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PrezSpammer

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About PrezSpammer

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    Grenadier
  • Birthday 02/09/1981

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  1. PrezSpammer

    BOLO: Notorious Game Ruiner

    Turns out, that is just another nick for a player (for lack of a better word) named "Kais". He also goes by other nicks to fool hosts and as suspected, has since gone on to ruining not just ToE games. One game he was on Arctic Circle as "MaybeWeCrazy" (one of his better known aliases), full roster consisting of 8. Other players who knew of him pleaded with the host to have him removed but to no avail. In that particular instance, he refused to deploy his MCV and just kept typing a bunch of gibberish. This guy is nothing but a bottom feeding troll scum. Are there any legitimate grounds to have this cancer removed? I'm sure it's only a matter of time before others start complaining about him. Here's screen shots of him in action killing his own teammates, openly admitting who he really is--in this particular instance, using the nick "PRO". Keep in mind, this is just one of what is surely to be so many countless incidents.
  2. PrezSpammer

    BOLO: Notorious Game Ruiner

    This low-life goes by "Dust" and as of now, primarily targets ToE games. He's an outright team killer... witnessed him do it three times, each incident within just days of one another. In each incident, he engages within just minutes, targeting a teammate's MCV in a way that's rather difficult to counter by using several units all at once. Even though such a thing is probably unlikely to ever be implemented, it sure would be nice to have some sort of reputation assessment system to help keep these kinds of things to a minimum.
  3. PrezSpammer

    How to lower the laming in QM?

    I tried to put in a suggestion when QM was being created that certain settings should be set to random and with topics like this constantly floating around, perhaps implementing this probably wouldn't be such a bad idea. It obviously should depend upon the faction matchup--having players be unaware until the game is underway, forcing them to find out the hard way. Superweapons: Seemed to work out fine on XWIS Multi-engineer: Always disabled in all vs Yuri matches but 50/50 chance in AvA, AvS and SvS. If ever there's a good way to curtail the laming, this should be it. No Dog Engi Kills: 50/50 on all maps with tech buildings; always disabled vs Yuri and on non-tech maps
  4. PrezSpammer

    Known issues - tracker

    Whenever there's more than one enemy airborne unit that comes within range of any anti-air unit or structure, they'll engage like normal but after it's killed, there's always a heavy delay when they start firing upon the next airborne units. The best example is a group of enemy rockies situated within range of flack tracks. Once they shoot down the first rocky, they'll become inactive for what seems like an eternity before beginning to engage another rocky... that is, unless you start targeting but that can prove very problematic in many different scenarios. I've found that it isn't limited to any particular unit or anti-air structure but happens very frequently in ground-to-air, air-to-air and naval-to-air engagements. However, when it comes to an airborne unit engaging an enemy ground or naval unit, this doesn't happen, along with all the other possibilities.
  5. PrezSpammer

    What things make the ladder/ranked unappealing?

    I don't mean to come off as eccentric since I posted this suggestion previously, but having the same exact settings all the time makes things too one-dimensional whereas if options like Superweapons, Destroyable Bridges, No Dog Engi Kills and Multi-Engineer were all set to 50/50 random, it would makes things a lot more interesting. Even XWIS at one point changed Superweapons to random which I and perhaps several others felt gave QM a new interesting twist.
  6. PrezSpammer

    Unanimous Change

    Just like with Weather Storm and Nukes, have there be a warning when Psychic Dominator is used but there might be problems executing this (no pun intended) due to the lack of proper voice-overs. The more and more overloaded a Mastermind becomes, the faster it loses life. If it overloads by 1, keep it the normal rate, by 2 twice as fast; if by 3 or more and have a green life bar, brings their life down to red, then blows up; instant death if they were in the yellow or red. When using Ctrl-Shift with Flying Discs, they must stop to fire lasers. Only elites can fire on the move. Kirovs gain 30% speed increase when elite. Nerf garrisoned Initiates--far more powerful than garrisoned GIs. Remove the overpowering Dolphin target glitch where they basically fire through an opposing unit dealing much more damage. Clicking on a teammate's refinery or slave miner reveals how much money they have. Apocs and Tesla Tanks fire on the move; Tank Destroyers and Mirages fire on the move if the opposing unit or defense structure is directly in front of it. Elite Rocketeers fire on the move. Both Tesla units have the same range as when elite yet still fire at the normal rate but neither can do splash damage until elite. Just like with garrisoned units, infantry inside BFs can earn promotions from kills--but they still must be outside to receive upgrades from crates.
  7. PrezSpammer

