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X3M

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Everything posted by X3M

  1. Seeing as how it screws things up in Starcraft, regarding clicking small units. I think that lower resolution would be better for pro players. But it is the pro player that could truly decide on this for TD. At least I say, yes, low resolution is better for TD micro play. Imagine fighting a squad of infantry from a distance with a humm-vee. You rather shoot that one bazooka guy instead of one of the 4 fodder rifle infantry. This is almost not done if you don't have precise mouse control. Lower resolution helps in this. I already have noticed that clicking an infantry squad, multiple times when an infantry unit of it died. Helps in fast killing the entire squad. Thus reducing it's damage towards my vehicles. A bit more skill, and I can easily target the most threatening infantry. Bazooka>Grenadier/Flamer>Rifle. A game speed of 5.5 sounds like a good idea. Fine tuning on where the most optimal mouse control versus overall skill, is possible, is a must have for every game. Is it possible? If every setting is going to be locked. Then I have my doubts about 10k. 10k allows for lame openings. Still a 4 apache rush is OP. Perhaps a 7k as standard? It is between 10k and 5k that I previously suggested. Now, players need to scout really well, to have this 4 apache rush. But it also means that they will NOT have income if the rush, is rushed. If this apache rush is in combination with a refinery. Then only 3 apaches will be in the field. A CY will survive, and when the apaches return, several bazooka men can stand ready as a late preparation. With 5k, it will be only 2 apaches asap. And this means that they need to return twice, that is, if the CY is being repaired. A lower starting credit will push air to a later game. Air would be used as support. So ask yourself, do you want the laming being possible? Or make it a more of a tactical choice for mid to late game?
  2. Certain micro gets better with lower resolution. Starcraft remastered players call me a cheater because I can focus fire. Imagine that. They can hardly click small units. The reason is that their resolution makes for example a marine only 2-3 mm wide. You can't click this properly unless you are only 10 cm away from the screen. I have like 3 times larger in resolution. I simply pan the vision etc.
  3. It might shock new players though. Having a good resolution, suddenly going "DOS mode".
  4. Didn't think about the resolutions. But you are absolutely right. I don't even mind having the dos resolution as choice. But how to get all players use these resolutions by force?
  5. Comsat close to the base is fine. Everyone understands that you can take these over and have a little spurt in technology. I even would cheer on some advanced power plants, right next to the base. Having them cost "500". Trickery long distance, multipurpose advantages. Sounds like trolling and cheating on new players to me. Those maps are for lamers who can't win in general. That's my opinion. There are also maps where you get entire huge bases to start with and a MCV in the middle to move. I don't mind them, but don't like these either. Perhaps if the base is a nice sim base, that is decent and small and still complete. Is there anything more to add to this topic though? How about comparing other games maps to C&C?
  6. I can only complement on this. Awesome!
  7. Talking about changing the game should be another topic. There you can discus the fact why it is so hard to change the game. This topic is about BlySY maps. If you are sorry, you shouldn't even start derail the topic. But make that new one, referring to here, Ok? BlySY, I say that the map you showed looks very good already. I really like that village. It invites to hide, but that would be a mistake for players Is the map intended for only FFA? Or is this that map you talked about of FFA/2v2v2/3v3 altogether? Count blossom tree's per player. I think that 3 each is awesome. I see you want to put in a good fair structure. Don't mind natural just yet. Basic balance is key here. Also, keep an eye on the start locations. I see one adjacent to the tiberium, this player is forced to move his MCV 1 spot. I also see some 2 spots away, while others are 1 spot away. I don't know what most players prefer. But it could be either 1 free space or 2 for all. This only counts for left/right configuration. Not top and bottom. There it doesn't matter much. Position 4 looks very bad to be. Maybe turn this into a neutral zone if you where make it a 5 player map. But since 6 is the norm now. I think you should make it easier for 4, since this one is the most central. Decrease the space access between 1 and 4. Some more tree's will do. Maybe even close it entirely off, since those tree's can be destroyed. Thus players making their own path. To start with the choke points above. It is very easy for 5, to steal resources from 4. So, reduce that from 3 to 1. Also the choke points from the village to those same fields. From 3 to 1. Those fields need 1 more blossom tree. I feel you had something along the lines of 4 choke points per player in mind. But sometimes it is bad. Especially for the middle player. But playing the map might show the answer. Just suggestions, do as you will
  8. For the game modes. I looked at some other games (starcraft). Some have an official rule that a tournament game is at 100% speed. And normal at 120-150% for other types of games. We all know that c&c has this 100% on 3. But everyone agrees that this is too slow. 5 is a decent slowest speed setting for extreme micro control on individual units. Which is what certain players like. The speeds and multiple modes are only examples. We could also have one mode for tournament. And that the players are limited in choices. 3 speed settings and a couple of starting credits. Not trespassing the 10k. Might as well call it slow. Medium and fast. Credits could be 8 choices. 3k 4k 5k 6k 7k 8k 9k 10k. The starting credits could be different for different openings for strategy. 4 apaches are very unlikely on 5k starting credits. Either way. It should be entirely locked during the game what game speed is chosen. No crates!!! No viceroids!!! Those two are waaay to random for tournament maps. This is just my train of thoughts.
  9. Since it looks like a solo preacher since 75% got removed due to reasons. I'll post an opinion about this. Maybe special options BEfore hosting? "Original 1v1 tournament" Sets player limit to 2. Money to 10k. Game speed to 7. "Strategic 1v1 tournament" Sets player limit to 2. Money to 7.5k. Game speed to 6. "Tactical 1v1 tournament" Sets player limit to 2. Money to 5k. Game speed to 5. These are examples. Nothing more. The thing is. The last example forces players to focus more on infantry. I played a couple of these games. And have to say, I liked them very much. As for maps? There should be a set of maps that support 1v1. Blistering sands (the one from Ferret as well) Is one of the better maps for this. How about making a giant list to begin with. Then those who post here can vote down certain maps they think are bad. Important notice to them: You don't have to play the maps, they are optional for others to play. It is only, if you think they are good enough for 1v1 matches. Then, the map that is selected BEfore hosting, should only be selected from this list. I noticed a dropdown that could add another option, "1v1 tournament maps". If the 1v1 is done, 2v2 is next. I don't think that 3v3 should be possible. 6 player games often crash, or crashes are more common suddenly after an update.
  10. X3M

