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falcod

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Everything posted by falcod

  1. I got tricked I was used to the storm !bounty which was just credits, not points... lost 20k points and an mvp D:
  2. What was so wrong with clicking to detonate O_o. Are you actually arming your fanatics with other weapons? O_O
  3. aw it ended, i only came back towards the end neeed moar ik map events!!
  4. Lol MDK. Well I got to be on nod a few times too. I can tell you its EXTREMELY GDI Biased. (Well at least both sides have nubjets this time, so its not as bad as pipeline was.) Leaving aside the tank unit exact details, which I'm sure most people are still struggling to figure out how to use properly.. the main issue here is one of range. Every tank and plane has a fairly average range, whereas agt and obby have HUGE range. There is also no backdoor into the base afaik, so the only way to destroy the enemy base is to challenge the base defences head on. There's also not enough cover for tanks to sneak up close either, the AGT/Obby can shoot them from miles away. This sounds balanced until you realise a number of things: 1) Obby is the same as normal.. the sucky useless thing that charges up and then cancels its charge if the target hides. I.e. GDI can happily use the rocks on the map to shoot the obby to death without getting shot. AGT quite obviously does not have this weakness. 2) GDI has gunner. NOD has rocket soldier. These are the only guys with range longer than the base defences (not counting snipers which don't hurt buildings). I think it's quite clear who's going to hurt the buildings more and thus is more likely to win. So at the very least, if it comes down to victory by points, GDI has a huge, HUGE advantage. That said, it's not completely impossible for NOD to win. They just need a lot of teamplay. And by teamplay I don't mean making a giant stank rush like nubs commonly think teamplay means. Teamplay means getting some teches to repair your allies. You don't need a giant stank rush to win, simply holding field with tanks and teches is often enough to win just by pure suppression of the enemy team. (If you understood how score works, you'd see this also generates massive amounts of points even if you don't hit buildings.) And I highly doubt a giant stank rush would even work on this map :/ AGT sees them miles away, and theres usually lots of GDI waiting in base for chronosphere activations, so they'll be ready to defend against the stanks at a moment's notice. Today, before the crash bug activated, I spent like 30 minutes begging people to get teches, but few listened. In the end my score shot way above everyone else since I was the only tech repairing tanks, but GDI had like a 7k score lead. At about 25 minutes left people started listening and getting teches and nod successfully took the field, and we pretty much closed the lead immediately.. if the server didn't crash, i daresay nod would have won that game. In summary: Huge GDI Bias. If you're NOD and want to win: - DON"T TRY SNEAKING. - DON"T TRY SOLO RUSHING. - DON"T EVEN TRY GROUP RUSHING. - Just get techs and tanks and hold the field to win by score. That's the safest and pretty much the only way you'll win. And don't even hold the field that far out, otherwise GDI will be able to chronoport behind you guys and kill obby. Just hold it while barely outside obby range so gdi can't hit any buildings. p.s. If you're a really good sniper, its fine if you get a sniper instead and kill the enemy teches/snipers. This is one of those maps with wide open spaces so snipers can be very useful too >_>. p.p.s for map balancing, seeing as GDI gets a chronosphere, NOD's mutant lab looks sorely lacking in comparison. Could we get a mutant with tech repair gun from it ? I imagine a fast moving mutant technician would do great for NOD's teamplay.
  5. i'm fine with bots just standing still and firing at anything that comes into range, even if its stealthed. That way they serve as enemy detectors and easy bait, and stop running into harvs lol.
  6. is it possible to just make the bots not run around? That's kinda what gets them killed anyway (u just always see them running into harvs, tanks, around corners into shotguns/c4.. etc), would be stronger if they just held their positions and fired.
