
PrezSpammer
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Opinions Wanted on competitive 1v1 Yuri Maps
PrezSpammer replied to XXxPrePxX's topic in Red Alert 2
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 -
At this point, until someone can come up with a direct solution, we could just phase out Sov MCVs from crates like what had to be done with Yuri. As a trade-off, this could mean bringing choppers back in limited quantity (perhaps 15, maybe V3s as well) in addition to increasing the build limit for Kirovs since only one player will be able to make those units.
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Opinions Wanted on competitive 1v1 Yuri Maps
PrezSpammer replied to XXxPrePxX's topic in Red Alert 2
I figured for QM to be kept in proper running order, there should be surveys in place as well as extensive series of test matches when it comes to bringing maps in and out of rotation and for determining which faction matchups are most appropriate. A significant number of those maps were mainly listed to be candidates for future consideration while several others are perfect shoe-ins. Things got very stale on XWIS with the same limited variety of QM maps in place all the time and changes being so few and far between not to mention frequent faction mismatches. Whichever maps gain approval during the testing phase (perhaps set some sort of minimum like 55% or higher), their test scores are then given out on a ballot for us to vote on. In addition, give out random surveys after every few matches asking if players approve of that particular map being in QM rotation. -
Opinions Wanted on competitive 1v1 Yuri Maps
PrezSpammer replied to XXxPrePxX's topic in Red Alert 2
Exclusive YvY Maps: Frostbite, Isle of Oades, No Rest for the Wicked, Oceanside, Otter's Revenge, Sea of Isolation Destroyable bridges always turned on in all YvY matches AvA, SvS, YvY: Alaskan Oil Spill, Hammer & Sickle, Tower of Power, Tsunami and Turf War AvA, AvS, SvS or YvY: all official tourney maps, Canyon Fodder, Cold War, DC Uprising, Depth Charge, Double Trouble, Face Down, Four Corners, Head for the HIlls, Lake Blitzen, Little Big Bay, Little Big Lake, Little Piece of Dune, Little Piece of Island, Meat Grinder, Paris Revisited, River Rampage, Roundhouse Kick, Shrapnel Mountain, Sovereign Land, Snow Valley, South Pacific, Spirit of Mojo One, Stormy Weather, Tanya's Training Grounds and Twin Peaks -
Just like with almost every other older PC game, the lack of optimization for multi-core CPUs. My previous PC which had a 3.3Ghz dual core and a really old HDD would run the games insanely fast on CNCNet. The mini-tower I have now has an SSD and a Core-i5 with almost the same Ghz and identical Internet connection and it's noticeably slower.
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Settings: Add an option to have blue and purple in-game text on white backgrounds to make them more readable on higher resolutions Quickmatch: Random on/off for No Dog Engi Eat, Multi-Engineer and Superweapons Lobby: 1. Third option of random for Superweapons, destroyable bridges, crates, no dog engi kills and multi-engineer 2. Ability to increase the volume of crates when turned on 3. Ability to re-ping players and set maximum ping limit 4. Option to set faction limits to restrict the game to all Allied or all Sovs or Allied vs Sovs or all Yuri 5. A player who has spectator selected always has their ready box lit. In-Game: 1. If there's an observer and a player has timed out or quits, give the observer the option to take over their army 2. Change the stop screen to majority vote instead of unanimous
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In all the times I've seen this happen was during games that had been going on for I'd say at least 20 minutes long and Position 1 has multiple gap generators in place and an opposing player has a spy satellite. Regardless of whether they lose power either by overbuilding or because an opposing player tried to cut their power, a recon error is always the end result. In each instance, there's been four players or more present and crates are turned on.
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Whenever Position 1 is gapped and loses power while an opposing player has a spy satellite, it almost always causes a recon error. For a while, I thought it was only on ToE but I've also seen this occur on other maps as well. Considering that this has been ongoing pretty much since day one, I'm surprised how long this glitch has gone unnoticed by admins.
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For the time being, I just stick with original ToE with starting credits to the max and trust players to sell Yuri and not make spies. It's not very enticing to us veteran ToE players but we'll have to try and make the most out of the situation.
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They inexplicably removed Standard and Teamgame modes which is where we access all our custom maps. As of right now, I've found only a handful of mod maps populate under Co-Op and Megawealth... but of course it's none of the ones I wish to use.
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Ever since we've been able to play this game at maxed out resolutions, dark colored text, especially purple, against a black background has presented some difficulty--and I have 20/20 vision mind you. In many dire situations when my teammate is purple and was trying to communicate, that bad color combination utterly failed to catch my attention. It's only when they type in all caps that I feel more inclined to read what they're typing... and from experience, I know I'm not the only one who has issues with this. Back when the game was made and the resolutions were rather minimal, this wasn't a problem. Would it be too much to ask to add an option in display settings to have text from players using darker colors--perhaps purple, blue and green, against a white background during games to help remedy this issue?
