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Wallywood

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Posts posted by Wallywood

  1. You have made it a point to do this twice in the same week, a day apart from one another. I hardly feel like drama is not your intent. We have no problem with removing APB from our launcher as soon as an actual member of the development team asks us too. When that happens we will comply when we get time. We have a meeting with your boss CJ setup soon and we have every purpose to discuss this matter with him. If drama isn't you're intent then you will understand, wait for that conversation to happen and move along.

  2. Whatever happened to the newer versions of my maps? They fixed alot of things. Especially Snow and Isles

    We have plans to re make a lot of these maps but, Lately balance, new features and adding in other units have been on the top of our to do list. But if you'd like to make a few fan maps we'd always welcome them.

     

     

    Very good feed back man.

    She's a she, FYI.

    My apologizes, didn't pay much attention there.

    TS_Isles:

    The only real complaint here is that the tiberium field tunnel for Nod is more of a hindrance than it is helpful to the team, GDI is able to effectively camp the tunnel with pretty much everything whereas Nod can barely assist due to the obstructive nature of said tunnel. The tunnel is also a means of attack for GDI, so they will almost always destroy any Harvesters that comes by. This isn't necessarily a bad thing but Harvester whoring is always a problem, especially if it is one-sided.

    A small complaint would also be the tiberium on top of Nod's Helipad hill where Ghostalkers (and Umagons) can exploit this to their advantage. Mainly because he is able to effectively solo the Obelisk without it hitting him in a rather unfair manner. Unfortunately, the 'stairs' don't help because chances are you will die or fall off them due to no railings. (I have had more deaths from falling due to lack of safety features lag/warping) :v:

     

    Agreed, But on this map I'd also like to an access inf. access in the back of the Nod base so they can fight of the HMRLS attacks from the river

     

    TS_Under

    A fairly balanced map, both sides are subject to Harvester whoring which is to be expected given the nature of the map and its origins. The only minor change I would make is to rotate or move Nod's powerplant slightly so it isn't as vulnerable to sneak attacks. Consider that GDI's is protected by two Vulcans which will either kill or heavily damage you. This can even be reinforced by EMP mines to keep the Cyborgs away. The 'artillery island' I am not sure whether that's supposed to be a feature or not but it seems GDI can respond to that fairly well.

     

    The arty Island is a bit annoying on that map...but I think when we add Juggernauts it help balance that out a bit.

     

    TS_Shallows

    Going to be brutally honest, what happened here? The changes beforehand were evidently a quickfix which hasn't solved much. It's like someone spent 5 minutes placing Lasers all over the Nod base and decided it was "fixed". I'm not saying that they don't help because they do, but it just seems so rushed that the editor forgot to address other problems. The map is simply too big to enjoy, it's very frustrating trying to rush all over the place. The GDI base is also full of holes (mostly the rear) which Nod can exploit greatly. I see this map is disliked by a lot of people and it is usually skipped. I am unable to suggest anything other than it to be removed and perhaps reworked in the future.

    Agreed the map needs a major make over. I honestly wouldn't mind seeing a small city in the middle with the river running along the out side and add in a few Nod surface spots in the GDI base to even it out.

     

    TS_Crossroads

    If it wasn't for the Nod Artillery, this would be heavily biased towards GDI. Still, it is a little biased towards them. Amphibious attacks are the most common and successful way to win for GDI and that should remain and be encouraged. However, it is almost impossible to stop them as it currently is because most Nod units are unable to do anything because the AAPC and HMLRS are able to get out of range and the only thing that stands before them is a small island with a single Laser. Some buildings such as the Construction Yard and Refinery are prime targets and even offer direct drop-offs for such attacks, which is almost impossible to replicate on the GDI side. Additionally, the Nod base is far too spread out so Nod has to run around all the time whereas GDI are a little cosy.

    I feel these changes might make the map a little fairer:

    • An infantry path connecting the Laser island (this'll eliminate an exploit at the same time)
    • A slight rearrangement of the Nod base, so it isn't as vulnerable from all sides, primarily the rearer section which is, funny enough, Nod's heart
    • A Laser between the Nod Construction Yard and Refinery, that way it's in line with GDI's Vulcans by theirs
    • The Obelisk could be moved further forward, it's not helpful in its current position as GDI can easily slip by it
    • Nod Artilleries should be required to come a little closer to the GDI base, although I'm not really sure how this can be worked in without creating odd blockers...
    • OR, as a bit of a radical idea, how about base location swaps?

     

    I really like the swapping sides idea. It would definitely limit the GDI water whoring that seems to make GDI the better team. Plus this map would be perfect if we added laser fences >:)

     

    TS_Field

    A simple map which needs no real change but I wonder whether GDI really needs the MK2 here. Nod lost their Artillery, should GDI be allowed the MK2 here? Ever since Nod lost their Artillery, GDI usually stomps Nod.

    I think a lower tech would be perfect here.

     

     

    On a side note, what happened to Field2? That seemed like an interesting map, has it been permanently removed or will it return?

    I have omitted a few maps as I don't have an opinion on them or haven't played them enough.

    This is all I could think off the top of my head but hopefully this is in any way helpful. (:

    The issue with this map to me is that it doesn't fix, It gives off more of a C&C 3 feel. The think its the brightness and trees

  3. Man, there used to be a fantastic thread on Planet CnC's Gamespy-hosted forums where the community hunted down all the real-life equivalent weapons and vehicles from all of the C&C games (so up to and including Zero Hour at that time) and posted them in that one location. I regret not saving that thread in time before their forums got wiped.

    That would have be awesome to read.
  4. no matter if it fits or not. add the famas and you will be my hero :D

    The great thing about that is these guns were produced before 1995 so they would fit.

    The 100 round magazine would be unlikely to be used, based on the fact that from what I can glean, the thing is unreliable. There is also a 50 round magazine, that would be more likely to be used.

    still 50 rounds to 30 is a big difference.
  5. I was planning on arming it with an MP5SD:
    Heckler_Koch_MP5.jpg
    My justification being that they are reliable, can fire even when submerged, and is suppressed.

     

    They really don't fire well submerged. The pin will POP from the heat blow back and then the sudden cool down.

     

     

    Also The CalicoM951 is the gun in the picture but giving one team a 100 round gun to a (M16A2) 30 round magazine doesnt seem fair

     

     

     

    IMO

     

    FAMAS for Nod

    1339146-capachat_famas_400701.jpg

     

    AUG for GDI

    imgres.jpg

     

    M14 Socom for Commando

    m14.jpg


    PTR91 is also a good one for a Commando

    PTR91.jpg

  6. Back on BHP, I recall voting for vehicle veterancy. Thinking about it, I don't think it's needed as soon as, the MRV is a bit glitchy as it is. Now I voted for Juggernaught so GDI can evenly match Nod in terms of siege. Closest second would be the introduction of extra buildings so that they influence the gameplay more.

    Well when it comes to adding new buildings, more features will follow along side of them. Like adding Radars will add limpet drones, adding tech centers will add hunter seekers ect. So I'd vote buildings :)

  7. The Ghost Stalker/ Cyborg Commando refill issue will be fixed

     

    Some people are complaining about the Rocket Soldier's now lack of splash. But that was intended.

     

    TS_Field didn't have blockers in the last patch....But this is a to-do item

     

    Cyborg Reaper will have a few adjustments soon

     

    Tiber map is going to be removed until we figure out why its blocking everyone.

     

    Great feedback so far guys keep it up :)

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