
Humble
Ladder Tester-
Posts
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Everything posted by Humble
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I like it the way it is because it prevents people from acting like retards without consequences of people knowing its you.
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FF ML vs Mr and FF BL vs TR would both be fair / fun.
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Ohh and matt aka summersun is elite he just barely plays. He def isnt just 'decent'
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Super bridgehead is just that. One guy gets tons of blue and green and the other sob gets a little green. Horrible map for 1v1.
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Better solution is to not have garbo maps in the quickmatch
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The problem is only one spot has the advantage. If each spot had their own unique advantage it would make sense.
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Another great map I would like to add to my list is Tiberium Forest. Not sure if you guys are aware, but the game was recently updated so that the blue crystal tib trees (in all FS maps) will now work without FS enabled. In the Vet version of this map I still need to balance it out so every player has the same amount of Crystal Trees (the map is mirrored after all), but it is a very good / fair map and great for 1v1, and favors nod a bit which is great since tezz leans towards GDI. @Weaponx, this weekend when I update all the Vet maps, I will make Vet versions of the maps you and I and others consider unfair, and add the small balances to them. Like the ability to expand on pit plat, and balancing out tib trees in Tact, etc. Anyone that has actually helpful feedback feel free to chime in. @Tibermach, that's not a horrible idea, maybe something similar to what you suggested would work, people willing to play one or the other or both could all get what they want, and the amount of games they get would depend on what they are / are not willing to play. Modders could cancel everything but giants, and people like myself could specifically cancel out giants lol. *passes tiber joint - don't worry its biodynamic organic properly flushed white ash, lot better than toxic merch floating around the UK*
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Has no one else noticed that the tactical advantage map, the Top Left spot literally has more tib/trees than the other 3 spots combined as well as much better access routes (harv paths and expand paths) to them? Has everyone forgot that the crater map is the one axel1212 has been playing for the history of TS since BR has an unfair advantage over TL? Weapon is making a good point about pit plat as well, but unfortunately reason isn't appealing to some.
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Lot of the players mentioned do actually still play time to time they just namehide Yo lurk i remember when u and ur homies broke the server and remember when instead of fixing exploits they just disabled chat. Such a good game with a history if such poor support until lately.
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Lot of people care too much about looking bad and give up before they even try. Lot of people know that if you know who they are, you know how to play them more properly, so they can more easily catch you off guard. Lot of people want to play a faction they are not used to, without looking like a newb when they fail with said faction repeatedly. I agree it can easily be abused and personally am one of the players that doesn't namehide (despite what some people may think), but two logins is a lot better than 'infinite'.
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Honestly this post shows why it's so hard to take you seriously and why I don't respond to you most of the time, no point. *Hands tiber a joint*
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Crossroads Terraces Throwback Tib dessert The pit Tourny rift *edit* Tiberium Garden (without FS enabled - blue crystals still work now) *edit* Dueling islands One or two bigger maps but balanced ones like Ff bl vs tr or ml vs mr, etc *edit* jungle wars ML vs MR, TL vs TR, Bl vs BR *edit* river run BL vs TR, ML vs MR *edit* a river runs TM vs BM, Bl vs TR, Ml vs BR I think crater tactical and too many others like super are soooooo unbalanced its a joke I was actually wanting to play ladder more but those maps i just cba myself and majority of community prefer vet maps but almost all of us cool with playing both versions. Its fun to see if nod playera so better on vet and if so how much difference it makes. Honestly i have so much fun trying to save power units like mk or cc and try to star them up and save them its another level of depth to the game for me. i hate firestorm for so many reasons. Broken arts dont hit moving targets, bombers are a joke, less inf from selling makes inf rushes even more op. Etc. some cool units but overall just bot fun for me personally. Anyways it would be dope to have the maps i suggested without other maps just for a month (even vet and also non vet versions of each) cause they all good fair 1v1 maps that can support mid to long intense games. Im biased to theowback since i made it but also pit and dessert way underplayed. Tezz is cool but gets old yo.