  7. aw i liked to repair them for additional points.. now i have to push them into tiberium again XD
  8. so, who's crazy enough to create a map where gdi is on the bottom with normal gravity, and nod is at the top with negative gravity and upside down buildings and units? XD
  9. There's nothing inherently wrong with low gravity for infantry. Being able to jump high is fun and sometimes provides new strategies. The main problem with Mars and the Moon isn't the low gravity, its the fact that they are frigging sniperfests. HUGE OPEN SPACES WITH NO COVER WHATSOEVER. Even the bases have no cover so snipers can kill everyone and stop people from getting into any tanks they buy. /begin-not-so-relevant-rant sure mars has tunnels, but u sure as hell aren't reaching them once snipers get into position. Once that happens all strategy goes out the window, its just a competition between who can lag kill better, and those without the soft/hardware to do so have to suck it up and get spawnkilled over and over... once that happens anyone with half a brain rates the map as trash not worthy of existing in a strategy game, while the few laggy snipers who deluded themselves into thinking they are awesome rate it highly because they think they can show off how well they can imitate a mindless triggerbot instead of doing anything remotely resembling strategic gameplay.. /endrant
  10. i smell jump jet infantry.
  11. Good Game Points System: At the end of every map, the system awards every player 1 Base point. This point is multiplied by the following multipliers which discourage/encourage different bad/good behaviours: - Time Multiplier: Multiply points by the length of the game in minutes. Discourages people from just playing quick games (where you just hit buildings and ignore each other) over and over for more points. - Victory Multiplier: The winning team gets X2 points, losing team gets X1. Discourages people from losing on purpose. The winning team also gets the following additional multiplier: - Building Handicap Multiplier (For the winning team only): Multiply points by the number of the winning team's building deaths+1. Discourages people from ragequitting/giving up the moment they are down a building or two. Also encourages people who are losing to struggle to the bitter end because if they succeed, they can get massive points for their epic comeback victory! Example: 10 minute game, a team one-sidedly slaughters the other, winning with all buildings intact. People on the losing team get 10 points. People on the winning team get 10 * 2 * 1 = 20 points. Example 2: 50 minute game, a team makes an epic comeback, winning with only 1 out of 4 buildings left. People on the losing team get 50 points. People on the winning team get 50 * 2 * (3+1) = 400 points. At first glance, this might encourage the winning team to do some silly things like drag out the time or even let some of their buildings die for more points, but this comes with the risk of allowing the losing team an epic comeback and causing the silly team to lose their victory multipliers. So ultimately it serves as a sort of self-balancing system, where each team tries to take the maximum handicap it can while still barely winning in the end, which should be more fun .
  12. when you get team hampered to death, don't forget I so informed you thusly. and grax that still has all the same problems of killstealing and team hampering so you can get the kills for yourself. so please don't set it to building kills zunnie, its just gonna promote mayhem. If you want a different ranking system, I suggest making it based on victories instead. Full idea in the following post:
  13. that'd suck. it'd make all other maps meaningless and rank 1 would go to whoever played that map the most .
  14. the problem is mainly one of teamhampering.. The goals should NEVER encourage you to hurt your allies.. and the problem with awards based on kills is precisely that.. it makes you HATE your allies, because they will be constantly stealing your kills.. effectively its better for you to screw over your allies often so you can get the kills for yourself. e.g. engie blocks another engie from throwing remote on the mct. tank blocks another tank tank pushes other tank into enemy fire. and those are just the easy ones. With building kills its even worse.. you can even TELL the opponents where your allies are sneaking into.. or where the beacon is.. so that the enemies can save the building and give u a chance to kill it later. Even if pms are monitored, there's other ways to communicate. You can even just shoot the building they are sneaking into so that the enemies run there and screw over your ally. it'd be the same for sniper kills too really.. tell the enemy team where your allies are located so they get killed and you get to snipe freely without competition. Admittedly, score also has many of these problems, but its to a much lesser extent since almost all score comes from building damage, which isn't really affected by other allies damaging the same building. So there's generally not much point in screwing over your allies unless you're going for mvp, but that's why rank is based on score instead of mvp count . (Sadly, there are a few bad weird maps in the rotation which award score weirdly and cause the score system to actually encourage team hampering, but these show up very rarely.)
