Comment History
DarkLordMadax
DarkLordMadax - - 13 comments @ Tiberium Wars Advanced 1.8 (Beta 6) [Outdated version]

Thank you for this new update! So far, I'm liking the new additions to the mod. There are a few issues I noticed that are still there from the 1.72 version. The Planetary Assault Carrier should have its range decreased as the drones will travel to its maximum range and only one or two of them will fire and the others will be easy pickings for anti-air. The other issue is the low DPS of the Mastodon. Compared to the Redeemer and Eradicator, whom are both flexible with their absorption potential, I feel that the Mastodon doesn't compare since it's only attacking ground targets with its railgun cannons. However, if you order it to force fire, it interestingly attacks with its machine gun and missiles as well. Is there a way to set this as its normal attack procedure? I feel that the guns and missiles firing as well will boosts its damage potential much more comparable to its counterparts. If not, I understand completely. When I played the 1.72 version, I never used the Mastodon because of this. I also thought that the idea of the CABAL Chimera absorbing vehicles instead of infantry was really interesting. I also liked that the Redeemer receives a fast-firing weapon when it absorbs Enlightened infantry. I always felt that its original weapons didn't give the Redeemer enough effective firepower until it reached Heroic status. While I do see a lot of loose ends needing to be tied with the latest version, it doesn't affect my view of it as I know it's still a beta. I hope to see the potential of the Forgotten and CABAL factions since they're still in the "prototype" phase.

Good karma+1 vote
DarkLordMadax
DarkLordMadax - - 13 comments @ Maelstrom Rebellion Expansion v1.93 R14 (+DLC's)

Yeah, it happened a couple of times to me. I think it was an "Elevated" fleet. All of their Wolverine Battleships and i think the colony capitals all rammed the starbase (a Norlamin one, i think). It then flew off outside the gravity well. It might have been an unfortunate rare occurrence, I guess...

Good karma+1 vote
DarkLordMadax
DarkLordMadax - - 13 comments @ Maelstrom Rebellion Expansion v1.93 R14 (+DLC's)

The nerf to the Pirates seems reasonable so the NPC Pirates' early raids aren't overkill. Do their "ram" abilities still cause knockback? If I remember, there was a glitch (I think on R12 or R13) in which the pirates would launch a starbase (even an immobile one) far beyond a gravity well after being bombarded by their entire party.

Good karma+1 vote
DarkLordMadax
DarkLordMadax - - 13 comments @ Top 100 & Release Date for 0.7

Definitely looking forward to this release! Thanks for the early Christmas present, you guys! You got my vote for Mod of the Year!

Good karma+4 votes
DarkLordMadax
DarkLordMadax - - 13 comments @ TiberiumSecrets 1.0 Release

So far so good. The actual faction design and lore is absolutely marvelous! One of the problems I'm noticing is the interactions with the "worker" units. If one happens to receive a command (accidental or not), they seem to be unable to finish building the structure. This forces you to sell the structure with damage reducing its value. Another problem I noticed is in the event of a low power situation, the power-down command does not power down structures, again forcing you to sell them to free up power. A suggestion, if possible, would be to allow the structure building to be similar to the Soviets in RA3, where funds are taken as the structure builds. This way the worker is free to be used again. Despite these issues, the mod is great!

Good karma+1 vote
DarkLordMadax
DarkLordMadax - - 13 comments @ From mod to indie

I say go for it. Mods can be severely limited at times and can hamper an idea's true potential. As a tracker of this mod, you have my full support. Keep us posted on your progress. I'm always looking for good RTS games!

Good karma+1 vote
DarkLordMadax
DarkLordMadax - - 13 comments @ Client Hotkey Menu

Holy smokes, this is going to be a lifesaver. Now I can build much quicker without getting swamped. That little leap between the field and sidebar always used up precious battlefield seconds. You guys are awesome for that!

Good karma+7 votes
DarkLordMadax
DarkLordMadax - - 13 comments @ [Old Version] Twisted Insurrection 0.6

I see. All in all, that is understandable. I can still work around it. I appreciate the instant replies and feedback to my concerns. Keep up the good work, you guys!

Good karma+6 votes
DarkLordMadax
DarkLordMadax - - 13 comments @ [Old Version] Twisted Insurrection 0.6

Another minor issue I've noticed is the absence of the pavement. I noticed that now it can be built on cracked terrain again(Yay!). I love to build my base to the best (pavement included), however I noticed that it was not on the build list.

Good karma+6 votes
DarkLordMadax
DarkLordMadax - - 13 comments @ [Old Version] Twisted Insurrection 0.6

I've played the game already and am really impressed with the updates. I enjoy the stress the AI places now. However, as a player that loves to take his time on eliminating the foe, I prefer to disable the superweapons. While I am disappointed that Mammoth Walker and Cyborg Commando require the superweapon structures, I can devise strategies to work around it. I noticed a concerning bug or maybe a disadvantage (I'm not sure). While the "Disable Superweapons" option is checked, the AI can still produce the Uplink Center and Temple of Nod while I cannot. Fortunately, the computer cannot use the Ion Cannon or Missile. However, this adds more stress as I cannot produce the "Epic" unit and must come up with methods to properly destroy the one that the enemy produces (from the advantage of building the superweapon structure). Is this a bug or an advantage for the AI?

Good karma+6 votes
DarkLordMadax
DarkLordMadax - - 13 comments @ Nod: Core Reactor

"Heard you wanna take down something big."

Damn straight! Time to send those big, exploding targets to kingdom come. It will sure be fun blowing up those power plants now with GDI Mortar Men.

Good karma+5 votes
DarkLordMadax
DarkLordMadax - - 13 comments @ Maelstrom

I agree with you on the overpowered Pirates. Everything is great about the new challenge. However, their initial fleets (at low raid strengths) should be toned down heavily. The earliest fleet at the beginning of a game consists of two capital ships, around ten Wolverine Battleships, and a couple of AA frigates and long range frigates. The capital ships and Wolverines all have their powerful ram abilities which guarantee any capital ship or dreadnought dead in mere seconds. Also, they seem to have intense range when I face them.

Good karma+1 vote
DarkLordMadax
DarkLordMadax - - 13 comments @ Rescue the loyalists!

Ok, there seems to be an issue regarding this secondary objective. Whenever the objective is assigned, the Loyalist commander on the right rushes QAI's forward base and ends up dying...

Good karma+2 votes