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Sol

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Everything posted by Sol

  1. TLDR: If I lose, it was a bug and I automatically win.
  2. I know. I have seen it, read it and linked it to other people more than once. The misinformation about vet still persists.
  3. I have asked for patch notes for changes CNCNET has made, not vet. Also that list shows why Vet and balance patch needs to be split. Way too hard to find the relevant information.
  4. #1: I do like most of the balance changes. Not because it makes the game more fair but because it makes the game less frustrating (a super-unit that needs the highest tech in the game is missing the most basic offensive/defensive unit? LOL?). #2: Balance is highly dependant on the map. Not convinced? Play a 1v1 on FF and then on Terrace (Nod v GDI). Tell me the dynamics are not completely different. #3: That being said, I am convinced that most maps in the current pool are Nod favored, but all Nod players are giga-shit except Mola. #4: I've seen ridiculous claims where people have clicked on the warning label in the lobby, the first thing they saw was ######## POSSIBLE CHEATS ######## The IQ value of GDI has been changed from Unknown to 0 The Edge value of GDI has been changed from Unknown to North The Allies value of GDI has been changed from Unknown to GDI The Credits value of GDI has been changed from Unknown to 0 The NodeCount value of GDI has been changed from Unknown to 0 The TechLevel value of GDI has been changed from Unknown to 0 The PercentBuilt value of GDI has been changed from Unknown to 0 The PlayerControl value of GDI has been changed from Unknown to yes and their reaction was "GDI UNITS HAVE BEEN SECRETLY MADE WEAKER!" (no joke). So where do we go from here? As most of us have taken long breaks of this game, it is sometimes hard for people (including me) to keep track of what caused what. ("Why is my mk walking? Is it because of cncnet? Is it because of the balance patch? Was it always like that?") ("Why are my harvs randomly getting stuck and going afk? That must be new from cncnet"). A lot of dislike that the vet/balance patch gets is totally misplaced and comes from rumours and disinformation. - Do NOT tie Vet & Balance patch to maps. Give us 2 seperate checkboxes for them and have them explained WELL somewhere. - Give us complete and comprehensive patch notes about any change cncnet has made to TS.
  5. There are fixed versions around for these maps. "caseys canyon" and "a river runs near it" both have this problem and I would hate to lose some of these good maps to easily fixable glitches.
  6. It was always my dream to 1. Get rich. 2. Sponsor big TS tournaments 3. ??? 4. PROFIT (watch amazing games.) I've been stuck at step 1 now for a long time and do not have any money, so I cant fund tournaments, otherwise I would. As for the question of Improvement, YES I think there is tons of room for improvement, some of it is a lot of work, but some of it would also be incredibly easy. I barely ever see people adapt to their 2v2 partner. Having a coherent strategy goes a long way.
  7. it works now. deleted everything and reinstalled again. dont know why that didnt work before
  8. Hey. On some maps (2 for now) I get Internal Error during loading screen (right after I hear the ally-beep): Twinside[Ally][Vet.Bal.2.49] : b1ec73f5acb12c7cc626d93eede492cfb2229d74 Westwood's Canyon [2-6][Ally][Vet.Bal.2.49] : cdf31053511ccaa507b2e3d66d40d88493de97b8 I tried deleting the maps, all the renderer options and reinstalling the game. Anyone any ideas?
  9. Sol

    OBS Studio 25.0.8 (x64)

    "Display Capture" works for me. shows everything, also the game. Maybe it captures the wrong display? If you right click it, you can set a source display. What are your TS settings? mine are native reso, automatic renderer, fullscreen. works perfectly
  10. that only works for players
  11. Sol

    Replay support

    you guys are amazing.
  12. Mola is right. The way this vote is set-up makes it impossible for anything but "1 log" to win. The difference between one or more is a question of principle. The difference between two or three (or any other amount) is a question of detail. That being said, it looks like right now even if you add everything up, the "1 log" guys still won
  13. I think one of the most important points (that we should talk about) was made by Black on page 1: The community is basically divided into 3 groups: 1. The "ideological purists" or people that are satisfied with balance of the game and the maps. 2. The people who love the game and the maps as they are, but think that there are significant map and balance issues and do not think that it's wrong to change those. 3. The people who love the game but prefer totally different maps, with totally different gameplay/speed/balance/etc.. Some of these people might belong in group 2, but are here because either they got turned off because of the flaws of the game or just because we are all assholes there. (I myself am in group 2, but that's not important here.) Ideally we have a ranked system that is for EVERYONE. That gives us a couple of possiblities: 1.) We put in maps from all categories. Problems: Many people would only want to play 1/3 or 2/3 of those maps, so we would need to be able to veto maps. If we could veto more than half the maps it would obviously mean that we could never play against certain people, essentially splitting up the ladder: 2.) We split the ladder into 3? There's already not that many ranked games going on, so this probably wouldnt work and even if it did... Nobody would like this, right? 3.) We keep the game and the maps that were left to us by the developers. Good for group 1, acceptable? for group 2, unacceptable for group 3. 4.) We accept the game is ours now, because we loved and played the game for 20 years. We democratically decide what kind of maps we put in, resulting in a win for group 2 (basically how it is now) or group 3. In all of these cases everyone else is left angry. 5.) We ROTATE! for example: May: original WW maps only, June: everything goes/giants/whatever you guys like, July: Vet maps 6.) FCK ladders. Create/Sponsor tournaments with whatever rules/maps/balance you like. I dont know how to fix this, because we are in a stalemate and people wont change their views, no point discussing them. We should be more focused to find an actual solution, not to convince everyone of how good the balance changes of Vet are. My best idea would be either 1) with 2/3 of maps vetoable or 5) the rotation approach. Oh and we should always do 6).
  14. got 35€ on my paypal. i cant spare any more
  15. 1. didnt test but should be fixed. 2. kind of fixed, in most cases at least. 3. "aimable sams" in game options, people usually have it on. gotta control them then
  16. Sol

