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Jacko

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Everything posted by Jacko

  1. It is now. Its probably just like RC and his turret creep (which is a lot more powerful tbh)
  2. Wait what? I want to see pictures of that
  3. Maybe something similar to how C&C3 does it. But even without requiring it for improving units a well-used repair bay can win games (at least in Tib Dawn it can)
  4. There needs to be a winrate entry, because having 2 wins and 4000 losses still gives you a crapton of points
  5. It might make more sense to turn the bibs off (although I think with the refinery you can't) Also please tell me you can't build nukes/air units in a cave? (Although how the hell would you make that a rule)
  6. there was a topic somewhere where peterthepidgeon explained that. The bottom line is: The AI cheats on every map. For every "bail" of tiberium you get 25 credits (so a full harv holds 28 of these). The AI gets 708. They get money 28x more efficiently than you, which is mad
  7. Well, in terms of AA defense im pretty sure SAMs went backwards by the same amount. Those things are just useless
  8. I think after sifting for a couple hours I found ONE Decent GDI mission and THREE Decent Nod missions (chop hop included ) This was a while ago though, so I forget most of the names
  9. I guess he got real Salty (or sandy) after a while XD
  10. Don't even get me started on those. Also minus points to any nubbins RA single-player mapmaker that thinks setting AI IQ to 5 will sort your auto-production for you. (don't do this. ever.)
  11. Was funny when I played the two orca spammers. it was on Tib Garden They couldn't handle someone actually countering orca spamming with rocket men and then they ragequit. I'd played with one of them previously as Nod and made them look mega stupid which is why they only play GDI vs GDI now (lol) As for ffa double-rushing in general, I get used to it. although don't expect me to get anywhere if its on the newer injustice for all maps (no terrain = no fun). I once played a 5-player "FFA" on hjk which very quickly turned into a 4v1 (I was GDI, all of them were Nod). Some 550 kills and 3 of 4 bad guys later I finally got beaten but I'm pretty sure I told them never to mess with me again xD
  12. I'm just the same. The worst missions are when you're either faction and you start with 30 mammoths, 30 SSMs, a bunch of obelisks and AGTs and.... visceroids. Or thats what you're fighting against. Like really? Wheres the fun in that?
  13. I believe allen did the same for Red Dawn, although the warhead doesn't do splash dmg
  14. Plus you have the added bonus of them not dying on tiberium all the time. I feel chem warriors are perfect for fighting bikes (and a very handy extra vs buggies), its just a huge nuisance that they require a temple to build them. As the stats point out they wreck buildings with extreme efficiency. The splash dmg on a chem warrior dying isn't zero but its fairly low (unlike the flamers of course). It's probably slightly larger than that of a gren dying. I get a lot of use out of them on tib-heavy maps when there is still a large amount of tib lying around by the time you build a temple
  15. Yep. I know this is a thing in RA I once put a whole team of about 10 vehicles and 5 dudes (duh) with an apc. And ALL of them were stuck inside that one apc. There is no limit afaik (its pretty high if there is one) to the storage size of reinforced transports/apc/choppers. See the Allied mission scg07ea "sunken treasure" where the devs put 7 units in one transport. I've seen a few custom (and uninteresting) TD missions with tanks (usually mammoths) unloading from helicopters.
  16. I've only recently started seeing that in multiplayer as well. No idea why it happens.
  17. I'm asking this because I know Iran showed me a test map where this trigger worked exactly as I want it to, and I want to replicate it. Anyone?
  18. That and the fact Nod loses points for the more stuff they destroy probably has something to do with it
  19. Interestingly I've recently taken more to spamming hands (and turrets) as Nod, especially against other Nod players
  20. I think that would more come down to teamtypes control
  21. Sorry for digging up such an old topic but I got a few questions: 1. is this all patched into the latest .exes? 2. Can I get some map examples of these triggers working? (I'm trying to replicate chronoshifting something in from off the map) here is my current line, can anyone see where I've done this wrong? I'm trying to teleport an mcv in from off the map onto waypoint 98 [TeamTypes] mcv=1,0,7,0,0,-1,0,1,MCV:1,1,3:98 [Trigs] chro=0,1,0,0,13,1,-1,0,0,-1,-1,65,98,-1,-1,0,-1,-1,-1
  22. Time for my shameless plug then. https://www.youtube.com/playlist?list=PLXk2ncRN1Z5IEi2bDqbMxvTgmG_AoC7be All of those bar the first one are mine
  23. I would think the y value is the cost of the object itself, and that when it reaches some high percentage of that actual cost (say, 90%) then it just skips to 100%
  24. its not a linear speed increase, its probably a similar shape to the graph y=sqrt(x) (looks a bit like a lowercase r), the difference in effects get less and less the more you have.
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