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I think two is reasonable since some people only want one. I see both sides tbh. Even 3 wouldnt be so bad. If the map pool wasnt so hideous to me i would make use of at least one multiple log. Even tho i voted for two i dont care that much if people wanna hide as it can be fun and go both ways.
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Something that comes to mind is the mosy popular mod map is probs giants which heavily favors nod, yet they still go way to far and mod powerplants which favors nod lol. Not bringing the point up to argue just its insane how popular that map has been. Lot of modders like nod but even cant hang on big maps like ff. But a big point mola made that is 100% accurate is the majority of the people that don't like vet are soooo wrong about what is or isnt changed even after telling them dozens and dozens of times and even after making a wiki thingo for it. Just a reminder soon ill update all the vet maps to require 3.5 or even maybe 4x to get the upgrades instead of 3x and also nerf the star dis. The way the dis beam works seems to ve harder to tweak than other weapons since it's so unique. I agree it shouldn't 1 shot stuff. I think some of you greatly underestimate how much testing and feedback has been takin into account already but obviously not every single player will be 100% happy, but feedback that isn't just negative machoistic trolling is always appreciated. In pro vs pro games its already pretty hard to obtain and keep vet units. We still have others going around swearing that cncnet itself nerfed nod (besides obvious fps increase) and even after installing from cd and installing the westwood 2.03 patch and showing them its the same they still don't believe like its the twilight zone or something lol, thats off topic from this convo/group here but its funny to me how people can be so uneducated about something so important to them. Yikes.
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You didn't say that NOD sam range should be increased, you said that you didn't like vet maps because 'same range increased' just the other day in the game with tiger, trz and us, and that is what I was referring to.
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See you on Rust!
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One more thing: I find it absolutely hilarious when players like corps or honda complain that 'Sam site range is too much on vet map'. Sam range is the exact same, and if you bothered to spend 3 minutes reading the link that CNCNET sends you every time you start a game, it would be obvious. It is very hard to take feedback from people that clearly don't know what they are talking about. It's a joke to think that medic, cyborg, wolverine, obelisk, etc., were meant to be not used in 99.9% of games, obviously Westwood did not finish tweaking a lot of the game, and its clear almost no one has actually looked at the differences between when the game first came out, and the original-2.03 patches. Did you know cyborg used to be stronger, and was nerfed (a bit too much). Did you know the vet/bal patch does not make it as strong as it used to be, but puts it somewhere in-between the original and the 2.03? If you guys read the rules.ini file you can see the comments they made when updating the game as well as see comments like their updating the ION storm code and see that they listed the code backwards and made it do more damage to nod units on accident, based on what they said they meant to do (listing the armour types backwards), etc.
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In TS, the majority of units either had veteran upgrades that did not make sense (like star Dis and Mk acting like 5 harv bombs when they die), or did not have anything. It is clear if you look at the standard veteran upgrades (like Bike getting MLRS weapon), etc, etc, that they simply were working on it and rushed the game to release. The goal of the Vet part of the Vet/Bal. patch was to apply upgrades that made sense and were worth the trouble of not kamikaze your units and actually trying to save them. 10x kill of unit value is absolutely insane, and not possible in 99.5% of any realistic games. I have asked many players if they think it should be maybe 3.5x or 4x instead of 3, but almost everyone is happy with 3x. I personally have no problem making it a little harder, but it is a fine line TBH. The star disruptor may be a special case, since its 20% weapon increase is standard among almost all vet weapon upgrades across the board. In the next day or two I will update the Vet/Bal patch and remove the weapon upgrade part of the disruptor's 2nd (star) upgrade since it seems to be a bit OP. Something to keep in mind is that I did not just release the vet/bal patch after working on it