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DAIJOUBU?

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About DAIJOUBU?

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    Rifleman

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  1. awesome work, there's a lot of really excellent-looking maps, and whatever rekool is
  2. Yes, and all you need is a legal installation of Yuri's Revenge. This can be from an optical disk or digitally through Origin. If you go the digital route which I recommend, the package you want is The Ultimate Collection which costs 20 USD normally and sometimes goes on sale for 10. It contains the freeware titles and the C&C games that still aren't on steam, as well as those that are. After that you need the CnCNet Yuri's Revenge Client which is available on the main page. That package will give you easy access to the chatroom, lobby, Quick Match, and new display renderers (that you and your brother should individually cycle through so your online game doesn't chug at all).
  3. Arnolds means borgs right which maps make borgs OP?
  4. all I'm going to tell you is you can never know what sort of room you're walking into or what you can do to get kicked. people aren't required to tell you why they do so or have an argument with you once they do that said, I never care what my teammate picks as long as he gives the impression that he's trying to win
  5. I've done some rigorous testing on the flak track's anti-air attack in RA2 and YR, so if this uses similar code it's likely that the accuracy gets significantly worse as the range increases. i'll try to set time aside to answer this and post results here
  6. ah, personally I don't think it's possible to "calculate range wrong" unless there's a bug involved. everything else is just a gameplay abstraction and that sort of thing is always forgivable except in flight simulators and documentaries
  7. what you're calling a "threshold" most RTS players would probably call "critical mass", and it applies mainly to the situation where a ranged unit no longer needs a frontline, or where a group of backline units can shrug off most direct attacks, because nothing can tactically close the gap it's largely a matter of targeting and accuracy since smaller groups absorb random non-splash shots more evenly and thus won't get enough shots off, but any unit with any combination of long range, a slow firing rate, high accuracy, passive self-maintenance, a force-multiplier and a splashy warhead is a unit that is more likely to cross that threshold
  8. Is there any documentation on this bug? I'm really into the inner workings of these games
  9. Although some kind of checkbox in-client could theoretically accomplish this, you're basically asking for a situation that allows you to always pick your army second, which can't be made a fair option in any ladder format, because you'd need to add an option to dodge mirrors and either way your feature wouldn't be working as intended. It's weird enough that we have a blind pick matrix that encompasses every single map already (or anywhere near this many maps to begin with). Another layer of complexity would only be more inelegant.
  10. The only option I can think of that would remotely resemble your suggestion while still being somewhat logical is if both players know the name of the other player before they select their army. That would of course require an overhaul of how matches are made at all and whether names are hidden at the diplomacy screen, and would probably require harsher punishment for disconnects and 3 second games. If you like Allied mirrors perhaps you should lobby to get Yuri banned instead.
  11. yet another mistake: never ever share the results of an open survey
  12. voted no because there is insufficient competitive data and the ladder maps would be refined before we talked about banning an army in-lobby ranked games as a replacement for QM is a very good idea, but would require the implementation of other lobby features such as blind pick and army-hidden-during-load. otherwise cncnet qm team loses their already questionable focusing of the meta and every friend circle arbitrates their own destabilizing splinter meta based on the kind of game they want to play, I can't get behind a partial implementation without adding these features and forcing them to be on top 4 players on a free ladder picking the same out of 3 viable armies is nowhere near good enough to warrant a ban in any game, ever, so dismiss that idea entirely
  13. Bear in mind that a few warheads were originally balanced around medium armor being reserved for miners. This means that the gatling tank will now have some extra resistances that you might not have intended. The most important warheads that you should visit in the code and consider are [UltraAP] [UltraAPE] and [GUARDWH], which affect the Tank Destroyer and all GGI-related weapons, all of which are weaker against miners than against both tanks and light vehicles. I'm sure you've considered this too, but since you mentioned flak spam, the flak anti-ground warhead is exactly as effective against medium armor as against heavy armor, which the competing flak track happens to already have. Other than that, looking forward to playing the mod. I would have liked if you explained each group of changes so we knew exactly what problem was being addressed or what your intention was (you have listed adequate explanations for many changes). I will never want to see this on ladder without a 2/3 majority agreement.
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