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If it's less than 8 players, another thing is to ask the host if it's okay to be spectator for their game. Whenever hosting, I try to offer this option to new players whenever possible, as long as everyone's got good enough pings.
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For YR, what needs to be entered in order to remove Yuri MCV crates?
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Cropped, cropped, and more cropped... at least that's what appears to be the main theme nowadays with the game lobby. The map title card at the bottom, the chat log when window is maximized and of course the list of available maps when hosting--all these things have rather annoying cutoffs to them. Unless I know where exactly where on the list the map I plan on using is located, it's an utter pain sometimes picking out the right one, especially if it's got a long title. In addition, the cropped title card certainly doesn't help to validate whether or not the right map was selected.
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It never ceases to amaze me as to what we're forced to put up with on a regular basis when it comes to new players. It's like as if they constantly expect us to bend over backwards for them but yet we get nothing in return--was never anything like this on XWIS! Why can't there be a sticky thread on here for noobs to help teach them proper etiquette and whatnot and explain why certain things aren't tolerated by hosts? It's like as if the admins expect us to teach these players (for lack of a better word) ourselves even though these noobs flat out don't believe a single thing we tell them... with the exception of so very very few.
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Whats with all the Recconection errors all the time ?
PrezSpammer replied to vandalaslt's topic in Red Alert 2
This might also occur on other maps but on ToE for as long as I can remember being on CNCNet, if an opposing player has a spy satellite while Position 1 goes low power, it'll cause an instant recon error. -
When hosting, the list of available maps is way too cropped, making it very difficult to differentiate custom maps with long titles that are very similar to one another. The map title card on the game lobby is placed too far to the right so players can't see its entire name. Also, in the game lobby, as far as chat, it only enters the first line of whatever you send.
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Having played ToE countless times, I can say for sure one of the worst is mass V3s when they're firing in synchronized sequences... especially in quantities of more than 5. This is one of the main reasons why nowadays in crate games, they're so discouraged by hosts.
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As someone who hosts a lot, from my experience, there's a few mostly small things missing from the game lobby that would make it easier for us if implemented. 1. If RA2 Mode or Superweapons are selected, host must select either On or Random. 2. Spectators are always set to ready. Additionally, once set to Spectator, Start and Team are disabled and set to random. 3. Add two more options to the Side pull-down: Random Allied, Random Soviet. This way, among other things, if host wants everyone either Allied or Soviet, everyone isn't always picking the more favored countries from one of those factions. 4. Changing color doesn't reset everyone's ready status. This is how it was in XWIS and nobody complained. 5. Allow host to change the abundance of crates that appear. Imagine being able to have elite tank wars on other maps and not just ToE! 6. Ability to apply a custom patch... when one is applied, players are notified. 7. Ability to make additional ping requests 8. Until a player is kicked or leaves, they always stay in the same slot. There's been several occasions where I've accidentally kicked the wrong player because others were coming or leaving at the same time, causing the slots to be shifted around.
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I dunno if this has ever been considered yet for future updates. But in order to keep players from having to go through and modify official maps just to apply balance tweaks, why not instead let us modify and then be able to apply custom patches instead? It would help many of us from having to keep and memorize all these modified maps and for those who do the modifying, it would save them so much time and effort since they wouldn't have to go through upwards dozens of maps. Surely there'd have to be some sort of approval process by admins before being allowed to apply a custom patch, but for players like me who host a lot of games, it'd be a much more convenient way to have the sort of tweaks necessary going into a game.
