as I know, but we think it will fit well with the other nod structures. Radar: Stay tuned for our next blog next week! Team Update: We've also got a new Testing Director that has joined the team...but you'll have wait to see who this mystery man is.
  7. Just looked through my game plans, and I don't see this messing up anything with it. So Looks like you might be seeing this in game.
  8. Now that is a pretty cool idea, I might test this a bit and if it plays out right. We might use this idea. They had them in cut scenes and the model already has them. So if we do Enduars idea they'll stay true to a Infantry only unit.
  9. yes, we could have right click missiles left click gun. But they would share the same ammo supply....and of course we would have it so missiles take up a lot more rounds.
  10. Yes I know about the Renegade unit suits, but what I'm saying is that the presets for the stealth assigned to a vehicle, AFIK can't be changed with the promotion system. re-stealth time,turning it on/off, or de-stealthing time. Also the Missile thing isn't set up yet so I can't give a real answer to that. But think of it like a nerfed orca fighter with a machine gun.
  11. Yes, the rank sys. will be hard coded into the game. Also the games balance will be based around it also, so removing may unbalance a few things. The plan is that Ghost Stalker, Jump Jets, Cyborgs and Cyborg commando will not be able to drive, but only ride in APC style units. Keep in mind that in the cut scenes and on the model it self there are already missile pods, this perk would pretty much just activate them. This issue here is it either has to be cloaked out of level edit or not. This is something that is limited due to the engine. I do like that idea ...but the issue I have with it is that EMP blasts do Friendly fire damage. I really don't think we're going to be setting up a vehicle perk or vet sys. for any unit that doesn't have a primary weapon except the Harvesters, and MRV. Sorry guys. We may be able to come up with something a little better for the flying units. As always stated at the bottom *anything is subject to change.
  12. People be crazy

