Wallywood Posted June 18, 2013 Author Report Share Posted June 18, 2013 We decided that the MRV should repair both to give the unit more use. One idea that we even threw around was making the MRV repair Cyborgs also. 1 Quote Link to comment Share on other sites More sharing options...
Guest Szashka Posted June 18, 2013 Report Share Posted June 18, 2013 but can be decreased speed of repairings for that Vehicle? it's really too fast 0 Quote Link to comment Share on other sites More sharing options...
Guest cgf123 Posted June 18, 2013 Report Share Posted June 18, 2013 (edited) decent looking list - wheres that buff for Bikes? they really need an acceleration, max speed buff and also 360 deg aiming (and again, if you have those silly stability issues after the speed buff, give them 4-wheeled behaviour) the Hover MRLS is way, way, WAY more versatile and actually FUN to use compared to Bikes - and this is because of their manoeuvrability and their 360 aim allows them to hit anything with ease is the Buggy getting anything too? i dont really see anyone using this unit... doesnt seem to serve any useful purpose atm infact the Bike seems far better vs infantry than Buggy.... i think if Bikes get the buffs i suggested it would be fair to reduce their anti-inf damage, and buff the Buggy to make it stronger anti-inf Quote * Increased Stealth Tank damage Since turrets dont detect stealth tanks, they dont need to be more powerful. are you serious? stealth tank damage is pathetic... its a terribly cost-ineffective unit right now but can be decreased speed of repairings for that Vehicle? it's really too fastits fine... the MRV itself doesnt have much armor - kill it and youve wasted their $1000 Edited June 18, 2013 by cgf123 2 Quote Link to comment Share on other sites More sharing options...
Lavama Posted June 18, 2013 Report Share Posted June 18, 2013 decent looking list - wheres that buff for Bikes? they really need an acceleration, max speed buff and also 360 deg aiming (and again, if you have those silly stability issues after the speed buff, give them 4-wheeled behaviour) the Hover MRLS is way, way, WAY more versatile and actually FUN to use compared to Bikes - and this is because of their manoeuvrability and their 360 aim allows them to hit anything with ease is the Buggy getting anything too? i dont really see anyone using this unit... doesnt seem to serve any useful purpose atm infact the Bike seems far better vs infantry than Buggy.... i think if Bikes get the buffs i suggested it would be fair to reduce their anti-inf damage, and buff the Buggy to make it stronger anti-inf Quote * Increased Stealth Tank damage Since turrets dont detect stealth tanks, they dont need to be more powerful. are you serious? stealth tank damage is pathetic... its a terribly cost-ineffective unit right now >but can be decreased speed of repairings for that Vehicle? it's really too fast its fine... the MRV itself doesnt have much armor - kill it and youve wasted their $1000 It seems people don't even target those. They're the first things I attack when I'm GDI attacking Nod. 0 Quote Link to comment Share on other sites More sharing options...
Guest The_G(ness) Posted June 18, 2013 Report Share Posted June 18, 2013 is the Buggy getting anything too? i dont really see anyone using this unit... doesnt seem to serve any useful purpose atm infact the Bike seems far better vs infantry than Buggy.... i think if Bikes get the buffs i suggested it would be fair to reduce their anti-inf damage, and buff the Buggy to tank Buggies are fairly good versus JJs, although their armor is so weak attacking one would be homicide-suicide. Would be nice if buggies could take a passenger, although I think their fine right now for such a cheap and maneuverable unit. Although I would note, attack bikes will definitely steal any thunder Buggies got if they get their promised mobility boost and if missiles become better at AA defense. 0 Quote Link to comment Share on other sites More sharing options...
Guest cgf123 Posted June 18, 2013 Report Share Posted June 18, 2013 ive actually found Bikes far better vs JJs... again, their armor sucks too and their non-360 aim makes it a pain to target good JJs (or just anything not directly infront :/ ) but if you manage to get 2 volleys fired anywhere near the JJ, its guaranteed to kill them - they track quite nicely i wouldnt mind the passenger idea for Buggys if theres really nothing else 'interesting' to give them its probably worth noting that in other CnC games Buggys basically functioned as cheap meatshield units (low damage/high hp) for Nod... they packed a stupid high amount of armor per cost, making them a good complement especially with Bikes 0 Quote Link to comment Share on other sites More sharing options...
