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Humble

Ladder Tester
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About Humble

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    Grenadier

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  1. Humble

    Spec Chat?

    If you put annoying people on ignore, it also ignores them in game, but allows warns to come through. Alternatively, get on Discord and communicate with your ally via Microphone, since, you know, it is... 2020, and using the mic has been meta since TS came out. Sad reality is some people don't respect other human beings, or have the ability to control themselves from spamming constant nonsense, so ignore function definitely way to go.
  2. It's foreal hard to play properly when the temps get under the 60s, especially if your fingers/toes are cold.
  3. Humble

    .

    Tigerr is a really good player, that is for sure. He definitely could improve on maps other than Terrace, but a lot of good players have the same issue. He does whine a lot, but overall he is a top player. Do I think he is the best ever? No I don't. The issue is how few good players are actually active for long enough to properly compete. The fact that you are a NOD player and hold your own vs him as GDI says it all.
  4. Humble

    Dumb Units?

    The issue with Harvester AI is that they are programmed to avoid threats, but the programming is really buggy, and only causes issues, and doesn't actually work properly as intended. The issue with fixing Harvester AI is that it makes it too easy to control harvesters and makes it too easy to defend infantry rushes and some-what changes the game meta. As Black mentioned, previous versions of Vet. patch 'fixed' the faulty AI, but a few players were complaining that it made infantry rushes a bit overpowered and they had a point. In current version of Vet. patch, the Harvester AI does listen a little bit better than default, but it is not nearly as smooth as in previous versions. A lot of these issues should have been patched by WW, but they got bought out by EA and were forced to work on other projects. This is why they never fixed Harvester AI, finished adding veteran upgrades to units, fixed glitches like tanks/artillery not being able to deploy on tiberium or terrace edges (even though there is an option for it that doesn't work), originally harpy / orca fighters were orignally supposed to be able to shoot other aircraft down, but they didn't finish coding it. 2.03 was the last update they released, that mainly nerfed NOD, in which they would have observed the changes, saw they over-nerfed things like cybrogs (making them absolutely worthelss), and continued to balance them out. Many other examples, and if anyone talks to the original developers they will agree with all of this and more. The problem is that people got used to playing a broken game and some players are stubborn and like it that way, but regardless the concerns with harvesters being too easy to control nerfing inf rushes was valid IMO. As far as Carryall AI, that is hard coded, Xme has already released a few patches that fix issues, but no one has been able to consistently replicate certain glitches to the point where he was able to narrow down the code causing them (for example two disruptors landing and sticking next to each other with the carryall not releasing).
  5. Without reading all of this thread I can say: 1. Play original maps 2. Play whitelisted maps 3. Play at your own risk
  6. [BIGBLUE3] Name=Blue Tiberium Tree Immune=yes IsAnimated=yes RadarColor=192,192,0 LightRedTint=1.00 AnimationRate=6 LightBlueTint=1.00 LightGreenTint=1.00 LightIntensity=0.01 SpawnsTiberium=yes LightVisibility=4000 TiberiumToSpawn=2 AnimationProbability=.003 [TerrainTypes] 70=BIGBLUE3 Since CNCNET has some nice features that default game didn't, you can accomplish your objective by adding that code to your maps, then the game will render the blue crystal tib trees properly (even without Firestorm enabled). This is how some of the Vet/Bal maps make FS maps work without FS. This method works with the mutant trees as well. It is also possible to make normal tib trees produce blue tiberium, but it is a bit more work and less pretty. You might consider checking out the way the 'Big Bluntz Blue' map uses the blue crystals, using some special lighting that a very friendly modder gifted CNCNET. Here is the code for the mutant FS trees if you are interested in that: [FONA01] Name=Fona RadarColor=0,192,0 YDrawFudge=-12 IsFlammable=no SnowOccupationBits=7 TemperateOccupationBits=7 [FONA02] Name=Fona RadarColor=0,192,0 YDrawFudge=-12 IsFlammable=no SnowOccupationBits=6 TemperateOccupationBits=7 [FONA03] Name=Fona RadarColor=0,192,0 YDrawFudge=-12 IsFlammable=no SnowOccupationBits=6 TemperateOccupationBits=7 [FONA04] Name=Fona RadarColor=0,192,0 YDrawFudge=-12 IsFlammable=no SnowOccupationBits=6 TemperateOccupationBits=7 [FONA05] Name=Fona RadarColor=0,192,0 YDrawFudge=-12 IsFlammable=no SnowOccupationBits=6 TemperateOccupationBits=7 [FONA06] Name=Fona RadarColor=0,192,0 YDrawFudge=-12 IsFlammable=no SnowOccupationBits=6 TemperateOccupationBits=7 [FONA07] Name=Fona RadarColor=0,192,0 YDrawFudge=-12 IsFlammable=no SnowOccupationBits=6 TemperateOccupationBits=7 [FONA08] Name=Fona RadarColor=0,192,0 YDrawFudge=-12 IsFlammable=no SnowOccupationBits=6 TemperateOccupationBits=7 [FONA09] Name=Fona RadarColor=0,192,0 YDrawFudge=-12 IsFlammable=no SnowOccupationBits=6 TemperateOccupationBits=7 [FONA10] Name=Fona RadarColor=0,192,0 YDrawFudge=-12 IsFlammable=no SnowOccupationBits=6 TemperateOccupationBits=7 [FONA11] Name=Fona RadarColor=0,192,0 YDrawFudge=-12 IsFlammable=no SnowOccupationBits=6 TemperateOccupationBits=7 [FONA12] Name=Fona RadarColor=0,192,0 YDrawFudge=-12 IsFlammable=no SnowOccupationBits=6 TemperateOccupationBits=7 [FONA13] Name=Fona RadarColor=0,192,0 YDrawFudge=-12 IsFlammable=no SnowOccupationBits=6 TemperateOccupationBits=7 [FONA14] Name=Fona RadarColor=0,192,0 YDrawFudge=-12 IsFlammable=no SnowOccupationBits=6 TemperateOccupationBits=7 [FONA15] Name=Fona RadarColor=0,192,0 YDrawFudge=-12 IsFlammable=no SnowOccupationBits=6 TemperateOccupationBits=7 [TerrainTypes] 71=FONA01 72=FONA02 73=FONA03 74=FONA04 75=FONA05 76=FONA06 77=FONA07 78=FONA08 79=FONA09 80=FONA10 81=FONA11 82=FONA12 83=FONA13 84=FONA14 85=FONA15
