Re: RA_Fjord [message #456993 is a reply to message #447913] |
Thu, 06 October 2011 13:51 |
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Spoony
Messages: 3915 Registered: January 2006
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General (3 Stars) Tactics & Strategies Moderator |
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infinite infantry ammo tbh.
Unleash the Renerageâ„¢
Renedrama [ren-i-drah-muh]
- noun
1. the inevitable criticism one receives after doing something awful
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Re: RA_Fjord [message #457008 is a reply to message #447913] |
Thu, 06 October 2011 15:02 |
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Spoony
Messages: 3915 Registered: January 2006
Karma: 0
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General (3 Stars) Tactics & Strategies Moderator |
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second AGT's a good idea.
i'm not sure aircraft should have the secondary weapons
few tweaks to infantry costs as well tbh
officer/tibsydney/chem 100
patch/LCG 350
sniper 400
gunner/sbh 500
volt/pic/rav/ramjet 800
Unleash the Renerageâ„¢
Renedrama [ren-i-drah-muh]
- noun
1. the inevitable criticism one receives after doing something awful
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Re: RA_Fjord [message #457032 is a reply to message #447913] |
Thu, 06 October 2011 20:28 |
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Aircraftkiller
Messages: 8213 Registered: February 2003
Karma: 0
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General (5 Stars) |
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Also, I can't add secondary ammunition to the Orca/Apache without the game crashing. It simply won't work the way I want it to. Either the Orca fires two missiles at a time with the option to fire two bullets at a time as a secondary fire, or I take off the restrictions on ammo altogether. The engine wasn't designed for vehicles to have limited, reloaded ammunition as two separate weapons. If I give the Orca 10 missiles, for example, it will also fire 10 bullets. It can't be given separate ammunition counts for the gun and the missiles. Same with the Apache.
I'll be leaving them the way they are now, except that I've increased the velocity of Orca rockets by roughly 25% and have extended their range by 10 meters so they slightly outrange Apaches. They have to face their target to attack them anyhow, so this helps Orcas against everything they face. I've also reduced their random tracking scale so the missiles won't look so berserk as they fly toward a target, increasing their accuracy. Additionally, their turn rate is about 20% better so they can hit ground targets easier.
While I did this, I also removed the six round magazine on the Orca (which had a three second reload) and increased the firing speed along with reducing the magazine to two missiles, with a 1.5 second reload.
The Apache will also share the 1.5 second reload, but its cannon firing rate was reduced slightly so that it doesn't dominate vehicles without anti-aircraft capability.
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Re: RA_Fjord [message #457038 is a reply to message #457032] |
Thu, 06 October 2011 22:05 |
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Jerad2142
Messages: 3811 Registered: July 2006 Location: USA
Karma: 6
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General (3 Stars) |
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You could just slightly reduce how much each harvester load gives the team, that'd be easier than screwing with soldier prices. (I'd assume the harvester time would be the issue, because unless you changed how many points buildings give out I'd think that'd be the only real difference from a normal ren map).
Visit Jerad's deer sweat shop
[Updated on: Thu, 06 October 2011 22:06] Report message to a moderator
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Re: RA_Fjord [message #457041 is a reply to message #457038] |
Thu, 06 October 2011 23:50 |
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TankClash
Messages: 456 Registered: June 2003 Location: Kingston, Ontario
Karma: 0
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Commander |
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Destroying Nods tiberium silo seems to be a pretty effective tactic and is used a lot by GDI given its position in the Nod base.
Nods harvester is more easily destroyable than GDIs in the early phases too, a lot of people complain because Nod has some kind of advantages over GDI but we all know the real reason, too much time complaining and not a lot of time doing...
Personally the credits boost thing from st0rms veterans system does come into play during the level, I fell it should be disabled when Fjords is being played, if possible.
Adding some kind of tunnel network below the Nod base that grants GDI access ( providing it isn't heavily defended ) is a good idea.
GDI SAM sites... no, the Advanced Guard tower alone does a fine job against aircraft threats, same goes with people who are good with using MRLS, mammoths and gunners and besides, 99% of the time Nod usually targets the power plant first rather that the AGT and SAM sites need power to operate so...