by myself, but did a whole lot of testing and getting feedback from players like redrum, sky, cam, the germans (who like everything about it besides nod being a bit buffed, but they don't play nod for a reason), mola, trooper, so many other high level players. It doesn't help that players like tiber, corps, trz, honda, pogba are extremely close minded or simply have suggestions like "make nod power plants 2x more power (SUPER OP), or "make nod units NEVER miss" (super OP), or "game is best left broken, its ok that 99% of people don't play nod anymore now that the average GDI player is a mini-titan joe". As far as corps suggestion of star dis being too strong, that is actually helpful suggestion and I will update the patch to nerf it a bit, like I did the star MK back in the day. As far as star CC goes, its super hard to get even with the buff of it not missing moving targets as much. One issue with NOD is that the devil tongue cannot receive upgrades due to its weapon being fire. It would be hard to really say if tongue/stealth tank are either or both somewhat comparable to the GDI dis, but it wouldn't hurt to nerf the star dis I don't think. I will also change the 3x kill value per upgrade (meaning 6x to get star unit) to 3.5x (meaning 7x) to get upgrade, or if enough people prefer it I can make it 4x (8x to star), but in prior testing, this value really is a fine line. Either way, 10x (20x) is absolutely ridiculous in high level games. Maybe if you are newb bashing it's fine, but the point of vet is to be able to sacrifice kamikaze attacks for the long run, and having high risk to reward. I have always asked for a check box to enable/disable vet/bal, but it seems it wold be hard for CNCNET to implement, which is why we have the vet/bal map section. The fact that 70-80% of players voted for vet maps or both vet/normal maps (because they are usually more open minded than the few stubborn players) says a lot, and keep in mind although many players are not as used to playing vs. nod as they are vs. gdi, the more they do play vs. nod, the better they get vs. it. Nod requires more micro than a titan pumping Gdi player, and even with the buffs to nod in the vet/bal patch, it is still the underdog, just a little less so. A lot of players simply don't like playing vs. nod because they are so used to playing "Terraces - Titan Wars", and although a lot of people here do Not know it, it Is a fact that a decent sized handful of oldschool elite Nod players have indeed come to CNCNET over the past 5 years or so and either gave up on Nod or played it significantly less. It is rare that an oldschool nod player like mola comes back, grinds for months and months, adapts his build orders, and accepts loosing the majority of their games, until they adapt to the increased FPS on CNCNET (XWIS/WOL was 52 FPS BTW, and its 60 now). As far as players like trz who have played nod for the past 10 years or whatever, and had the advantage of gradually adapting from 52 to 60 FPS by being active 99% of the time, that is great for them and there certainly are players nowadays that are good at nod, but can it be denied that even the good nod players have trouble supporting their team mates in 2v2, and do better in 1v1? There are so many players that back on xwis/wol days played nod way more often, look at examples like when k2 came back, or t2, or lucho who was pretty decent with nod in the later days of xwis, or any of the other nod players, the majority of them (besides a few hardcore nod players) just go to GDI. The speed change is (whether everyone will admit it or not) a big issue for a lot of oldschool nod players, who defended heavily on micro multiple attacks/defending with multiple groups. Just look at nod unit positioning, bikes, tanks, rockets have to be properly positioned to land their hits, this all requires a lot more micro. Even on big maps like FF, GDI still does absolutely fine vs NOD even with the vet/bal patch. Some people don't like the veins added on FF, but the chem facility is so easy to blow, and if a NOD player is using chem missiles on you on that map you are either played skilled nod player that pulled it off, or you are just being trolled since you are already light-years behind. I personally find it hilarious that a lot of players (myself included) don't even play nod (unless messing around) and have no problem playing vs nod players on the vet/bal maps. Some people don't like the competition? How often do any of you see me go nod in a serious tezz game? How often am I on a team against a solid nod player like mola, trz, corps? Anyways, do sum it up, I will nerf the star disruptor, and increase the 3x unit kill - upgrade ratio to 3.5x or 4x, and the majority of good players prefer vet and are willing to play both but don't enjoy the drama conversations here in the forums obviously.
