Comment History  (0 - 30 of 423)
Eagle_11 May 23 2014, 7:10am says:

For the old Battlefields there are:
Seemingly nobody cares about C&C's :,( Where iz gonna be everywun. QQ

+1 vote   article: 50 more EA games soon to lose support for multiplayer online
Eagle_11 Mar 17 2014, 6:28pm says:

[rant mode=on]
Soo.. you lowered base HP to 6000, arent you cute <3 Have you faced an Eldar player worth a damn before ? Or have, y'know actually played the game at all before having had started modding it ? No ? What a surprise, whilst buttfucking 3 AT THE SAME TIME with my unlimited supply of basically everything but inspecially Wraithguards,i had exactly thought so too. Hereby i dont even mention that i had complete map control throughout the round, but hey that doesnt matter because it was so short anyways. Now go ahead and guess 3 times why, smarthead.
'Fun Mod' AHAHAHAHAHAH,so much for "Fun", my ******* sides...
[rant mode=off]
If anything needs to be done then bases strengthened, not reduced in HP. Hereby i can propose a somewhat radical approach: Bases would remain at 10k HP, but a T1 base structure would take 1/4 dmg of all incoming sorts, T2 half and T3 full.
Also you have to understand the pricing formular used to determine unit and popcap costs and apply accordingly instead random values(hereby im looking at ASM).
Also the pop-cap is doubled but doesnt play 2x but like 1.5x because raised popcosts on nearly all squads due to added extra guy. To achieve the 2x effect might need 250-300 instead.
And for cosmos' sake, get rid of Wraithguards being able to enter transport and webway gates.
Since you are trying to do a fun mod might as well see if you can,try get Chaos Termies added.

+1 vote   mod: SupaEpicFun
Eagle_11 Feb 14 2014, 1:27pm replied:

Both Tibsun and Firestorm, and its mods as well work on my win7 machine, that must be something on your end.

+1 vote   mod: Tiberium Essence
Eagle_11 Feb 14 2014, 1:20pm replied:

In the grim darkness of zero hour, there is no way to fix the AI pathfinding lag.
(Even if you get the strongest machine, it will be still there)

+3 votes   mod: Rise of the Reds
Eagle_11 Feb 14 2014, 10:31am says:

I cant remember if renegade featured some kind of bullet drop, or any more advanced mechanics that have became standard by now.
Will this feature any gameplay improvement over the original or its just about shiny graphics ?

+1 vote   game: Renegade X
Eagle_11 Feb 14 2014, 10:17am says:

More maps
More types of neutral structures
Flares for JSF
Cliffhopping for hovering saucer
Liberty walker builds as structure, initial state functions like a fortress. Transforming into mobile is one-way trip. Secondary MG' platforms at side of knee-joints covering each leg in a 90 degree facing that side. Maybe something to assist nearby like an energy shield ability, man this unit sucks.
Construction Osprey functioning as mobile repair via an ability that grounds it
Secondary MG for Abrams
Smoke-shells for Paladin
Turbo ability for Nato Ore Trucks that on activation if loaded will cause to lose some of the cargo for getting to safety
an Jeep for aussies
alternative upgrade at aussie refinery that will repair the ore truck whilst unloading
re-implement energy resource for them, a system like each production structure produces energy to power inbuilt and standalone defenses and the superweapon. Only the Bunker wont drain any power.
deploy into a field hospital ability for M113
Beton Walls for soviets
Repair bay for soviets
enable self-repair when below 50% hp at Battleminer

+1 vote   mod: CNC Fallout
Eagle_11 Feb 9 2014, 12:06pm says:

Tiberian Kodos hahah.
Are there Taurberian Ops too ? :D

+1 vote   media: Tiberium Fiend
Eagle_11 Nov 30 2013, 7:58am says:

So theyre searching for names, ok:
Graf Scraplin,
Supa Helium Krooza,
Dr. Tratos' super seekrit airbaze,
The softy sixpack,
The 5-minuter,
Flying Titanic,
Angrybird Eggshitter,

+1 vote   media: The Forgotten Airship
Eagle_11 Oct 29 2013, 3:07pm says:

Ah, nothing like a freshly cleaned, empty comment section. :>

+1 vote   member: Eagle_11
Eagle_11 Oct 16 2013, 12:51pm replied:

Thanks, did both. Now its not crashing frequently but rarely.

+1 vote   mod: Twisted Insurrection
Eagle_11 Oct 14 2013, 4:10am says:

Always an internal Error in skirmish. ;_; HALP! :p
The campaign and challenges remain playable.
No idea about multi.

+1 vote   mod: Twisted Insurrection
Eagle_11 Oct 9 2013, 5:31am replied:

Ive seen these as a friendly reminder from GW to Blizzard that inspiration works both ways.
The idea is an ported over and adapted to codex version(read that as 'an gud propa one') of Firebat/Marauder used in SC2. If you have ever seen how far the terrans in Starcraft is inspired by Wh40k SM, and that inspiration went to a copy-pasta everything lvl in SC2, and know the story about how sc1 had initially begun development as a wh40k game you will understand.