    STNK-PEDO

    Is what I did. And what I told him. And he left....awww.... GG for the rest.
  11. My record says only 9 times. I am pondering, if this is enough to accept the corresponding numbers as a trend. One time, selling the building wasn't enough. This was with the orca's. No one else out there who had this issue?
  12. When the last factory is destroyed. But rebuild. I had this issue with the barracks, the factory, the hon, airfield and helipads. No doubt, it is possible with the CY. When selling your, whatever it is. And rebuild it again. The bug might be gone. But this doesn't always work. Is there anything that I can do about this? Losing in an unfair way makes me angry. Especially when the opponent is actually being honest, so that it is unfair to blame the guy. I keep track of people that I play with. I noticed that I got this bug more often with certain people that have a slight, jitter/packet loss, to me. But the thing is, with some, this doesn't happen at all. While their jitter/packet loss is higher than average.
  13. Mistakes like that where also made in the images that I provided. You need the helipad AND barracks/HON for both the orca and the apache according to the manual. How strange that both sides get some tanks, while they can't be build. I would say that with the modern knowledge about bikes vs tanks, GDI is screwed! Maybe crates contained tanks for the players? Also, I find it odd that bikes have to do it alone. They are bad against infantry and to an extend to humm-vee's. But maybe they expected NOD players to send flamethrowers all the time.
  14. You made a map for Dune2000? I am very curious now.
  15. X3M

    STNK-PEDO

    I know you cheated. You know I can't prove it yet. When I get the chance, I will record it.
  16. This game and Starcraft run on entirely different engines. I only know editing in Starcraft. Logically speaking. Giving units or structures to a player is a possibility. But you need to protect the structures. Immortality should be added. Or a ridiculous high amount of health. So that they are not destroyed. MAD tank is still a problem here.
  17. While I see no way of this working through ini or whatever. The idea is brilliant. It was possible for me to do in Starcraft, back in the old days.
  18. Please keep in mind that the mrls is anti air as well. And does more damage than the artillery and is faster/ turns faster. The rockets too, are faster. And both are anti vehicle on top of infantry. However, gdi only has the hummer for specific purposes as anti infantry. Yet nod has them buggies more as a fodder unit plus the recon bikes as anti armor. That is why you see 800 vs 450. Mrls is simply stronger. I still feel that both need 1 or 2 range extra. The ssm launcher does a lot of damage against mammoth and harvester as well as opposed to medium tanks. You xan actually use the ssm as hit and run on mammoth.
  19. Will you be making a single player campaign?
  20. Best strategy so far is to have a friend to play with in any team game. Eventually you know the guy and he knows your style. You can improve your style fitting each other. If it is a waiting game. Try this out: NOD+GDI. Give each other a CY. A dual ion cannon and dual nuke is funny to watch.
  21. This is an awesome topic you made.
  22. Don't play money maps then. One balance factor is the amount of money gained and spend. And it most often favours the stronger units/structures.
  23. TD is indeed a problem in that regard. But wait, has the hospital not once been modified? Or was that through RA? What if one group has all infantry being classified as vehicles? How would that work? Just posting idea's. I don't know if it works.
  24. I had a commando in a crate with some other infantry. In the first 15 seconds. Walked right into the enemies base. Told him to untick the crate box. How about this? Several viceroids attacking. 1 is focussed on each player. At least that keeps the despair fair.
  25. Maybe exactly like those in Dune2 http://tasvideos.org/GameResources/DOS/Dune2.html
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