Guest Mei Terumi Posted June 18, 2013 Report Share Posted June 18, 2013 Yeah it be cool if the rocket pods could rotate atleast 260 degrees (blind spot should should be behind the bike) 0 Quote Link to comment Share on other sites More sharing options...
Guest Zeta1125 Posted June 19, 2013 Report Share Posted June 19, 2013 Well if I had a choice I would make the recon bike turrets move up and down at least, like Alucard says, 260 degrees. Secondly I'd also make the stealth tank have a turret on top, much like the one in Renegade had (although I'd make it flatter and closer to the actual tank, so it doesn't look out of place). Concerning AA, I think all vehicles that launch missiles should have a secondary AA fire which shoots fast rockets and if possible (I know the engine sucked for this) 100% tracking. This would be enough to keep JJs as they are and not make them overpowered, because as soon as someone saw a JJ on the field, one recon bike or stealth tank, or cyborg reaper and bam, he's dead (Perhaps make Q the new net launching function key for cyborg reapers so the right-click can be the AA missiles). Perhaps giving the Buggy a higher number of bullets before the need to recharge would make it more appealing. Concerning the Wolverine (I'm sure you've thought of this) but couldn't you make the turrets follow the reticle and make them able to move left and right as well as up and down, this way the bullets can come from the turrets and still hit where the reticle is aiming. (Again, this is a pretty obvious solution and I'm sure you've already thought of it, so I'm guessing it didn't work). 0 Quote Link to comment Share on other sites More sharing options...
Garrus09 Posted June 19, 2013 Report Share Posted June 19, 2013 Ooh... shiny! :downs: >Just an idea, but what about a destroyed war factory, which can still produce transporting vehicles (AAPC and Underground APC). its always a shit game, if the war factroy gets destroyed on TS_shallow. Or if this is a stupid idea, what about adding respawning civilian vehicles like the caravan on shallow for both teams? Well, a destroyed factory can't produce anything, just as a dead Techie can't repair anything. But they've already said that they're working on a plausible way to have certain basic vehicles brought in without a War Factory. :wink: As for civilian vehicles, yes we need them on more maps, but I don't think they should respawn. Instead they could drive in from off-map. This would actually be quite realistic, as there will always be people wandering from town to town in search of supplies and whatnot. More importantly, we also need actual civilians! Throw a few Renegade civilians into the villages/cities of certain maps, and give them just enough AI to run away hysterically when shot at. : You know the Air in Tib Sun is toxic right? Also I will be posting these blogs on the Steam Group as well. Feel free to fill up the chat room and discuss stuff there. 0 Quote Link to comment Share on other sites More sharing options...
Guest Sonarpulse Posted June 19, 2013 Report Share Posted June 19, 2013 Tiberian sun had more civilians than previous C&Cs. 0 Quote Link to comment Share on other sites More sharing options...
Garrus09 Posted June 19, 2013 Report Share Posted June 19, 2013 All of them in the open for a short time. That or Mutants. It also had a deadly effect on the environment and all carbon-based life. Between 1995 and c.a. 2034 it covered much of the planet, transforming and adapting flora and fauna to its alien nature. Spores and gases emitted by Tiberium-mutated plant life had led to the danger of Earth becoming uninhabitable for humans, as the concentration of Tiberium pollutants in the air reached critical levels. -C&C Wiki Tiberium. So give them all Gas masks then okay. 0 Quote Link to comment Share on other sites More sharing options...
Guest forg0ten1 Posted June 19, 2013 Report Share Posted June 19, 2013 The air quality must not have gotten too bad since plenty of people were still kicking in cnc3. (But then again, I don't count anything after firestorm as part of the tiberium universe timeline) 0 Quote Link to comment Share on other sites More sharing options...
Guest Szashka Posted June 19, 2013 Report Share Posted June 19, 2013 maybe they haved GasMask but we cannot see it on TS models :Pand add for those civilians panich running like Technie in APB have "put your hands in the air" 0 Quote Link to comment Share on other sites More sharing options...
Garrus09 Posted June 19, 2013 Report Share Posted June 19, 2013 After the firestorm event tiberium evolved removing the toxic gas but still kept it's other hostile qualities. Which is where it finally started the red, yellow, and blue zones. 0 Quote Link to comment Share on other sites More sharing options...
Guest Generalcamo Posted June 19, 2013 Report Share Posted June 19, 2013 They could have also partially mutated. Enough to survive the toxic environment. Also, just because the air is full of a toxicant, doesn't mean people will immediately die. In Tiberian Dawn, it was described that a lot of people died, but a lot more had other problems, like Cancer, Reproductive Issues, Respiratory Illnesses, and more. So those civilians might have these problems. 0 Quote Link to comment Share on other sites More sharing options...
