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Jeffman12
Jeffman12 Nov 24 2014, 2:14am replied:

For the record, when I said "I took a class for this." I meant that to say something along the lines of "Christ, people can actually pay money to be taught about colors at a college level." Not as an argument from authority.

Taking another look at it, I think the problem, at least that I have, is with the shadow, it makes the unit seem more amorphous than it is because it seems to blend together with it.

+1 vote   article: Weekly Bulletin 22/11/2014
Jeffman12
Jeffman12 Nov 22 2014, 11:24pm replied:

Something that comes to mind for Nod in the snow is the old snowmobile chase scene trope with the paramilitary guys in full winter gear with grease guns.
Best example I could find on short notice is from a "newer" Bond flick. (Aren't they all?)
Youtu.be
Alternatively, there's an episode of Archer featuring such a scene.
But I digress, something's gotta give. The problem is that dark colors tend to bleed together in a light environment, especially in poor lighting. It's color composition 101, literally, I took a class for this.

More important than color for distinguishing units, however, is the ability to tell the "silhouette" apart. As long as it looks characteristically distinct in profile, you're good.

+2 votes   article: Weekly Bulletin 22/11/2014
Jeffman12
Jeffman12 Nov 22 2014, 12:40pm says:

Nod's snowmobile looks good, but I might recommend brightening the grey portions a bit. IMO, the contrast makes it look very dark compared to the white terrain it's going to be traveling over.
For other changes, consider creating a half-track version of the Nod Buggy/other wheeled vehicles? Bringing the grey more in line with Nod's old style from C&C Gold might be beneficial overall.
Were these models and textures a winter camo would be an easy change to the textures, but I understand voxels are quite different.

+2 votes   article: Weekly Bulletin 22/11/2014
Jeffman12
Jeffman12 Nov 19 2014, 12:28pm replied:

The 'wings' were put in simply to achieve an aesthetic, I believe it's used on any unit with a laser weapon to refer to the obelisk. in Twilight, the Cyborg Commando has a 'terminator mode' when it's destroyed that allows it to capture a vehicle.

+2 votes   article: Need Your opinion 4
Jeffman12
Jeffman12 Nov 18 2014, 2:37pm replied:

The Black Hand's lack of aircraft was made up for with their Mantis drone, albeit somewhat poorly, as each other factions' AA units are superior for their cost and statistical effectiveness. The Mantis also goes against the Black Hand's fanatical hatred for autonomous systems which makes it ripe for replacement, but a simple re-balance would do. Cutting the cost appropriately would make it a viable offensive asset against Scrin while preventing it from dominating the AA market.

I may as well offer two possibilities for each faction mentioned, so here's my second for the Black Hand. Give them a deprecated heli-pad with one slot and the ability to build some transitional phase between the Harpy and the Venom. Have it require refueling/rearming, but it could be armed to the teeth. 6 AT missiles(3 salvos), 4 AA/Defensive(2 salvos), and an HMG(No ammo limit?) for light armor and air.
Upgrades include Charged Particle Beams and Tiberium Core Missiles.

+1 vote   media: Steel Troopers
Jeffman12
Jeffman12 Nov 18 2014, 2:35pm replied:

But! You also want a fast attack infantry unit? GDI formely made use of JumpJet infantry. In Tiberian Sun these were actually slow and methodical units that relied heavily on an enemy's inability to target airborne foes, required far too much micro to manage effectively when not in massive swarms and were a poor choice for even a lightly defended base assault.
Allow me to reintroduce GDI's hallmark flyboys: Each squad contains 4 infantry equipped with a winged flight harness and jetpack. This allows them to toggle between airborne and ground states much like Shadow Team. The flight harness has an exo-skeletal rig for the arms, allowing the troopers to carry weaponry once relegated to smaller gunships. In order to maintain stability in flight, the weapons can only be fired in quick bursts, but can go full auto when the infantry are on the ground and stationary. Due to their clunky rigs, entering structures or vehicles for garrison is not possible. To be able to facilitate maximum effect and speed, these troopers have poor armor but can launch chaff(Upgrade?) to temporarily distract enemy AA.

Either or both of these changes would maintain Steel Talons' low tech/shock and awe feel without inserting yet another set of Zone Troopers that perform identically to the others, there's yet more possibilities, and these are just examples of what you could do.

