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Everything posted by X3M
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Good one Fireworks Edit: The long I look at it, the funnier it gets.
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The downside of forum material is that, if/once you disagree with something or someone. The other guy immediately sounds (in your own head) negative. [If so, don't respond, let it rest for a while] The fun part about 4k is that details ARE visible in the game. At least for me, since I don't need glasses (for my eye's) yet. The fact that they start a remaster, IS their chance to make something masterful. Thus also more realistic if they find a way. I just hope they can take the critics with a grain of salt. Whether it sounds negative/sarcastic or constructive. And english not being in my nature, adds towards negativity. If I had a chance to talk to them directly. It would have sounded completely different. "Take a look at a construction site if you have the chance", would be one of my advices. They have to find a way in between to keep all sides a bit happy. That is one of the hardest jobs on this planet. You can't really win it.
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I agree with EZER here. I find it funny that no one has started arguing about the crane itself. How would it function? The shape goes zigzag, which is very unstable. And I know that the original is like that as well. But back then the graphics needed to be awkward to show some extra movement. There are no pistons whatsoever to spot in the picture. And the grip itself is very small. Too small for the building projects that the CY fulfils. Look at these: https://www.cat.com/en_GB/products/new/equipment/material-handlers.html Which is what the crane is supposed to be, right? Look at this toy: https://images-na.ssl-images-amazon.com/images/I/71ShKjQ25eL._SL1200_.jpg Ain't that a realistic and functional toy? It 'Rivals' that of the picture if you ask me And by the big spaghetti monster, I hope the fans of the air condition blows towards the outside. Because that is what they are supposed to do when you work at a freaking construction site!! Cooling the fresh made materials, or at least remove the bad (with metals toxic) air. I don't like the bolts in the floor. I am used to concrete though. But slabs never have bolts unless they are elevated.
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You can't change anything regarding weapons. Gotcha. I missed that point because you said 4 units shared the same weapon. Regarding the bike. I never said to buff them. I named a counter solution, and that was less health. +20% damage requires -20% health or something along those lines. It depends on the game play really. The only way that this less health would be of "less" use as a counter is indeed the range. Overall. You guys don't seem to have much options except for health, speed, the costs, prerequisite and swapping weapons? What else can be changed?
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You know Chem. Compared to some others. You are still a sweetheart. I don't know what you did or said this time. But if you get a ban, then some others need a perma-ban.
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I have seen the crane being like that before. In other images. Check out the explanation here: https://www.ppmsite.com/
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Maybe changing the weapon is the answer here to all the problems. What happens when the range is +1(or even +2)? Rocket infantry already needed a boost. More range means better of use in all situations. The Bikes, can have a little less health to counter the rocket distance. They get a bit more of a support/hit'n'run function this way. I know that grenadiers are less useful now. But the Rocket infantry has more of the role in this regard. I don't know the effect on the Orca. The stealth tank would also benefit from that +1 range. You still can use the extra health. But please keep the price at 900 because of the stealth. If +1 range isn't your cup of tea. Or not sufficient. Have the rockets do a little bit more damage. +15 or +20% or so? If rocket infantry have the chance to shoot only once. They do more damage. For the stealth tank, this would be good as well. I don't know about the orca and bike though. Then there is changing the ROF for the rockets. What would that do? Would rocket infantry still have their first shot? Maybe slowing the fire rate while increasing the damage. This would mean better rocket infantry and stealth tanks, but the bike remains roughly the same in direct combat. They only benefit from the hit'n'run effect. I am talking about the "first shot" here. Just think about it and let me know if you see use to it.
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Feedback MRLS: The opponent was massing buggies and bikes. I had M.tanks and grenadiers. The basic battle if you will. I decided to build the Comm Centre in order to get Adv.GT and Adv.Comm Centre. And eventually thus the MRLS. Since the MRLS was available right away. I build those instead of Adv.GT for the reasons we all know. And simply added more factories instead. Since the opponent was panicking, he simply build more bikes. Stealth Tank: It is to bad that it can't be changed. What about other factors? ROF, Range etc? I remember something vaguely about some units having the same weapon from the ini. Is this a fact for the Stealth Tank?
