
Sol
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Everything posted by Sol
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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).
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got 35€ on my paypal. i cant spare any more
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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
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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
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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.
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weeeeeeeeeeell with the change the mk is brokenly overpowered though, thats why i dont think its a "minor" change
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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.
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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
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prove him wrong then. oh wait
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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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like me? XD from just yesterday: https://www.youtube.com/watch?v=1MymDVOyjX8 i realized i dont have many ff games uploaded and i didnt record much in the recent weeks, but found another from a couple of days earlier: https://youtu.be/WlZhgz9WYDw
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you for sure havent watched me play ff. i make ion cannon ALL the time
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honestly im down for having the ion cannon more accessable, but not without a nod buff. how would that look? no idea. better be really careful with balance changes.
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1. gdi already has an advantage over nod on most maps. 2. you pretty much cannot have an mk with less than 55% hp around anymore, or it just gets instantly killed. 3. pad/emp instant kill without warning
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you see them coming and they are slow as hell, meaning you can make a new emp right away, 2 orcas dont oneshot an emp, so you can put an eng in before the 2nd run.
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I'm starting to think the 9 in your name is your age.
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pls stop talking about things you clearly have no clue about. just admit that you were wrong about that part. we agree on the rest, and i think if they can find the time they should reintroduce the changes to all other units.
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lets say i am hunting the harvs of my opponent with my mk. I see his mk approaching, so I have to evacuate. with the changes, my mk will be instantly shot down as soon as his mk lands, without any skill involved. Now I can outmicro him again and save my mk.
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just wow. the mammoth is pretty much useless without a carry...
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as I have said at the start, the changes did make sense for most units, but its just some quality of life. for the mk battles it actually hase a HUGE impact and regularly decides games. and no, we dont go deliberately out of our way to have those. i am totally down for a patch that fixes all the units like it was before the reverse, except for the mk.
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Well thats "just" the most important part of a GDI v GDI match..
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I advocated for this change. Mainly because the MMk2 became way too powerful by basically shooting automatically including shooting down carryalls on his own. I hoped they would revert that change only for the MMk2, but they completely reverted it. I do agree that initial change made a lot of sense for almost all other units though. edit: All they have to do is that the MMk2, after its target "disappears" (killed, out of range, under carry) it has to be returned to default mode, instead of some kind of guard mode. Because by default, it doesnt automatically shoot at any units.
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nice bro, play some more good maps
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https://youtu.be/LKLkzMc6Jv0 1. I have a spare EMP in my main. 2. TL has no EMP in range of the middle. 3. I clicked the EMP to shoot right before it died. 4. If you slow down the video or pause it (at 0:12 you start to see the shadow of if), you can see the EMP bullet fly in from the left side. 5. So the EMP in my main must have shot to the middle. Not sure if that is a known bug, but I noticed this for the first time. This basically never happens, just wanted to let you know it existed.
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not 100% sure what you mean but the "multiple factory" option should be what you are looking for
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