+1 vote   media: Steel Troopers
Jeffman12
Jeffman12 Nov 18 2014, 2:32pm replied:

From a lore standpoint, the wolverine is a unit which later became the Zone Trooper's power armor and was phased out in the updated GDI arsenal. In this time, GDI stopped using a far more powerful infantry portable railgun as it had a much longer re-fire rate and produced a great deal of radiation, and as such could only be safely wielded by Forgotten Ghost Stalkers who went into self-imposed exile with the death of Tratos. But maybe the battle hardened veterans of the Steel Talons still have friends and debts within the ranks of the Forgotten. Enter, the new and improved Ghost Stalker. The precise and deadly railgun provides a powerful anti-material sniper unit to the Steel Talon's infantry ranks, the Ghost Stalker is a master survivalist, capable of cloaking and healing while basking in the glow of Tiberium. The Ghost Stalker is also a demolitions expert, but say instead of simply using the existing C4 on structures, he's able to plant tiberium based IEDs to be remote detonated.

+1 vote   media: Steel Troopers
Jeffman12
Jeffman12 Nov 18 2014, 2:30pm replied:

But that's literally the definition distinguishing patch and mod.

"Mod: Alteration to the current game files/rulesets to enchance an aspect or multiple aspects of gameplay.

Patch: Fixes broken things/enhances aspects which were meant to be congruent all along."

Steel Talons were meant to depend on their low tier Wolverines for infantry duty, the only difference is that they come out of a war factory. When they finally do, enemy infantry is an afterthought. The engineer has a pretty powerful handgun and armor buff to make up for potential lack of other infantry escorts in the early game, and to give them a leg up on enemy engineers who may be making a run for the same building/husk. Mind you, at the early stages of the game, their infantry has not yet been outclassed. By that point, the Wolverine is in production, ideally. In the final tier, their juggernauts have garrisons, guaranteeing that the infantry don't die until the unit they're supporting does, and rendering enemy anti-infantry somewhat pointless. Finally, as with all GDI, the Steel Talons still have air supremacy compared to Nod, a fact that hits home when just 6 hammerheads laden with rocket troopers and snipers swoops in to clean out the opposition.

That being said, I'm not averse to new features being added, but that's when it stops being a patch and becomes a mod. With the idea of rebalancing factions and maintaining the unique feel of each one, there is plenty of room for improvement that doesn't require smoothing out the edges, so to speak, by adding a third type of an already existent unit that just has amped up versions of the original's abilities and weapons.

I need to break this into more parts.

+1 vote   media: Steel Troopers
Jeffman12
Jeffman12 Nov 18 2014, 12:47pm replied:

Actually, I should note that if you're up to the task of making them fit in with the rest of the art, my votes would be:
3 (Cyborg Commando has always been a heavy shock unit, and thus fills a different role than Nod's Commando)
and
2

+1 vote   article: Need Your opinion 4
Jeffman12
Jeffman12 Nov 18 2014, 11:07am says:

I think these would need a pretty significant overhaul to make up for the change in aesthetic between C&C 3 and 4.
1 and 1 if only because the models and textures are a bit too... Buzz Lightyear.

+2 votes   article: Need Your opinion 4
Jeffman12
Jeffman12 Nov 17 2014, 11:29pm says:

I'd say this is now a full-fledged mod instead of a patch.

+1 vote   media: Steel Troopers
Jeffman12
Jeffman12 Nov 15 2014, 6:11pm says:

Is that a shout out to RA2?

+1 vote   media: UED Chrono Battlesuit
Jeffman12
Jeffman12 Nov 15 2014, 11:46am replied:

To be fair, I feel Steel Talons could use rail guns of a sort, but I think an older model like that would probably be better relegated to a high-tier sniper, say an enlisted mutant Ghoststalker(As a commando replacement?), or a weapons platform bearing a striking resemblance to a Mammoth Mk. 2

+1 vote   media: Steel Troopers
Jeffman12
Jeffman12 Nov 15 2014, 3:00am says:

I feel like that goes against the idea of steel talons' second tiberium war tech level. High-tech heavy hitters is more ZOCOM's thing.

Maybe something akin to a fast attack light armored jumpjet squad would be more appropriate?

+2 votes   media: Steel Troopers
Jeffman12
Jeffman12 Nov 14 2014, 12:40am says:

I can think of a couple simple yet appropriate nature names.

Arachnid or Camel Spider
The names fit Nod's theme. When equated with the desert, most spider relatives are thought to be quick and decisive as opposed to their slow and methodical temperate/domestic counterparts.