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I had the chance to play this on a money map. Having those MRLS sooner than my opponent expected was a great benefit. I raped his army (twice). That was a lot of fun. Either way, I have been thinking about your Stealth Tank adjustments. While they remain a Recon Bike with Stealth option. It is this Stealth that makes them what they are. A surprise amount of damage when hunting harvesters or fending of air units. Also, the scouting of your opponent. So here is my suggestion: Instead of health increase and cost decrease. How about just one extra rocket that they fire? Increasing their damage with 50%. This way, their price stays loyal to the original. And they look a bit like their big brothers in C&C3.
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Try one of the game design forums for this, including board game designers. You can find more skilled people there. Also, supply with more detail. What you are willing to pay. And how much you need. Good luck.
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You're saying that 33% extra HP does not mean 33% extra overall power? Yes. Exactly that. As strange as it might sound to you. It depends on the situation (practical balance), counter fire and the damage itself does as well. At first I was doubting what your goals where. At first it looked like you where trying to get buggies equal to hummers, henceforth the +33% health looked doubtful to me. But that is not your goal. Your goal is clearly stated now that hummers have to be a bit better than they used to were. But are not going to be equal to buggies. Then +33% is all good. There is only one situation where +33% health means doing roughly +33% damage (or power as how you put it). And that is when they are dying for sure.
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Well, I was simply assuming that you guys did simple reasoning to that. But if it is a coincidence of choice regarding the aspects that you had chosen. Then you may consider it, not said. Has it been tested yet? Did it feel right? It would be pretty neat if the +33% is a coincidence towards practical balance. Aka, the situation of the hummers against buggies+bikes. +33% health does not mean +33% time. (until it does during a fight?) I did not assume here that it was only a hummer vs buggy fight. I am not so sure about the bikes though. Do you understand my reasoning for doubting?
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Also, body is only 50% of the unit. What do you do about the hummers weapon?
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185 health for the humm-vee is wrong. It is a classical mistake, so no worries there, ok? +33% health does not mean +33% time. It depends on the opponents damage. Which results in the number of shots needed. Which also need "first strike" to be subtracted. There are several types of balance that you can consider. Depending on the game that you want to make (or rebalance) Chaos balance: You need to consider the opponents army composition. So every NOD unit versus the Humm-Vee and every GDI unit versus the Buggy. Perfect balance: It is different for when you consider same army fights as well, which would sound fair for the multiplayer. But if you do that, you would exclude proper balance between the humm-vee versus buggy. So, consider opposite faction only: Which is the Chaos balance. Unless you plan to play maps with both factions for all players: Which prefers the Perfect balance. Most designers pick the average score, accepting partly imbalance on either side. Practical balance: Players pick the best choice for battling units. What do you use against the buggy and hummer? See how the number of shots are important here. Arrange them from top priority to lowest priority. ROF is also important here. Keep in mind, the practical balance against AI is completely different. This explains why the original game is as how it is.
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I was already wondering where he went. Then I heard the sad news. Surely I could not believe this. And I see this topic being here for a while too. Reality hits hard when one finds out, another player will not be there any more. He was one of those background guys that is always there. You only start wondering when they are gone for a while. I still remember him making a interesting map. Go check it out. https://forums.cncnet.org/topic/8420-new-map-comming-out-soon/?tab=comments#comment-66117 And he shared a lot of his funky looking maps. You could tell he had a lot of fun making them. They can be found under JB2. I got roughly 20 of them. http://mapdb.cncnet.org/search.php?game=td&age=0&search=jb2 And it is those maps and his enthusiastic showing that I will remember. I felt he put some of his soul in them. To share. As a friendly member of the community. RIP BluySY
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Well, I had a good laugh with that video. He is now also risking a ban on Youtube.
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I liked that hidden turret. It made Chem win that little battle. Not surrendering so soon after losing key structures. That made the video's better.
