Comment History  (0 - 30 of 427)
Eagle_11 Apr 12 2015 replied:

a bit problematic on custom maps that have derricks on isles otherwise unreachable, but thats a niche case.
Maybe something like a 'shuttle engineer' ability to be put on command hq that calls an small helitrans with paperthin armor, that picks up the engineers(or any infantry?) garrisoned inside then ferries them to destination spot that is designated during ability usage as target.

+1 vote   mod: Rise of the Reds
Eagle_11 Apr 12 2015 says:

Game doesnt launch with enabled, and since there is no any error msg, screen or such, cant even give any helpful info about it. Nothing happens. I suspected anti-vir closing it down the moment has launched and ive went ahead, uninstalled then tried without and still doesnt launch with set to on. Firewall is also told to not block.
I believe prob is the launcher itself, so id like to ask if there is any way to launch the enabled game without it ? Any idea ?

+2 votes   mod: Rise of the Reds
Eagle_11 Apr 12 2015 replied:

Russian, Chinese and ECA "refinery": 3-4 trucks when built precisely nearby perfect distance,
with US you either build one refinery per depot and adjacent to, with only 1, or a bit further away with 2 choppers running at a time, as your initial dries up you should build atleast another supply pad in main-base, inspecially if map has those smaller supply piles across, then increase the chopper count and send to multiple other depots at once, if available.
with Gla assign 6-8 worker per supply stash, if you want fast cash can build 2. depot on other side of same depot to drain it faster but beware money flows into battle fastest with gla so its the earlier you can get up your secondary income its the better with them.

0 votes   mod: Rise of the Reds
Eagle_11 Apr 1 2015 says:

Have to state that im generally disappointed.
2 years is a long time to not adress issues in the proper manner, if your additions did anything then thats further worsening the standing problems (regarding game balance).
Other than that congrulations on the lag reduction.
Still the best april fool's so far.

and least i forget here some bugs ive noticed during testing:
ECA howitzer unit seems to have trouble firing over impassable on land terrain,
first time firing the howitzer, deployed it told to fire, fired 2 rounds and entered cd, instead firing the full 6 described in tooltip. second time fired correctly.
filled chinese airfield with the secondary bomber unit, then order all 4 to take off at once, front pair took off then instead following them the rear pair did rotate in place 90degree to left on the runway, re-rotate to fix direction and then take off, the couple sec delay in take-off caused an loose formation.

0 votes   mod: Rise of the Reds
Eagle_11 May 23 2014 says:

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

+1 vote   news: 50 more EA games soon to lose support for multiplayer online
Eagle_11 Mar 17 2014 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.

+2 votes   mod: SupaEpicFun
Eagle_11 Feb 14 2014 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 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 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 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 says:

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

+1 vote   media: Tiberium Fiend
Eagle_11 Nov 30 2013 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 says:

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

+1 vote   member: Eagle_11
Eagle_11 Oct 16 2013 replied:

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

+1 vote   mod: Twisted Insurrection
Eagle_11 Oct 14 2013 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 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 replied:
accessable (with Chrome)

+1 vote   mod: Rise of the Reds
Eagle_11 Sep 30 2013 says:

hmmm... :}

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

indeed fits grimdark well

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

pre-heresy word bearers

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

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

+5 votes   mod: Rise of the Reds
Eagle_11 Sep 24 2013 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 says:

UI seems minimalistic, could due to being alpha however.

+1 vote   media: Generals 2 - Alpha Screenshots
Eagle_11 Sep 24 2013 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 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 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 says:

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

+1 vote   mod: Rise of the Reds
Eagle_11 Sep 8 2013 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
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