As being automated defense systems; they're designed more for alerting the base personal of potential attackers before they start hitting structures but adding either two Obelisk of Light and two Advanced Guard Towers maybe a good idea it would force certainly require more coordinated offensive teamwork play and even keeping the battle in the field were it is supposed to be. But its positioning should not be too symmetrical if you know what I mean.
But just note that an entire team shouldn't rely on the defenses alone to protect their base...
Though adding extra defenses would/could making for more interesting outcomes rather than each base hording enough forces without moving an inch from their base and rushing out only to be destroyed by the other hording force, you know what I mean.
I feel the guard towers; at the moment, provide adequate warning as well as damage to infantry and lightly armored vehicles (in the event that the AGT is disabled)
Apart from that, I know the original C&C game didn't let infantry other than Bazooka dudes shoot down aircraft, maybe either up the damage to aircraft from infantry rockets, or let the rifle men, chain gun and other weapons apart from the normal instant overpowered shots from shots of the sniper rifle do some kind of damage.
They seem to not put a dent in them and in the event that GDI becomes camped with Apache attack helicopters without an effective way (other than PICs) to take them out... kind of a slaughter fest.
Just because you lose a WF or barracks shouldn't mean the game is technically "Over", more teamwork required here!
http://www.youtube.com/watch?v=TWG7-SkWpjU&feature=relmfu
Here's a compelling comment instead.
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Re: RA_Fjord [message #457085 is a reply to message #447913] |
Fri, 07 October 2011 12:08 |
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Aircraftkiller
Messages: 8213 Registered: February 2003
Karma: 0
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General (5 Stars) |
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In other news, I dramatically improved the Recon Bike handling and implemented quickly launching missiles. The reload time was cut in half, so it's a much better AA unit now. In addition, it leans very much like a real bike, and still retains its high speed. On top of that, it's less prone to spin-outs and will not fall over often if at all.
I've added some additional changes to vehicles. The MRLS now fires 225 meters instead of 200. I also changed its missiles to a different model that I developed based on real MRLS rockets, with a different emitter that lasts a little longer. It was set up as an aggregate so that that I could attach a second emissive rocket smoke to it, so it makes a smoke blast whenever it launches now. It's quite a bit larger than the tiny missile that Renegade used for every missile/rocket unit. I'll also add it to the AGT so it looks a lot more menacing. See here:
The Artillery now has a much longer lasting smoke emitter coming from the shell, making it easier to see where your shots land.
And the Orca launching two rockets at a time, with a 1.5 second reload time.
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Re: RA_Fjord [message #457087 is a reply to message #447913] |
Fri, 07 October 2011 12:25 |
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Spoony
Messages: 3915 Registered: January 2006
Karma: 0
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General (3 Stars) Tactics & Strategies Moderator |
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i wonder, is it possible to have radar set to all units (i.e. enemies too) on fjords without affecting the other maps in the rotation?
seems worthwhile if it's a map with communication centers.
Unleash the Renerageâ„¢
Renedrama [ren-i-drah-muh]
- noun
1. the inevitable criticism one receives after doing something awful
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Re: RA_Fjord [message #457093 is a reply to message #447913] |
Fri, 07 October 2011 13:26 |
Blazea58
Messages: 408 Registered: May 2003
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Commander |
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Nice improvments on the mrls, arty and Orca. I think those 3 things will balance it out much better.
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Re: RA_Fjord [message #457322 is a reply to message #447913] |
Sat, 08 October 2011 14:51 |
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Aircraftkiller
Messages: 8213 Registered: February 2003
Karma: 0
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General (5 Stars) |
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It wouldn't make a difference. Nod APCs were removed and Recon Bikes are so fast and weak that they do very little on their own besides hit and run attacks.
Change list for today:
Nod APC was removed. The Recon Bike replaces it.
Construction Yards now have 700 points of health, up from 600.
Construction Yards now repair eight damage every half second, and four damage points per half second when power is down.
Two extra Turrets were installed in the Nod base behind the Communications Center and the Shrine of Nod.
Turrets now have an extra 100 hit points.
Advanced Guard Towers deal 40 damage per missile, up from 35.
