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  1. Hi guys, I am new to this game and have just downloaded it too see that there is no one online? am i doing something wrong as the forum activity seems fresh. I am using w3d and just press play now.
  2. Some of you know that 2.x is coming soon-ish, and will bring a full re-balance and possibly some updates to the game mechanics. What I want to know is what some of you think of the gameplay of TSR. I want both positives and negatives, or even some neutral arguments on this topic. For example: Gameplay is too fast Gameplay is too slow Snipers are horrible Bullets feel weak etc 2.x will be using the features of 5.x, which removes many of the limits we previously had regarding game logic and assorted other things. So really just post your feelings on this game. I'll be keeping a good watch on this topic as well.
  3. Hey everyone. Welcome to the update. I'm a bit tired from working non-stop this week, so I will make this quick. 1.5.1.0 Update 1.5.1.0 has just been uploaded. We will be pushing it onto the launcher shortly, and will be updated the server when that happens. This is a smaller patch, but with a big change: Completely Redid Veterancy as Follows: Veteran 5% ROF/Reload buff Health/armor buff Elite 10% Damage buff Self-Healing Special Ability (If applicable) Note: Veterancy does not apply to pistols (except the Spy's pistol) Updated effects to newer versions by Fabian (Fixes a large amount of bugs with existing effects) Enforcer now immune to fall damage at elite, and health increased from 150/100 to 175/150. Anti-Vehicle infantry now carry a limited pistol. Veterancy Changes These veterancy changes are intended to make things more fair for both teams and remove a large amount of the gimmicky aspects that were either useless or overpowered. Ion Ammunition and Tiberium Ammunition have been cut entirely for most infantry, only the Mutant Hijacker and Toxin trooper have Tiberium Ammunition. These changes do need feedback, so we do hope to see your feedback on our forums. However, this definitely should remove any overpowered aspect of the veterancy system. Game Night We are hosting a game night this Sunday at 20:00 GMT (16:00 EDT for Americans out there) and you can be assured that the developers will definitely be there playing with our players. This does not just include the TSR Devs; we also have AR, ECW, and BfD developers incoming to play some TSR. Moonsense715 additionally pulled out all the stops for this one and even attracted some new members by notifying people about the game night on Facebook and even some posts around the C&C community. I hope to see many of you there, because it will probably be a blast. Game Update information and Changelog! Also: Game Night!
  4. I liked the old Tiberian Sun reborn version (2014-2015. February) No weak bazooka, disc, Officer, Riot Trooper, Cyborg Commando, Stank, flying towers and more.... https://www.youtube.com/watch?v=UvwVkTqWWqQ
  5. The map name is currently a placeholder. This map is built around a height map and hostile obelisk of light. with new and old units such as these To be balanced soon. Anyways here is the bases so far(I do not have the important dirt, grass, and tiberium textures). And that is all the screenshots I have if you can help with this map please do. 123.zip
  6. Hey everyone. Sorry about the recent silence, we have been busy. VERTi60 has recorded some neat footage from yesterday's test however, and I thought I would share it to you: Just a few notes: HUD was an experimental change in this patch, it isn't finished. The reason for the missing health and ammo displays is because I forgot to include font files... The enforcer is using placeholder models for the character and weapon. While the character MAY be released with the placeholder, the weapon for sure will not be. You may notice Field_2 is back. It has been renamed to Field, with the original Field being renamed to Desert_River So what is left you may ask? Add new logic for Jumpjets so they cannot fly inside buildings or tunnels Fix up some maps Add the new Sabotage beacons to Chameleon Spies Finish off the new HUD These will take a bit, but the wait shouldn't be too long now. This patch pretty much finalized the disk thrower and the enforcer balancing, and really the only tweaking needed is in Jumpjets and some new features.
  7. TSR is firing up again and we are starting to really change some game-play mechanics. So we have decided to open this topic as a Q&A, so maybe we can clear up any concerns or questions you may have. This can also be a place to discuss ideas and suggestions. So, don't be scared to speak up. Any questions you have will be answered in a timely manner.
  8. Hello everyone and welcome to a short but sweet Blog 8! Unfortunately we don't have any cool trinkets to show off today (not that there aren't any cool things happening!), but we do have a very important announcement that may be of significant interest to you: :emot-siren: IMPORTANT ANNOUNCEMENT :emot-siren: We're hiring for testers! That's right, this is your golden opportunity to help us tweak and fine-tune our games. It's a lot of hard work making things happen here, and we could use help making sure the games are balanced and bug-free. Testing positions are for people with plenty of time to lend who are excited for all of our projects, not just one. In our next round of hiring for testers, we'll be looking for a smaller, more focused group than in rounds past, so it's important for us to find the most dedicted people we can. We're looking for people who have patience, diligence, and dedication. Being a tester is NOT just a free ticket to play the games before everyone else. It is a responsibility that we expect you to fulfill entirely, and you must understand that it's not always going to be "fun and games," so to speak. Testing can be fun, but it can also test your patience. You also need to be able to work well with others. We'll be gathering everyone for test rounds frequently, and a hostile work environment is bad for productivity. As a tester for Bluehell Productions, you represent our studio and carry our reputation. That's a big responsibility, and we want to make sure it's in the right hands. In your application, please include: Timezone: This is important to us to determine what times will be most efficient for us to schedule tests. Availability: How much fee time do you have to test? What times are you available? Again, this is to help us schedule. How long you've been playing: We like to have an idea of your experience with our games for balance purposes. Long or short, it doesn't matter. This is just for our knowledge. Please let us know your experience with all three of our games, not just one. If you'd like to be a coordinator: Testing is a lot of work for one person to manage! That's why we'd like to appoint a certain few people as testing "coordinators". This basically means you'll have the power to organize tests and request our other testers to jump into test games. If you'd like to take on this extra bit of responsibility, let us know and we'll consider you. This will take extra time and effort, so we'll expect you to be a cut above the rest for this position. Please PM your application to Wallywood, and send a carbon copy to Chronojam, One_Winged_Angel, and myself. Remember, as a tester we expect you to help with all of our projects. We know you may enjoy one more than others, but you are applying to be a tester for Bluehell Productions, not just a tester for Reborn. If you're not willing to assist with all of our projects, it may be best for you to withhold your application. I look forward to receiving your application and possibly working with you!
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