    1. ChopBam
    2. Garrus09

      Garrus09

      CCCCCRRRRRRRRAAAAAAAAZZZZZZZZZYYYYYYYYY

  13. Yes, it is going to be very similar to Artillery. Hmmm...I had forgotten that it could be deployed and left. This does change the way it could used in a big way. I wounder if there is a way that I could make it speed up the re stealth after the unit fires and is revealed. So yeah I thinking now that making it only stealthed when deployed could work but only if it can be left deployed on the field exited and be re-entered all while staying stealthed. Would give the MSA more of a purpose. Sound good guys?
  14. lol sry thought you ment the perk lol. But basically the same answer applies here ..no the Disruptor's ray will not deal friendly damage.
  15. That's exactly right. Think about how many times you've been in a battle in Ren. or APB or whatever and you've been killed by a nearby unit or an annoying infantry that is running circles around you exploiting your blind spots and when they kill you they have only a a little bit of health left. Or lets say you rush a base and you get killed right before the building you were attacking is destroyed and lets say they kill your elite Stealth tank right behind the that building. That final little explosion from your unit maybe enough to take out that building or unit and on top of that you won't die from the explosions so you can stay and fight. In the examples I gave above, yes it is worth it. If its going to die anyway why not take out or do damage to nearby enemy's. Its better then it doing nothing at all and someone just running you over after they take out your ride.
  16. Just to clear things up. We didn't make up the martyrdom idea, it is in Tiberian Sun/Firestorm. Both the disruptor and stealth tank had these perks. So if Westwood was okay with it blowing up on death then I'm going to have to disagree with this statement And again these are the perks. The fire power, ROT, and range are all things that will be added in to each unit that reaches their top ranks. The perks are just kinda the icing on the cake so to speak. That's not a bad idea at all. The only problem I see with it is that I'm trying to make the Reacon Bike less of a throw away unit. But I will keep this suggestion in mind. The exploding on death will NOT dish out Friendly Fire at all. I stated that earlier
  17. LOL no kidding Yeah I understand the concern in this. And Thank you for express it correctly. I plan on making the MSA have to stay still during deployment, I'm even going to give the player who is using the MSA some sort of bonus for using it. Because I think personally it would be very boring sitting around deployed with no pay off of some sort. Now about the MSG. The issue with it having to stay in one spot is that I'm afraid it's going to be come a sitting duck unit. Since not all units are going to be radar invisible it would be really easy findings a bunch of grouped units. And just firing shells into the area where they are forced to sit. Without any fog of war and realistically sized maps, it would be way too easy to spot a group of units and then over run then even if they did stop and deploy. But that will be tested more to see which way is better. A couple of other ideas I had to fix this was. 1) Maybe making the MSG invisible all the time and when it deployed giving it the stealth radius, or 2) give the MSG a very small stealth radius, but when its deployed give it a large stealth radius. As you can see we're still thinking up details for this.
  18. It still really really buggy right now. The best bet for us is to leave it as a VTOL. As for the MKII there will only be one on the battle field at a time. It is going to be a pretty powerful unit yes and if left alone it could probably take out an entire base. I'm also thinking about making it a two manned vehicle one man works the chain gun one man drives and works the rail guns with the SAMs being AI, this would really make team work a must to be able to get the full range of the unit. Other things like Vehicle kill scripts have been talked about adding to the feet to prevent in game ramming, but seeing how most the base defenses are going to be rigged as vehicles we'll have to see how that plays out. And yes Hunter seekers will be in game. They will be bought at the tech centers and used like remote controlled mini demo trucks.
  19. If we can, we will try to have some way to tell you what your perks are.
  20. I approve of this message. Mostly for the Banshee though. Banshee really shouldn't be able to fly backwards since it has a static propultion system built into its back. As for the Orca bomber though, It should remain a VTOL but be given a much longer reload time per magazine. That way if you chose to sit and hover over an enemy target, you will spend more time reloading than attacking and that will make you open and vulnerable to attack. It should be better to keep moving. I would love to make that happen. But until the bugs get worked out of that style of flight, I don't see that happening . But I'll see if I can get Dtrngd to work some magic to get it more like a flyer and less of a VTOL. It depends on how long it takes for it to get to full HP. Also, if a DT can last that long, I think it deserves to be a pest. I agree if a DT can get fully ranked. Then he deserves to be a pain in the ass. Besides it will be adjusted with balance. So if it becomes too much of an issue it might be changed. I wish we could do speed boost for units with rank ups but we're not sure if we can make that work :/ Hmmm that might work. Since Repairing is how the unit it self gets it's EXP. I'll add that in It wouldn't be a friendly fire blast. You didn't SEE it last time, and that didn't stop you from making a 6 page bitch fest To get this way the unit would have to do ALOT of hit run passes. I see no issue with rewarding a hit-and-run unit with the ability to stand up and fight if he get full promotion. Also that wasn't me at all. But I don't disagree with it. Guess you didn't read that part.
  21. Exploding on Death gives your unit one last attack on the unit or units that just took you out. Think about how many times you've been around a unit that just died and the first thing you do is attack the drive. Well if you have a fully promoted vehicle that gets killed, any low healthed vehicles or inf. around could be taken out by that blast. Meaning you won't have to fight anything. because of how powerful this unit already is. Seems like a good fully promoted feature. Even though the Orca bomber is bigger then the Orca fighter, Being Radar invisible would be a great feature for this unit. The bombs are already going to be great against mostly everything and considering the way this engine handles splash through walls makes this a harder thing to balance. We don't want to have bombs weak to began with just to give them an upgrade that would have made sense for the standard unit.
  22. It is helpful and again that what it did in Tiberian Sun/Fire Storm. Again, the only way you earn Vet points is by killing or in the Harvesters case dumping Tiberian. The MSA doesn't need vet points. No...that would be way too OP
  23. Just so you know these are what they did in Tiberian Sun already. The revealing of stealth units may be put in to a secondary fire that turns on the lights attached to the units to reveal any stealthed units around.
  24. I had forgot to put that part in about the tick tank. Deployed he will get his mini gun. But the part about the MSG makes no sense at all. The only way it would be able to earn vet. points is by running people over. For balance sake we might make it stealth while moving anyway.
  25. Hey guys, I know your thinking Wally where was last weeks blog? Well last week APB 2.1 was released and with thanksgiving and all it was hella busy around here. So I thought it best to skip a week. Well this week I'm back and have some more info and cool stuff for you guys. So lets get to it. Someone asked about Vehicle veterancy upgrades so lets start with that. [][] Armor/health upgrade GDI *Wolverine- Reveals Stealth *Amphibious APC- (none) *Titan- Reveals Stealth *Hover MRLS- Self heals *Disrupter- Explodes on death *Juggernaut- Bigger splash *Mobile Sensor Array- (none) *Mammoth MK.II- Self heals *Harvester- Faster harvesting *Moblie Emp- (none) GDI Flying *Orca Fighter- Radar invis. *Orca Bomber- Radar invis. *Orca Transport- (none) Nod *Buggy- Run over inf. *Attack Cycle- Self heals *Artillery- Bigger splash *Subterranean APC- (none) *Stealth Tank- Explodes on death *Tick Tank- Double fire / Deployed Mini gun *Cyborg Reaper- Run over inf. *Moblie Repair Vehicle- faster repairing / Self Repair *Devil's Tongue- Self heals *Moblie Stealth Generator- (none) *Harvester- Faster harvesting Nod Flying *Banshee- Radar invis. *Harpy- Missile Upgrade *Note anything above is subject to change. GDI Upgrade Center Mick has been on fire lately and modeling like a mad man. Check out this awesome building hes done You'll notice that he has included all three upgrade attachments so we can pick and choose which ones show up for which ever map we want. Also the Upgrade Center will be a fairly large structure and will hold the PT where you can get Ion Cannon beacons. Spice has been very busy lately but he did manage to do a little bit more work to the GDI service depot. So check this out Also, We have finished the Pod Cast Q&A hosted by Lord Kane with special guest One_Winged_Angel and BaneofSarrows. But due to problems during the recording and also due the length of the recording we are still editing it for the public. So hopefully we'll have that ready soon. Most of the team has been very busy with real life prioritizes but I assure you things are getting done. See you next week.
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