Guest Szashka Posted June 20, 2013 Report Share Posted June 20, 2013 hmm this is similar to post Nuclear catastrophy/bomb attack Problems so i think it will be nice 0 Quote Link to comment Share on other sites More sharing options...
Guest APB_ICE Posted June 20, 2013 Report Share Posted June 20, 2013 (edited) Also keep in mind that the amount of toxins in the air varies a lot; Some areas are completely uninhabitable, while others are not much worse than city-smog, and some areas have managed to stay completely Tib-free.And as others have pointed out, just because the air is toxic doesn't mean people stop living there; In every city there will be many people who are too poor, disabled or otherwise unable to move to safer areas, while others refuse to abandon their hometowns or simply don't care enough to bother leaving. Some will get sick and die, while others will survive but develop chronic lung-infections or other long-term illnesses. Still others will become partially resistant to the Tiberium's effects or simply never get sick, either through low-level mutations, immunological responses or just plain luck.Long story short, put dem civies in da cities! : (and thrown in a few Visceroids while you're at it)Oh, and when/if proper civilian models are made for Reborn (fingers crossed!), we can make several different types for different situations:- Normal, healthy- Wandering scavengers (Generally post-apocalyptic-looking; Gas-mask, hood/cloak, olive/grey/brown clothing)- Sick but surviving (Bronchitis, etc.)- Seriously ill/disabled/dying (Cancer, etc.)- Mutants Edited June 20, 2013 by APB_ICE 1 Quote Link to comment Share on other sites More sharing options...
Guest Szashka Posted June 21, 2013 Report Share Posted June 21, 2013 and they need to dance when nod will shoot at them 0 Quote Link to comment Share on other sites More sharing options...
Guest Mei Terumi Posted June 22, 2013 Report Share Posted June 22, 2013 I just Ctrl + Left click while playing as GDI. 0 Quote Link to comment Share on other sites More sharing options...
Guest APB_ICE Posted June 22, 2013 Report Share Posted June 22, 2013 and they need to dance when nod will shoot at them This reminded me of Platoon. 0 Quote Link to comment Share on other sites More sharing options...
Guest Quik-Silver777 Posted June 22, 2013 Report Share Posted June 22, 2013 How about putting the carryall in? 0 Quote Link to comment Share on other sites More sharing options...
Guest APB_ICE Posted June 22, 2013 Report Share Posted June 22, 2013 How about putting the carryall in? In due time. 0 Quote Link to comment Share on other sites More sharing options...
Killing_You Posted June 22, 2013 Report Share Posted June 22, 2013 5. have crane and sparkles before spawning purchased vehicles in War Factory as in apb. You know i just suddenly died and i didn't have enough time to get out when someone purchased a vehicle.Why were you wandering around in the middle of the construction bay? There are no doors back there, there's no reason to be walking there in the first place Also the GDI War Factory has arms that move around when building things, not sure about the Nod one... GDI's War Factory has arms moving and blue sparkles flying around when a vehicle is under construction. It's actually quite... relaxing. Probably one of my favorite effects in the game. Nod's War Factory has the vehicles just... poof out of nowhere. It makes it hard to tell if anything's being built or not. What would really be cool is if the War Factory for Nod didn't assemble the vehicles, but rather it had an elevator with which to receive vehicles from the likely global tunnel system. The War Factory itself would be just a delivery bay/final touch-up area. This has an added bonus of keeping with Nod's heavy use of tunnels as seen in TS while also being a reference to the First Tiberium War. Nod is still getting pre-assembled vehicles to the front lines, they're just using tunnels instead of aircraft. 0 Quote Link to comment Share on other sites More sharing options...
Guest APB_ICE Posted June 22, 2013 Report Share Posted June 22, 2013 Speaking of the Nod War Factory and GDI's robotic arms, there's something that's been bugging me for a long time. On the ceiling there are two 'things'. It kinda looks like there should be something mounted on them (like a pair of robotic arms). 0 Quote Link to comment Share on other sites More sharing options...