+1 vote   group: Warhammer 40K Fan Group
Eagle_11 Oct 3 2013, 10:48am replied:
accessable (with Chrome)

+1 vote   mod: Rise of the Reds
Eagle_11 Sep 30 2013, 11:04am says:

hmmm... :}

+2 votes   media: C&C Alpha - TEMP images of generals
Eagle_11 Sep 30 2013, 11:00am replied:

indeed fits grimdark well

+1 vote   media: Heared you like Forge World color schemes
Eagle_11 Sep 30 2013, 10:58am replied:

pre-heresy word bearers

+1 vote   media: Heared you like Forge World color schemes
Eagle_11 Sep 28 2013, 3:46pm replied:

Not only unmoddable but without any map editor too, so assured that it will die a quick, horrid death.
I say this biased on my past experience, maps like fastest map possible etc. have been just as popular like regular matchmaking even in the prequels peak years back then.

+3 votes   game: C&C Generals 2
Eagle_11 Sep 28 2013, 3:20pm replied:

not supposed to have firepower.. Its utility unit, propaganda buff provider.

+5 votes   mod: Rise of the Reds
Eagle_11 Sep 24 2013, 4:48pm replied:

"Pay to choose your color, side and map as well as defining AI opponents besides being able to team up with any friend" Thanks. Ill skip that one. They shouldnt advertise it as a free-to-play then, instead get their lazy arses up and sell outright the full version like any other c&c before. Playing it unpaid will be pretty much a trial version.

+1 vote   group: C&C Paradise
Eagle_11 Sep 24 2013, 4:39pm says:

UI seems minimalistic, could due to being alpha however.

+1 vote   media: Generals 2 - Alpha Screenshots
Eagle_11 Sep 24 2013, 4:36pm replied:

Yeah, once the melee begins units wont really respond to anything you tell them, for one. Melee oriented races will always have an upper hand in that.

+1 vote   group: Warhammer 40K Fan Group
Eagle_11 Sep 24 2013, 4:31pm replied:

Never been a fan of this "units could do everything on their own with you only watching" idea. automatic ability usage. Takes away the responsibility of command and always easy to trick units so they waste the ability. Besides whats the point of Rts if everything will happen itself, when i dont even need to be there for fun to be had, that.

+2 votes   group: Warhammer 40K Fan Group
Eagle_11 Sep 24 2013, 4:18pm replied:

Thanks, would have thought projecting an aura enhancing armor of defensive structures around or such.

+1 vote   mod: Rise of the Reds
Eagle_11 Sep 24 2013, 12:02pm says:

Epic noob question: What means the blue shield above ECA dozer ?

+1 vote   mod: Rise of the Reds
Eagle_11 Sep 8 2013, 5:41am says:

Call it 'chassis modernization' or something and throw some speed(both movement and turret turning) increase in it too.

+1 vote   media: Tiberium Essence 1.52
Eagle_11 Sep 8 2013, 5:38am says:

Here is an idea: (probably scrap)
It charges over time(as Scrin tank charges itself with tiberium). When charge-bar full can activate ability: An extremely strong shield for all buildings in radius of self and nodes. Charge is a long bar each dmg point absorbed detracted from the bar. You cant turn off it automatically ends after a set time or bar fully expired then reloads. Activation cost of ability: energy usage doubles when active. For recreating the grid: same as walls: you place a node(consumes power) and can 'fence' between them(doesnt cost power and passable above, invincible self destroy node to get rid of it). That way its a instrument of limited base invulnerability. for The more things are in the grid the faster it will expire. Extra research in tech-lab for strengthening ability so it can absorb a nuke in theory( thats if you protect too few buildings with itself only, due to how nukes work).

+1 vote   media: Tiberium Essence 1.52
Eagle_11 Apr 6 2013, 5:44pm says:

I could have an use for that model:
Can you please send me that at hive ?

+1 vote   member: TaShadan
Eagle_11 Apr 6 2013, 5:41pm says:

Change its Head to default one. To do that export original banditmage skin with mpq editor and set filepath with mdx pather.

+1 vote   media: New Mage model.
Eagle_11 Nov 6 2012, 8:06am says:

Maybe maps containing this could have a trigger for let it spew gas clouds that have timed life,travel around damaging everything in it periodically,that would add to its pathblocker obstacle purpose and could even function like veins in purpose of denying its surrounding area.

+1 vote   media: Tiberium Essence 1.52
Eagle_11 Nov 28 2010, 7:13am says:

Yep thats an Harvester.
BTW: Then you will make new docking anim and a slight model change for GDI refinery ?

+1 vote   media: Tiberium Essence 1.5
Eagle_11 Mar 22 2010, 7:31am says:

Really needed? :o
Nods shadow team emerges at ground and you can order them to fly when needed so why thats unusable on Jumpjet-trooper? Anyway ok.

+1 vote   media: Tiberium Essence
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