  7. Surprised so many voted for mola, they are very similar skill levels imo.
  8. I have not played ts in maybe 2 months possibly 3. Definitely have not played with ray since he has been back. Rami is fast learner but with ray it would be hard to loose that match and i almost feel bad for whoever did, lol.
  9. No offense, but momodog is a significantly better player than you in all aspects, especially economy management. Plenty of WW players play vs. momo on both ww maps and mod maps and it is clear he is not cheating. If you cannot accept the fact that he is outclassing you, then you really should accept the fact that you don't understand the basics of the game (which is fine, but accusing him of cheating is not). If you want to just play the game for fun, and not invest the effort and stress that comes along with getting actually good at the game, then no one has the right to judge you for that, but your accusations are very disrespectful to someone like momo that does actually put effort into constantly improving at the game and is actually good in a lot of regards, especially on simple maps like giants. An easy way to show he doesn't cheat is get a good WW style player to Vs. him (even on giants) and watch how he struggles. I will not be reading any more of your posts since I personally find them to be very irrational (although massive), just FYI.
  10. It has nice features but lacks tons of glitch fixes and anti cheat coding etc. it might be easier to ask funky to consider implementing some of the features into his client.
  11. The problems with vanilla Obelisks are: 1. A single bomber can kill it 2. Expensive / high power consumption (These make it not work using unless trolling newbs) The only way to fix these issues, is to: 1. Increase armor type against bombers (which results in a decrease against tanks). 2. Increase firepower rate to make it some-what worth the high cost/power consumption/lowered armor against tanks. Obelisk is still barely worth making, unless you have superb timing and use them the way Mola tries to, and even then it is questionable if they are worth the effort or not. The reason Buggy has no buffs is because the unit is fine how it is. It is great at scouting, and buffing it any more would make it OP, and make it able to snipe infantry in the enemy base. Wolverines on the other hand are absolute garbage all around, and are not a scouting unit, so they were buffed just enough to make them worth their own value against infantry (but not OP in any regard). Laser wall can now be places further away from base structures and connects at a wider range, which is supposed to make them a tiny bit more usable, however they are still a pain to use at 60 FPS, and still have very limited use. Something a lot of people fail to recognize (except Mola, who I used it on many times), is that in Vet you can now place pavement further away from building structures, which means you can place it between your base and tib to speed up harvs a little bit, but where this really comes in handy, is placing it under subs (like CC) when they pop up to snipe things, and strand them there. The people that complain about Cyborgs (even after they have been nerfed twice), simply do not account that one cyborg is equal to 5.5 infantry cost wise, and see 5 cyborgs and imagine 5 light infantry. If you make 6500$ worth of light inf, and 5,500$ worth of borgs +one harvester, the light inf will win, unless the person controlling the light inf is absolutely horrible with infantry, in which they would loose their inf battle regardless. All the units that have no buffs, simply don't need them. They are good how they are. Medics for example got a buff, because no one in their right mind would actually use them in vanilla, unless trolling total newbs. And, no, as has been stated hundreds of times before, no units have any 'nerfs', GDI units are just as strong as they are in vanilla. The people telling you that are trolling you, or just really stupid. People that hate on vet should be forced to always be TR on Terraces, and always be Nod. @Sol, there is no point in separating Vet from Balance, from new maps, from map adjustments, because the same trolls that hate all the quality of life/glitch patches Xme/Cncnet did are the same trolls that hate vet, are the same trolls that hate balance, are the same trolls that hate new maps, are the same trolls that hate maps like pit or plat, or tiers of sorrow (which are mirrored maps) actually being balanced. Let the trolls be trolls and live in a cave with each other. @Weaponx, it is not that WW did not plan to balance/adjust maps, they have stated that it was their intention, it is simply that the people working on the maps required a large amount of time to make the maps and were not afforded the time to balance them out, other than 'eying' them. Many WW maps are mirrored, like FF for example is 'double-mirrored', TM and BM for example share qualities, and BM and BR share other qualities. Maps like Terraces were left unfinished, and the game was initially meant to be released with 4 types of tib, not 2, which is why maps like Terraces and FF have 'fake blue' in some spots, that was initially meant to be one of the other types of blue tib. TR on terrace is bad enough, throw fake blue tib in and its even worse, especially in 1v1.
  12. A few bad apples spread lies on purpose, a few are just very ignorant, and a few are too lazy to read.
  13. https://github.com/HumbleTS/Balance-Veteran-Patch/wiki/Balance-Veteran-Summary
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