Garrus09 Posted June 23, 2013 Report Share Posted June 23, 2013 Also keep in mind that the amount of toxins in the air varies a lot; Some areas are completely uninhabitable, while others are not much worse than city-smog, and some areas have managed to stay completely Tib-free. And as others have pointed out, just because the air is toxic doesn't mean people stop living there; In every city there will be many people who are too poor, disabled or otherwise unable to move to safer areas, while others refuse to abandon their hometowns or simply don't care enough to bother leaving. Some will get sick and die, while others will survive but develop chronic lung-infections or other long-term illnesses. Still others will become partially resistant to the Tiberium's effects or simply never get sick, either through low-level mutations, immunological responses or just plain luck. Long story short, put dem civies in da cities! : (and thrown in a few Visceroids while you're at it) Oh, and when/if proper civilian models are made for Reborn (fingers crossed!), we can make several different types for different situations: - Normal, healthy - Wandering scavengers (Generally post-apocalyptic-looking; Gas-mask, hood/cloak, olive/grey/brown clothing) - Sick but surviving (Bronchitis, etc.) - Seriously ill/disabled/dying (Cancer, etc.) - Mutants Not sure how any of this is relevant considering oh idk all of the barnz maps have a fuck ton of Tiberium everywhere.... 0 Quote Link to comment Share on other sites More sharing options...
Guest APB_ICE Posted June 23, 2013 Report Share Posted June 23, 2013 (edited) Also keep in mind that the amount of toxins in the air varies a lot; Some areas are completely uninhabitable, while others are not much worse than city-smog, and some areas have managed to stay completely Tib-free. And as others have pointed out, just because the air is toxic doesn't mean people stop living there; In every city there will be many people who are too poor, disabled or otherwise unable to move to safer areas, while others refuse to abandon their hometowns or simply don't care enough to bother leaving. Some will get sick and die, while others will survive but develop chronic lung-infections or other long-term illnesses. Still others will become partially resistant to the Tiberium's effects or simply never get sick, either through low-level mutations, immunological responses or just plain luck. Long story short, put dem civies in da cities! : (and thrown in a few Visceroids while you're at it) Oh, and when/if proper civilian models are made for Reborn (fingers crossed!), we can make several different types for different situations: - Normal, healthy - Wandering scavengers (Generally post-apocalyptic-looking; Gas-mask, hood/cloak, olive/grey/brown clothing) - Sick but surviving (Bronchitis, etc.) - Seriously ill/disabled/dying (Cancer, etc.) - Mutants Not sure how any of this is relevant considering oh idk all of the barnz maps have a fuck ton of Tiberium everywhere.... Not really. Some maps have only have a relatively small amount of Tiberium. Besides, Tiberian Sun had a ton of Tiberium everywhere too, and you still saw lots of civilians. Edited June 23, 2013 by APB_ICE 0 Quote Link to comment Share on other sites More sharing options...
Garrus09 Posted June 24, 2013 Report Share Posted June 24, 2013 All of them in the open for a short time. That or Mutants. 0 Quote Link to comment Share on other sites More sharing options...
Garrus09 Posted June 24, 2013 Report Share Posted June 24, 2013 A better statement is where in the cut scenes or cinematic did you see civs chilling outside? You know the part where the actual detail of what is going on happens... The real Canon of the game.. 0 Quote Link to comment Share on other sites More sharing options...
Killing_You Posted June 24, 2013 Report Share Posted June 24, 2013 I would say that the interiors of some buildings (like subterranean dwellings) could have civilians without gas masks. I would also say that heavy clothes and gas masks are the bare minimum requirement for anyone who wants to go outside, and even at that it might only delay your fate. In general, society in Tiberian Sun would be a post-apocalyptic/sci-fi colony blend, and the ratio varies depending on the amount of Tiberium nearby, as well as the general architecture and intensity of battle. For example, the small home on Snow is a prefabricated shelter located a fair distance from the Tiberium and the main battlefield. Then throw in the gassed-up RV. This would play host to a family that's pretty well prepared, although for obvious reasons Reborn probably shouldn't feature children. 0 Quote Link to comment Share on other sites More sharing options...
Guest Zeta1125 Posted June 24, 2013 Report Share Posted June 24, 2013 Because shooting innocent people is ok but shooting children is bad. Who exactly decided that that's the standard we should run in video games anyway? Shooting fake virtual adults (pixels) in a video game is ok but shooting fake virtual children (smaller pixels) is not ok, give me a break. I honestly don't see why people are discussing useless things like civilians when we should be more worried about balance, new maps and ways to make certain units/vehicles more useful. 0 Quote Link to comment Share on other sites More sharing options...
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