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Once again, it's great for what it is however I'd like to see more maps added to Meat Grinder and also make mod maps available under Unholy Alliance. I'm not sure if this was fixed yet in 1.87 but I tried hosting Extra Small with RA2 mode enabled and got an internal error right as the load screen appears; one thing though is that in both instances, "No Spawn Previews" was enabled... so perhaps that particular combination triggered the errors? For the next major update, I'd like to see more Game Lobby options (actually, mostly filters): -All random Positions -- when enabled, make an expandable option so that on any setting except FFA, it automatically knows which team to place each player... or perhaps have choices like LvR, TvB, 3v1, 4v2 etc. -Allied/Soviet only with two options: 1. Players or Host choose countries 2. Random -Yuri only -- players cannot select a different country -When crates are turned on, make these options available: 1. No Yuri MCV 2. Matching MCV from crates: The only MCVs that players can acquire from crates are the same as what they started with. For example, if someone starts out with a Soviet country, as far as MCV crates are concerned, they will not be able to acquire an Allied or Yuri MCV. 3. Be able to adjust the abundance of crates, perhaps have choices like this: A. Normal, B. Minimal, C. Double, D. Triple, etc. Imagine being able to play other official maps besides ToE where there's lots of crates! -Miners From Factory First (up to 3): Before any other vehicle can be built, you must first build the minimum number of miners required, which is set by host. It'll still let you queue other vehicles but the game will not allow them to start being made until the last required miner is ready. -No spying factories or barracks (primarily for ToE and possibly custom crate maps) -No Navy
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If and when this comes to fruition, they need to have a thread dedicated to players' input as to which maps should be included and excluded from QM. Since there's so many maps that are very well suited for QM, it'd only be fitting to arrange things so that certain maps go in and out of rotation on a weekly, biweekly or maybe even monthly basis; in other words, for a specific period, you won't see certain maps used within that timeframe yet other perhaps unfamiliar ones will be. Additionally, make determinations as to how frequently some maps are used over the others. There should be a list that is always up to date as to which maps are in use in case one wishes to study the unfamiliar ones in skirmish mode. One of the things I found monotonous about QM on XWIS was that it was always the same maps over and over again. Also, they need to have certain maps which are exclusive only to certain faction matchups. To help elaborate, here's a posting from XWIS by XXxPrePxX, who is/was one of the upper tier ladder players (A = Allied, S = Soviet, Y =Yuri): I. Maps To Be Eliminated from 'Normal Combat': 1. Anytown, Amerika // ALL 2. Defcon 6 // AvS* 3. Blood Feud // AvS* 4. Deadman's Ridge // AvS *NOTE: When I say AvS, that means that it is only eliminated in AvS situations, and NOT eliminated in mirrors. II. Maps to Be Eliminated from Yuri Combat: 1. Hidden Valley 2. Blood Feud 3. Urban Rush 4. Dune Patrol // AvY* 5. Dry Heat // AvY *NOTE: When I say AvY that means only that should be eliminated, and not SvY, and vice versa. III. The 'Normal Combat' situation maps to be added: 1. El Dorado // SvS AvA AvS 2. Hail Mary // SvS AvA AvS 3. Happy Trails // SvS AvA AvS 4. Let There Be Fight // SvS AvA 5. Little Piece of dune // SvS AvA 6. Loaded Barrel // SvS AvA AvS 7. Twin Peaks // SvS AvA AvS 8. Breakaway // SvS AvA AvS 10. Killer Instict // SvS AvA AvS 11. Arena // SvS AvA 12. Brink of Disaster // SvS AvA AvS 13. City Under siege // SvS AvA AvS 14. Four Corners // SvS AvA AvS 15. Frostbite // SvS AvA AvS 16. Ground Zero // SvS AvA 17. Head for the Hills // SvS AvA AvS 18. Isle of Oades // SvS AvA AvS 19. Lost Lake // SvS AvA AvS 20. Mount Olympus // SvS AvA AvS 21. Pacific Heights // SvS AvA AvS 22. Rockets Red Glare // SvS AvA AvS 23. Shrapnel Mountain // SvS AvA AvS 24. Sinkhole // SvS 25. Snowballs Chance // SvS AvA AvS 26. Tower of Power // SvS AvA AvS 27. Tsunami // SvS AvA AvS 28. Valley Of Gems // SvS AvA AvS 29. Bering Straight // SvS AvA 30. Bridging the Gap // SvS AvA AvS 31. Malibu Cliffs // SvS AvA AvS 32. Heck Freezes Over // SvS AvA AvS 33. A path Beyond II // SvS AvA AvS 34. Near Ore Far // SvS AvA AvS 35. Offic Tourny Map 4 // SvS AvA AvS 36. Double Trouble // SvS AvA 37. Austin, TX // SvS AvA AvS 38. Sea of isolation // SvS AvA AvS 39. Turfwar // SvS AvA AvS 40. Oceanside // SvS AvA AvS 41. Trailer Park // SvS AvA AvS 42. Army of The Potamac // SvS AvA AvS 43. Downtown, Cityville // SvS AvA AvS 44. East Vs. Best // SvS AvA AvS 45. Arena 33 Forever // SvS AvA AvS 46. Manhattan Mayhem // SvS AvA AvS 47. Invasion Confirmed // SvS AvA AvS IV. The Maps to be Added to Yuri QM: 1. Happy trails // SvY AvY 2. Head for the Hills // SvY AvY 3. Soverign Land // AvY 4. Brink of disaster // AvY 5. Mt Olympus // AvY 6. Paris revisited // SvY AvY 7. Snowballs chance // SvY AvY 8. Tanyas training grounds // SvY AvY 9. Tower of power // SvY AvY 10. Arena 33 forever // SvY AvY 11. Bridging the gap // SvY AvY 12. Defcon 6 // SvY AvY 13. Malibu cliffs // SvY AvY 14. Heck freezes over // AvY SvY 15. Double trouble // AvY 16. East vs Best // AvY 17. Hail Mary // SvY 18. Downtown, Cityville // AvY SvY 19. Rush Hour // AvY V. NOTES: 1. In yuri QM, turn supers OFF in AvY situations. 2. The following matchups require SW always on: 1. Isle of War 2. Mayday 3. Death Valley 4. Hammer and Sickle 5. Deadman's Ridge 6. Depth Charge 7. Hidden Valley 8. Alaskan Oil Spill 9. El Dorado 10. Let There Be Fight 11. Loaded Barrel 12. Arena 13. Tsunami 14. Bering Straight 15. Sea Of Isolation 16. Turfwar 17. Pacific Heights 18. Oceanside 19. Lost Lake 20. Invasion Confirmed 3. Yuri QM: AvY = OFF SvY = ON YvY = Stays the same, whatever it was now SvS AvS = Random (except on those maps)
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I sent a PM to Tore quite a few days ago and haven't gotten any response. I was looking to take up a role helping newer players learn ToE crate matches, perhaps host training games. I've been working on a revision of the infamous "ToE Handbook" that's on XWIS as it is in major need of updating, among other things. If any of them read this, I'm planning on sending it around to other ToE experts and seeing what sort of input they have to offer. Hopefully by the time it's finished, there'll be a training section on here to post and therefore be readily available for new and intermediate players to read.