Guard Towers deal 15 damage per bullet, up from 12.
MRLS explosive radius was increased to 18 meters, up from 12.
MRLS missile speed is now roughly 25% faster.
Flame Tank damage was reduced from 23 to 19 per "bullet". It still deals formidable damage, but is not as incredibly powerful as it once was.
I should be done with this tonight unless something weird crops up.
[Updated on: Sat, 08 October 2011 15:43] Report message to a moderator
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Re: RA_Fjord [message #458088 is a reply to message #447913] |
Tue, 18 October 2011 21:02 |
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Aircraftkiller
Messages: 8213 Registered: February 2003
Karma: 0
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General (5 Stars) |
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New fixes for another version coming up:
Artillery explosive radius has been reduced to 18 meters to match the MRLS. Damage spread throughout the 18 meter radius has been reduced to 125, down from 175.
Orcas now fire a secondary Shrapnel warhead machine gun, which is only effective against infantry. Orca reload time was increased by one second.
Apaches now fire a secondary salvo of rockets, doing 1.5 damage each. They are unguided and are affected by gravity, and they spread out as they fly farther. You will have to fly your vehicle at a target in order to use them effectively. You can also use them to bombard targets from a distance. Their range is 110 meters, roughly the same as most tanks.
Apache cannon was improved so that it does 11 damage instead of 8. It fires slightly slower. It also has an "explosive radius" which is invisible, but does 0.5 damage within two meters. Helps kill infantry since its warhead isn't particularly effective against them.
Stealth Tank missiles were improved. They turn better and fly 25% faster.
Recon Bike missiles were improved. They now have a 110 meter range, fly faster, and turn better. They now have the explosion type "Explosion_Rocket_Medium" instead of Small, doing 100 damage within six meters instead of four meters. They're now much more suitable for taking down Orcas.
Mammoth Tank missiles turn slightly better.
Rocket Soldiers now fire missiles that fly at speed of 75, instead of 50.
Gunner now fires missiles that fly at a speed of 85, instead of 100.
I'm thinking of adding some Nod crates near the Airstrip ore mine, so that GDI soldiers can run out without the Obelisk hitting them. However, Turrets would continue to fire at them. Nod would now have to start mining this entrance just as GDI has to mine their sewers to prevent Nod from getting into the Tiberium Refinery.
[Updated on: Tue, 18 October 2011 21:42] Report message to a moderator
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Re: RA_Fjord [message #458194 is a reply to message #447913] |
Thu, 20 October 2011 19:51 |
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Aircraftkiller
Messages: 8213 Registered: February 2003
Karma: 0
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General (5 Stars) |
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Changelist for today:
Planning to add another SAM Site to the Nod base, perhaps two more.
Orca rockets now do 35 damage, down from 45. They take half a second longer to reload, and their explosive radius was reduced to Rocket_Light. They now spread 100 damage across 4 meters instead of 6.
Orca and Apache were too fast for the scale of this level. They have had their speed reduced by 15%.
Orca and Apache now roll realistically as they turn, and they turn roughly 40% slower than before. The Apache turns slightly faster than the Orca, having a tail rotor to spin it around quicker.
Turret health reduced to 300, down from 400.
Gunner and Rocket Soldier alt-fire damage was reduced. Gunner now deals 25 damage per rocket in the burst, down from 30. The rockets now use Rocket_Light instead of _Medium, spreading 100 damage through 4 meters instead of 6. Rocket Soldier alt-fire now deals 20 damage per rocket, down from 28.5. Primary fire on both weapons (Gunner/Rocket Soldier) now deals 45 damage and 40 damage, respectively, up from 40 and 35.
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Re: RA_Fjord [message #458372 is a reply to message #458340] |
Mon, 24 October 2011 13:13 |
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Intradox
Messages: 60 Registered: February 2011 Location: United States
Karma: 0
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Recruit |
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Nice changes, I'm looking forward to seeing them! And I thought you were done with fjord? Or are you just working on a new version of it including the changes you've been posting?
Not pro enough at renegade to snipe.
[Updated on: Mon, 24 October 2011 13:14] Report message to a moderator
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