    Returning player

    yes + most people have aimable sams on (useful but i still dont use it) and as all other RTS games have shared control we usually turn it on as well. you need to bind it on a key though, so you can give control to certain teammates. also look up the other new useful keybindings like PlaceBuilding and RepeatBuilding
  17. It comes down to philosophy. If you are playing to win you should obviously use every (legal) tool available. If you are playing to get better 1refing probably doesnt have the biggest value.
  18. Sol

    mk behavior #3

    weeeeeeeeeeell with the change the mk is brokenly overpowered though, thats why i dont think its a "minor" change
  19. Sol

    mk behavior #3

    I almost expected that... but am I wrong that this behavior does not happen with the patch? That would mean we just got used to it.
  20. Sol

    mk behavior #3

    Yo guys. So as you know I have "initiated" the recent reverse of the patch to units behavior. After a couple of weeks playing with these changes and talking to lots of other people I have realized this MIGHT have been a mistake. From the start I said that I liked the changes to all units except the mk. I still believe the first part, though I am not sure anymore if the mk is any better right now. What bothered me about the patch with mks was: 1. you could "pre-charge" your mk by force firing the ground in your base, so it would target the closest enemy unit when being dropped (not such a big deal, as you could put it on guard mode or shoot one of your own inf from what I've been told) 2. fighting vs titans required significantly less micro. Because as long as the mks last input before being picked up was to shoot something, it will pretty much target the closest titan as soon as being dropped (even with mediocre micro you could easily win vs 5-6 titans) 3. the mk would shoot automatically sometimes and randomly retarget shit, shooting down carries (which still happens as it turns out: https://www.youtube.com/watch?v=n2NkaIvEFho) With #3 still happening and #1 not being a big deal (imo), this just leaves #2. It arguably buffs GDI, although those kinds of battles dont really take place as much in GDI vs Nod. It definately makes the mk more valuable and easier to use in GDI v GDI. The problem is that me and other people feel like the mk still doesnt behave like in the original game or at the start of cncnet. Mostly it is walking. All the time. Constantly walking. Like this: https://www.youtube.com/watch?v=VW8_PZG-MAk&t=718s I've done some tests, problem is that the tests that required timing have different results in offline mode vs low ping vs high ping. The results are: As long as you fire along the straight edges of the tiles (diagonally on the screen) and the mk is standing on the ground, it can shoot a target that is up to 7 tiles away. If the target is more than 5 tiles away though, after the shot the mk will walk (1-2 tiles) towards it, so that its only 5 tiles away, UNLESS that shot killed whatever you targeted. Meaning that if you told your carry to pick the mk up it just wont do it because the mk moves. In offline mode you could stop the mk from moving if you pressed "S" (stop key) right after shooting, this didnt seem to work reliably at low ping though. On low ping you could stop the mk from walking if you managed to get the shot off very very shortly before the carry picks it up: https://youtu.be/RKliWE8xvUc I personally don't remember the mk walking like this before I quit last time (2015). But I also can't say for sure the mechanics I just tested would be different with the patch that was reversed. SOOOOOOOOO... obviously this is a complicated issue that doesnt have a quick fix. I think most people agree that neither situation is satisfying (mk 2ez with patch, mk 2 stupid without it). My big hope now is that we could somehow get to test not just the current version, but also 1. the original TS, as it was when cncnet came out 2. the version from a couple of weeks ago, with the patch Because with the knowledge I have now I probably would not have advocated for the reversing of the patch, which I am sorry for I really dont want to suggest changes again without knowing all the implications, but the current situation is problematic. GREETINGS. SOL xoxo
  21. Sol

    offensive

    prove him wrong then. oh wait
  22. so? It can have a big impact, so it takes a lot of time to build (and load) at the most crucial point in the game. In the closest matches, you dont have that time. If my whole team bunks up or we are far ahead, I will always make the Ion cannon to increase our advantage. My point it, the Ion Cannon has its place in the game, it can be especially useful in 1v1 where no ally needs you to attack. 90% of people who play the "original" maps already play GDI, so who do you think needs a buff?
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