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Vet/Balance patch buffs obelisk a bit to where its actually worth using, but definitely still not over-powered. I would love to add the ability for it to be deployed / un-deployed, but people already have a hard time accepting such minor changes as it is.
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What about crater (the map axel plays) having BR overpowered and TL rather bad spot. What about bridgehead always giving one player tons of green tib + huge blue tib patch, and the other spot being rather lacking. Then you have tactical which literally has more tib in TL than the rest of the map, as well as significantly more trees than any other spot and the patches/trees being significantly easier accessed? Really wack 1v1 maps indeed.
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Do we all agree pineapple goes on pizza?
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Stefor was a lot better than most will admit, especially in his later years namehiding around 05-06. Ray when playing actively and also sober is also another level than a lot of players will admit. Ollie when he was playing actively was also on another level than most will admit, I literally witnissed him rape almost everyone repeatedly even if they deny it and try to block those memories out. Cambria when playing actively and not blazed out of his mind is also up there. Even though I was a lower level back in Mega's prime he was always very friendly towards me and I played with him a ton, that dude could carry a low level player like he was getting payed to do so and he was very consistent, but up against the other players I mentioned I would say is similar level of skill. Not to mention cncnet being faster fps is a game changer that old players coming back really have to adjust to, just ask Mola. I never played with schaf enough to comment but unless he was significantly better than mega in his prime they are all close. Something else to take into consideration is cheats are much less likely on cncnet whereas before many players cheated, so although its easy to give such high caliber players benefit of doubt besides the obvious ones, there isn't any guarantee. Mapping for example would allow certain build orders to be learned/stopen especially back in the day when some people only used certain builds when there were no specs, unlike these days where most BOs are more well known and a spec with have a brain can monkey see monkey do. If people were smart enogh to temporarily bupass cncnet antihacks and allow two computers to control one base under one username as well as control enemy units when need be, i would bet money at least one person on wol/xwis has done the same. Funny how so many old players come back and simply cant keep up or adapt. How good were they really? Sure lots of players played actively almost non stop and gradually improved and surpassed some of the better old players but at the same time when an older player can comeback and after a month or two be basically dominating or at least breaking even with current top players that says a lot about them . Another thing to point out is that there are a ton of elite players from back in the day that barely get mentioned, yet they eere right up there with all the ones that do get mentioned. Back on topic though, I'm interested in playing 2v2 competition but the game is so dead how many good teams would there even be? The last tourney was 1v1 and between dealing with crybabies moaning about every thing they can and peoples work schedules being up in the air it was a pain in the ass to try and organize and manage. Unfortunately the average ts player is disfunctional and needs their hand held for something like this to work, so good luck and kudos to whoever grts that job lol. and although tezz is great this game mise well be called "Terraces - Titan Wars"
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My point about smirnish was because for example my game runs at like 300fps or something in skirmish max speed and although humans cannot benefit from that, the AI isn't affected as it keeps up. The difference between say a 9.5/10 player vs. a 6.5/10 player would be more substantial in 60 Fps vs say 56 Fps. With this said, two similarly skilled players can exhaust their true skill depth in the 52-56 Fps range, such as micro, multitasking, timing, minimally defending, harv control, attacking while defending, expanding, planning multiple attacks ahead of time, saving buildings last second with engie to minimize cost to repair or buff for next wave more effectively, using firestorm generator, micro nod units that require special positioning like rockets and bikes and combo attacks, etc, etc, etc. Pro games obviously are played at 60 fps but the skill depth is considerably lower. This is why most players spam sams instead of utilizing firestorm on cncnet. The difference between 52 and 60 fps is a game changer. But even so the leasor skilled the player the harder high fps will be for them and the more bunky mid and long games will be.
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Thats not what i am saying. The default ts fps was 52 btw. Why dont you set skirmish mode then when game starts manually change game speed to 7 and tell me how you do vs AI.
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Tony plays still. Havent seen chun or g in about year or two.