    Lets talk about noobs

    Something that's so badly missing on here is a sticky thread for newer players. There had been one on Strike Team that helped me a great deal when it came to important fundamentals like scouting, build orders, tank control, etc. Can't someone start a sticky thread on here going over all that stuff? This way, we can give the URL to players to read over and help steer them in the right direction. This would also be a great way to help train players who know little to no English as they can copy and paste the text onto an online translate service.
  8. Since this has been broken since the game first came out, I'd like to address the need to improve algorithms for crates. So many times, we pick up crates that are redundant and/or outright unnecessary so I was hoping admins could make tweaks to improve their practicality. If it's possible, please let us know if any of these tweaks are possible to put in place when editing custom maps. -If the map is already revealed either from a crate or via spy sat, any other crates picked up afterwards will no longer be map reveal until the player loses radar or spy sat. -No heal if all units and buildings are at full health but increased chances if more and more units and/or buildings have health in the yellow or red -Increased chances for firepower upgrade but make it so that units like dogs, engineers and spies are no longer eligible for it since they don't benefit in any way -If it's not too far fetched, make it so that the upgrade crates are more balanced between each team... or each player in 1v1 or FFA. I've played far too many ToE games where the upgrades were so lopsided, it was such a cakewalk for the team that benefited. -If a player loses an MCV, they have an increased chance to receive a matching MCV from crates. Among other things, this helps to compensate for if a game wrecker deliberately wants to break no rush rules and destroy an opposing player's MCV in hopes of ruining the game.
  9. PrezSpammer

    Quick (Ranked) Match Map Pool Feedback

    Even if making an eventual determination that it's impractical for those options I listed to constantly be set at random 50/50, there's definitely scenarios where some of them should be on at all times, like disabling multi-engi in ALL vs Yuri matches or disabling NDEE in all matches that involve high-ranking players. Perhaps try changing the odds on some of them like for example adjust Mutli-Engi to 25% chance or adjust Destroyable Bridges to 60% and so on, depending on the map, faction matchup, player rankings, etc. It might be a time-consuming process computing the appropriate odds but I'm sure others would agree, if executed properly, would positively add a different dynamic that the XWIS version had lacked. As a way to prevent players from bailing or ducking out in certain situations, keep it classified as to what the odds are of each of those four options being enabled for different scenarios.
  10. PrezSpammer

    Quick (Ranked) Match Map Pool Feedback

    A little off topic but while this thread's still active, I'd like to reiterate a suggestion of random 50/50 chances for certain options to be enabled for QM: -Supers--was successfully implemented on XWIS and I believe is still in use; punishes players who constantly try to "fast tech" -Destroyable Bridges--might encourage camping on some maps but hey, why not try it out? -No Dog Engi Eat--forces players to utilize other tactics to secure tech buildings, especially ones in more neutral areas instead of relying on dog luck (always disabled if Multi-Engineer is enabled) -Multi-Engineer (always disabled in all vs Yuri matches)--discourage constant early engi rushing which plagued QM on XWIS Being that we're still in the testing phases, wouldn't now be a good time to see how matches play out with crucial options like these having a random chance of being enabled?
  11. PrezSpammer

    Quick (Ranked) Match Map Pool Feedback

    It's a bit unsettling not seeing maps like Cold War, Country Swing, Hidden Valley, Lake Blitzen and Sahara Mirage on that list--but hey, it's a start.
  12. PrezSpammer

    The most funny glitches

    For starters, freed slaves if they're situated along the very edge of a cliff being able to attack enemy units adjacent to the bottom... like as if programmers unintentionally gave them extended hill range as well.
  13. PrezSpammer

    Framesendrate Suggestions

    Many of us just recently learned about the "/framesendrate" command for hosts to use in game lobbies but as of now, there's very vague info as far as what value to set in different situations. The vast majority of players who regularly host games don't even know of / commands altogether. Would someone be kindly willing to break it all down for us? In addition, as a way to make game hosts more aware of these features, perhaps in future updates, add it to the other info that pops up in the main lobby?
  14. PrezSpammer

    Graphical Glitch

    If you had a Yuri's Revenge shortcut installed on your desktop, right click and do the following: Click Properties Select the Compatibility tab Check the box for "Run This Program in Compatibility Mode For" and then select "Windows XP (Service Pack 3)" Also, if it's not already unchecked, then go ahead and do so for "Disable fullscreen optimizations" near the bottom.
  15. PrezSpammer

    Opinions Wanted on competitive 1v1 Yuri Maps

    Like probably so many others on XWIS, I found it rather monotonous and felt regretful about not being able to play so many great maps that fit in perfectly. As a result, aside from maybe Double Trouble, El Dorado, LBL and Little Piece of Dune, hosts refrained from selecting these unused maps in FFGs and were unnecessarily obscured and largely forgotten about. So many QM regulars had each and every map down to a science and gave us amateur players no real chance; those problems along with some others likely had a lingering negative impact on participation. Until we get updates on maps being tested for QM, which maps are being brought in, which are being bounced out, etc., the main thing I wanna see changed first is in regards to game options. I apologize for taking this a little off-topic but feel that this is the only thread at this point for such a suggestion. Prior to every single match, the following four options should have a 50/50 chance of being enabled: Destroyable Bridges Superweapons: To punish players who constantly attempt to fast-tech No Dog Engi Eat: Forces players to rely on other tactics to secure tech buildings instead of relying on dog luck Multi-Engineer: Curtail engi-rushes which plagued QM on XWIS; two exceptions are that it's always enabled when NDEE is enabled and in all YvY matches
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