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Sea units, build with a shipyard: - Caiman; $80, 2CP. The Caiman is like its 2 brothers from land. The Coyote as a ship. Thus a machine gun that can hit ground AND slow air. It is effective against the weakest armor types. But the mine laying ability is from the Armadillo. The mines cost 20. But do massive damage to ships. - Delta; $150, 2CP. The Delta is an amphibious unit. It is build in the sea, but can drive on land. It is like a more expensive Armadillo, but without the mine laying ability. The positive part is that it only takes 2CP each. Thus saving up a lot of these units is possible for a massive strike. Just like how the Hammer works. Just like the Armadillo, it can hit slow air. And just like the Fortress, it can remove mines. - Alligator; $320, 5CP. A heavy tank in the water. But with a missile launcher that can take down any type of air. This bad boy has a range of only 6. But with a certain boost can reach up to 9. It is the best ship to take down an HQ if you see the chance. - Viking; $320, 5CP. This ship is the same as the Alligator. But it misses anti air capabilities. Instead, it uses torpedo's for extra damage in the water. Making it stronger than the Alligator. It can also detect the Baracuda. - Baracuda; $400, 6CP. This is a submarine. It shoots torpedo's, just like the Viking. But is not meant for that kind of combat. It can be detected by the Viking, but also by the Cyclone. That is the first tier air unit of the confederation. The Viking can shoot upon detection. And any other unit in the vicinity that has explosive weapons can help. The Baracuda is very slow and unused by the Rebellion. It's main purpose is to shoot with artillery missiles, from a range of 12 (15 with boost), inland or sea. It is supposed to be a surprise attack. But the costs in CP makes it very unlikely that the enemy doesn't notice something fishy is going on. The damage as well is not that great. It is more an unit to have the confederation occupied by annoyance for 10 to 60 seconds. Target factories that are upgrades to have it cost efficient. Also, attack in any other way at the moment the Baracuda is attacking. This is the only ship that can take down sea defences from afar. Like an artillery in sea. A fleet has often only 1 Baracuda. - Poseidon; $380, 6CP. The Poseidon is not a stealthy unit. It works the same as the Baracuda. Instead of torpedo's, it has a sam as well for targeting any air unit, not only the slow. The range for inland combat is 11(14 with boost). This difference of 1 compared to the Baracuda counts in a 1 on 1 combat. But also when targeting HQ that are slightly more of the coast. There are rare occasions where a boost is needed to remain out of range. While the Baracuda doesn't need this. A fleet has often 2 to 3 Poseidons. Due to the fact that they can hit air. Remember, to get the game on your phone, click this link: https://redirect.appmetrica.yandex.com/serve/169878688668608468?recruiter_id=1118283928
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I have learned that upgrades are very important...IF...you want to become one of the big shots. New players will be able to reach level 10 asap. But then hit a brick wall. This is the wall of "pay to win". The difference with this game compared to other games is that you can also "wait to win". But the best part is that you can "wait to win". Be in a clan, and watch that 30 second video every day, just to get 4 times your daily income. Open up a bit of tech and money through single player. Upgrade this to a maximum for your level as you go. Don't play pvp at all. But play all those training matches instead. The possibility to have training matches is what makes this mobile game better than any other mobile game. You can play the game for free. And after a while, you can level up a bit through pvp and continue to upgrade. What I see is level 5 people, beating the crap out of level 10 to 15 people. We even have a trophy room in my clan for that. Remember, to get the game on your phone, click this link: https://redirect.appmetrica.yandex.com/serve/169878688668608468?recruiter_id=1118283928
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He managed 5 out of 6 times with me though.
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Where is he anyway? I never met him. But his name goes on for years.
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I never met the guy. But I played many times with buggies only. Of course on normal maps. When the GDI player pops out 1 tank, a NOD player can have 3 buggies. Your goal is not the tank, but the factory instead. 3 tanks or 8 buggies. Who would destroy a base first? Of course, bikes are better against tanks. But if you swarm 1 tank with 8 buggies, the tank is dead. Very, very, dead. Also, buggies are good against infantry and guard towers. Not advanced guard towers. You need to find your GDI opponent first, before adv. guard pop up. Also, buggies don't do splash damage. You can wall in an harvester that is busy with only 8 buggies. And the damage of the buggies are higher than 5 bikes I think. If you play against NOD. You need to keep your guard up. But also keep attacking with buggies. Those enemy bikes are nothing to buggies.