I'd have said scorpion, but I feel it'd be thematically inappropriate as a scorpion is supposed to deliver stings and then endure its prey's defense until the poison runs its course. Not ideal for a fast attack tank, more appropriate for a heavy tank. It's also fairly unoriginal due to its use in C&C 3, many C&C mods, and Halo.

Cheetahs are another easy one, they need to be fast in order to live another day. This also hearkens back to the Panzer, and other tanks named for well known big cats.

Thunderbolts are fast, strong and dissipate quickly, but that may be more fitting for something equipped with an energy weapon, or the weapon itself.

Dust storms may also be an evocative mental image, but I doubt you'd want to get any more cryptic by calling this unit a haboob, that just sounds silly.

Anywho, I believe I've given enough examples of qualitative naming procedure so that even if one of my suggestions aren't used, the method may help influence the decision process.

+3 votes   media: Nameless T3 Nod Tank
Jeffman12
Jeffman12 Nov 10 2014, 4:07pm says:

This version of the Taurus looks p. great IMO.

+2 votes   media: Vehicle Comparison of all T1 / T2
Jeffman12
Jeffman12 Nov 10 2014, 2:44am replied:

Found the problem, nvm. Non-standard installation directory has some kinks to work out.

+1 vote   mod: Mass Effect: Unification
Jeffman12
Jeffman12 Nov 10 2014, 2:26am says:

This looks great, showing this to all my friends!

I'm in the config tool at the moment, and none of the settings can be changed, is this as of yet unimplemented?

+1 vote   mod: Mass Effect: Unification
Jeffman12
Jeffman12 Nov 9 2014, 9:22pm replied:

I agree, I mean otherwise it just looks like a recolor.

+1 vote   media: Toxin Trooper
Jeffman12
Jeffman12 Nov 8 2014, 11:46pm replied:

It's a little hard to visually discern, maybe find a way to get a little more contrast into the color scheme?

+1 vote   media: T2 Taurus
Jeffman12
Jeffman12 Nov 7 2014, 3:41pm says:

Some kind of facemask.

Looks like cold weather gear.

+3 votes   media: Twisted Insurrection Box Art
Jeffman12
Jeffman12 Nov 2 2014, 11:05am says:

Sick.

+1 vote   media: New Gamemode: Co-op Missions
Jeffman12
Jeffman12 Oct 28 2014, 10:58pm replied:

Compare the dogs to the full masked helmets both factions wear.
Not only do dogs need to rip through that full-body hazmat armor, but they need to be able to breathe and survive in contaminated locales.

+2 votes   media: GDI Sidebar + first stuff from T2
Jeffman12
Jeffman12 Oct 20 2014, 10:11pm replied:

EA might not like that, they might be okay with putting it up on Origin, though. Or maybe both?

+1 vote   download: Renegade X: Beta 3
Jeffman12
Jeffman12 Oct 3 2014, 10:10am replied:

Huh, yeah, sounds good.

+2 votes   media: Sniper Team Air strike
Jeffman12
Jeffman12 Oct 3 2014, 10:01am replied:

You mean to say it's no longer twitch team arena shooting with no real tactical element other than aiming at a hitbox?

+2 votes   article: Renegade X: Beta 3 set for October 8th 2014!
Jeffman12
Jeffman12 Oct 2 2014, 1:19am says:

And this is instead of spotting for juggernauts?

+1 vote   media: Sniper Team Air strike
Jeffman12
Jeffman12 Sep 30 2014, 12:16pm replied:

So I found it, buried in your FAQ.

Here, for any of you who come here wondering:

"When players join a server they start in the Ready Room, an intermediate area where players can hang out and choose which race they’ll be playing as. Players may also choose to join a random team, or spectate matches. Once a round starts, both teams battle it out, earning experience points for purchasing advanced weaponry, abilities upgrades, and different lifeforms. The team that destroys the opposing race’s command structure wins the round." - Faultlinegames.com

+2 votes   game: Natural Selection 2: Combat
Jeffman12
Jeffman12 Sep 30 2014, 11:33am replied:

Rotate them out instead of running them all at once?

+1 vote   media: Heavy Tank armor allocation
Jeffman12
Jeffman12 Sep 30 2014, 12:53am replied:

I used to think that was the place to go for mods, but I've seen more decent mods vanish there than I've seen great mods thrive, and that just will not do for an archivist like myself who borders on OCD in cases where peoples' creative works are at risk of being lost forever.

+2 votes   article: Weekly Bulletin 25/09/2014
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