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CnCNet 5 YR Update Released! Report bugs and give feedback
PrezSpammer replied to Rampastring's topic in Red Alert 2
It's good enough for what it is BUT there's still that obnoxious scrolling glitch in the main lobby where you try to scroll down the list of users only for it to randomly reset back to the top. It's great that Meat Grinder, Mega Wealth, Naval War and Land Rush are now set up like they're supposed to be but I'd like to see it so that there's more official maps available under Meat Grinder. I really love that scenario but it seriously lacks depth in terms of available maps. For the next update, I'd like to see more Game Lobby options (actually, mostly filters): -All random Positions -- when enabled, make an expandable option so that on any setting except FFA, it automatically knows which team to place each player... or perhaps have choices like LvR, TvB, 3v1, 4v2 etc. -Allied/Soviet only with two options: 1. Player/Host chooses country 2. Random -Yuri only -- players cannot select a different country -When crates are turned on, make these options available: 1. No Yuri MCV 2. Matching MCV from crates: The only MCVs that players can acquire from crates are the same as what they started with. For example, if someone starts out with a Soviet country, as far as MCV crates are concerned, they will not be able to acquire an Allied or Yuri MCV. 3. Be able to change the abundance of crates, perhaps have choices like this: A. Normal, B. Minimal, C. Double, D. Triple, etc. Imagine being able to play other official maps besides ToE where there's lots of crates! -Miners From Factory First (up to 3): Before any other vehicle can be built, you must first build the minimum number of miners required, which is set by host. It'll still let you queue other vehicles but the game will not allow them to start being made until the last required miner is ready. -No spying factories or barracks (primarily for ToE and possibly custom crate maps) -No Navy -
Suggestions and feedback needed for the Yuri's Revenge CnCNet 5 client
PrezSpammer replied to Iran's topic in Red Alert 2
Before I go into client suggestions, I would like to share what's so desperately needed here on the discussion boards. Now that RA2 and YR are free to download, there's been this massive influx of players with no experience. Therefore, someone should put together a training section with basic build orders and fundamentals. The one that was on Strike Team taught me and likely countless others so much invaluable information and I'm quite certain that postings which are well-written will do the same here. As for client tweaks: Fix Naval War, Meat Grinder, Land Rush and Megawealth to exactly how they are on XWIS. More game lobby options (actually, mostly exclusions): -All random countries -All random Positions -- make it so that on Team Alliance or Battle settings, it automatically knows which team to place each player -Allied/Soviet only with two options: 1. Player/Host chooses country 2. Random -Yuri only -- players cannot select a different country -Everything random -Expand the crates option when enabled: 1. No Yuri MCV 2. Matching MCV from crates: The only MCVs that players can acquire from crates are the same as what they started with. For example, if someone starts out with a Soviet country, as far as MCV crates are concerned, they will not be able to acquire an Allied or Yuri MCV. 3. Be able to change the abundance of crates, perhaps have options like this: A. Normal, B. Minimal, C. Double, D. Triple, etc. Imagine being able to play other official maps besides ToE where there's lots of crates! -Miners from factory first (up to 3): Cannot begin to build any other vehicle until you first make the minimum number of Miners from your War Factory, which is set by the host. You can still queue other vehicles but the game will not allow them to be built until the last required Miner rolls out of the factory. -No spying factories or barracks (primarily for ToE and possibly custom crate maps) -No Navy