  15. no that'd just encourage stupid killstealing behaviours.. like a bunch of engies in an apc rush go into a building and wait for each other to blow their remotes. >_>. or a bunch of sbh go nuke buildings at the closest spot so they can nuke before the others rather than getting into good hard-to-find positions. or a bunch of tanks shooting a building and then waiting at 2 bars for someone else to hit it into 1 bar before killing it themselves. besides, we all know who'd get that too >_> . there's someone on this server who kills so many buildings i'm starting to think he must have some sort of walk through walls hax lol.
  16. In that case, I want mine changed to "MVP" XD
  17. don't mind if i do. *cries*
  18. soo found something stupid.. the person who complained so much about IKMaps orcas landing off the helipad made the orcas on this map ALSO LAND OFF THE HELIPAD. and worse.. it lands in the middle of the harv path @_@. I had the bad luck of buying an orca and before I could reach the helipad it landed on the harv, blowing it up.. and then the vis that spawned from the harv proceeded to attack me and my orca X_X. With poke terminals I could at least tell if something is in the way of my purchase.. this sidebar PT made me have to go into a building, where I can't see what's around the helipad, before I can buy an orca @_@. just.. why!! move the harv path or make the orcas land somewhere else @_@. Or better yet remove this infantry map asap >_>
  19. First I must admit that the map has been hugely improved compared to the original sand, the mutants and planes work a lot better than expected. that said, the map still sucks . No tanks and mostly just nubjet wars. Mutants are good, but sadly the best mutant is again, another nubjet-look-a-like: Point and click and bullet travels instantly to the target even if you're lagging and he's not really there. Thus we still have the same old sniper fest, just more types of "snipers" >_> . and orcas/apaches still seem to be shredded pretty quickly by nubjet fire, so they are only really used in large rushes, not standard warfare.
  20. Since you're fixing Pacific, could you also adjust the balance a bit? The map was horribly nod biased before due to a large number of issues: -Obby shoots over the walls of the base while AGT does not. -Stealth is completely invisible in water, which surrounds the entire map and pretty much allows nod to stank/sbh rush wf/ref easily. -Multiple ramps from the water up into gdi base allow nod guys to sneak in without being shot by any base defences, meanwhile there's only 2 tiny footpaths into the nod base from the water, both of which are guarded by a turret which fires loudly, alerting all nod to gdi presence. -Bushes around wf allow nod to hide nukes in them, as if wf wasn't big enough a target for nuking.. -Stanks can shoot over the wall onto bar/agt/ref without being shot by agt, and while out of sight from the gdi guys in base. -NOD can steal the cannons on top of gdi wall and use them on the gdi base, while obby guards the cannons on the nod wall so gdi can't use them. -Obby doors don't open, so gdi cannot disarm the proxies inside, meaning GDI cannot sneak a hotwire into obby and kill it, while nod can easily sneak a tech into agt, disarm the mines, and then blow it up. -Balcony nukes.. are for some strange reason.. allowed on this map, allowing nod to easily nuke agt to death from up top, while gdi can't because once again, the obby is able to shoot over the walls >_> .
  21. I think your fix is only for 32 bit systems. I'm using 64 bit.. after searching around for a bit.. i think the problem is i'm using vmware X_x. update: somehow fixed the problem and got in! woot! the game doesnt seem very stable yet though, that or the server i joined sucked.. kept getting random lag spikes and crashes that remind me of extremely old ren back before all the scripts fixed the bugs lol.
  22. I keep getting "BUILT WITH UDK has stopped working" errors whenever I launch the game, anyone know how to fix it? I already tried restarting and letting it through the firewalls
  23. i'm waiting for renx.. then i'll see where the players go.. if most stay in ren i'll learn how to make ren maps, otherwise renx maps lol.
  24. Got tree phobia? Play IK Maps and kill some trees!
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