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Comment History  (90 - 120 of 1,253)
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?

+2 votes   download: Renegade X: Beta 3 (OUTDATED)
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   news: 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   news: Weekly Bulletin 25/09/2014
Jeffman12
Jeffman12 Sep 29 2014, 11:46pm replied:

@dodgevipergts
Everything made since DOOM uses hitboxes or "damage positions", man.

@Woozle
Actually, I was just thinking they should run three different versions of APB side by side with some diagnostic tools designed to record and report the hit data from the tanks to see if they actually effect player performance.

One of them would be using these new hit zones, one using the old, and one using a single hitbox system. Players don't know which one they're on, people collecting the data don't know which one they're collecting so it's double blinded.

+1 vote   media: Heavy Tank armor allocation
Jeffman12
Jeffman12 Sep 29 2014, 11:24pm says:

I feel like the tread housing should match the mammoth on all of the tanks.

While I suppose it's good practice to attempt managing the tank in such a way to steer into incoming fire than twist away, I don't see it making that much of a difference in the long run.

+1 vote   media: Heavy Tank armor allocation
Jeffman12
Jeffman12 Sep 29 2014, 11:15pm replied:

Those are auxiliary fuel tanks, compared to the T-72 they are optional.

Don't get me wrong, I won't pretend for a second that the Red Alert universe is "realistic", but assuming they were at the appropriate fuel to air ratio to explode as violently as possible, they would not do significant damage to the tank's armor itself as they are not shaped charges or contained in such a way that they direct the force at the tank.

Just looked it up, apparently T-72s also used Diesel, which is not known to be very inflammable, and is used in compression combustion instead of ignition.

+2 votes   media: Heavy Tank armor allocation
Jeffman12
Jeffman12 Sep 28 2014, 11:40am says:

Oh snap, an actual update containing no user-submitted anime reskins.

+2 votes   news: v5.0 Progress Report and Changelog
Jeffman12
Jeffman12 Sep 19 2014, 11:54am says:

I've always had an issue with comp stomp in TS because the AI tends to target Player 1 and rush early on, and if alliances are enabled, they all join up at once.

+2 votes   news: Weekly Bulletin 19/09/2014
Jeffman12
Jeffman12 Sep 19 2014, 11:06am says:

So, the description is very vague, and while I've been playing NS since goldsrc, I'm still not entirely sure NS2: Combat is supposed to be the equivalent of NS1's CO maps or something different.

Anyone coming into this without that experience probably can't tell this apart from NS2 itself with the way this has been worded. NS2 is already an asymmetric combo of stealth and twitch action, why should we think any differently?

It reads like a pitch to a boardroom of non-gamers designed to sell them on the idea of clearing the project.

I say describe the game in how it plays, not in terms of who it's made to appeal to, and if it is like old NS1's CO mode, play up the nostalgia a bit so us returning players can vouch for it to the uninitiated.

+1 vote   game: Natural Selection 2: Combat
Jeffman12
Jeffman12 Sep 18 2014, 10:51pm says:

If only there was some way to align those lights...

+1 vote   media: Alien Forest
Jeffman12
Jeffman12 Sep 17 2014, 2:53pm says:

I have two opinions on this, but mostly apathy.

+13 votes   news: Microsoft bought the whole Minecraft!
Jeffman12
Jeffman12 Sep 14 2014, 1:11pm says:

So, I'll just say this. When I first played Tiberian Sun, my first exposure to C&C, I had a marginal idea of what I was doing. I felt the simple UI left a lot to be explained, and I needed to reference the manual A LOT.
The second GDI mission introduced the MCV and I missed the bit about setting up a base when they delivered an MCV for me to deploy. It wasn't until I quit the mission, started a new game the next day, and read the manual when I was told to deploy it that I understood the feature.

That being said, the deploy icon is available from a hot bar, and mousing over it gives you a tooltip assuming you haven't turned that off, I say go for it. The icon for the drone platform you show here looks to describe the intended action fully.

As for the purifier, it's a prototype of the avatar, so I think you could explain it being slower pretty easily, this also helps infantry keep up with it. The black hand on the other hand is basically made of rage and flamethrowers which I think would make it hard to explain why the flames might be weaker.

+1 vote   news: Need your opinion 3
Jeffman12
Jeffman12 Sep 8 2014, 7:10pm replied:

I've got to agree with this, unless they were both made uncrushable by tier 1 units and only enlightened were mind control resistant.

+2 votes   news: Need Your opinion 2
Jeffman12
Jeffman12 Sep 4 2014, 12:51pm replied:

Phonics.

+1 vote   media: Hooked Beast
Jeffman12
Jeffman12 Sep 2 2014, 2:33am says:

I just realized the primary cybernetics facility has an open air surgery.

While I harbor no illusions about CABAL believing in the use of petty humanitarian "Ethics" or "Anesthetics", I suspect atmospheric contamination, or other unwelcome variables, such as stray munitions from pathetic Luddite human resistance may irreparably contaminate cybernetics production.

+2 votes   media: Cabal T2 base
Jeffman12
Jeffman12 Aug 30 2014, 4:17am says:

I really like that logo.

+2 votes   media: WIP Cabal Sidebar
Jeffman12
Jeffman12 Aug 26 2014, 4:06am replied:

I'unno, kinda reminds me of House Ordos from Dune. They had hover tanks too.

+1 vote   news: Bionite: Origins REV 3.0 released
Jeffman12
Jeffman12 Aug 22 2014, 9:30pm says:

Heh, I was just wondering about this yesterday.

+1 vote   news: Thrive v0.2.3 Released!
Jeffman12
Jeffman12 Aug 19 2014, 3:41pm says:

Looks great.

+2 votes   news: Need Your opinion 1 Completed
Jeffman12
Jeffman12 Aug 16 2014, 1:21pm says:

Part of the problem, I think, is that more maps need to be built for level base building when mappers tend to let their creativity get the best of them.

+3 votes   media: Improved AI walls
Jeffman12
Jeffman12 Aug 12 2014, 5:59pm says:

2.

Nod: Shadow Teams, Enlightened, Black Hand(Not tib troopers), Commandos

GDI: Snipers, Zone infantry, Commando

Scrin: Shock Troopers, Cultists, Mastermind, Prodigy

You could add engineers to that, they're typically considered minesweepers in C&C's legacy of mods.

Stealth vehicles should ALWAYS be revealed when running over infantry.

+5 votes   news: Need Your opinion 1
Jeffman12
Jeffman12 Jul 31 2014, 10:34pm says:

Shouldn't it be "Wings of an Angel"?

+1 vote   mod: Evolutions: Real Time Strategy Evolved
Jeffman12
Jeffman12 Jul 31 2014, 10:30pm says:

Refineries should be set to 2000 again, I can offer some reasons as to why, but I don't think I should need to explain why.

+1 vote   mod: Kane's Wrath Unofficial Patch 1.04
Jeffman12
Jeffman12 Jul 27 2014, 12:48pm replied:

it could probably be easily remedied by only allowing the AI to build them after a certain structure has been made, it should be some structure that marks the end of base expansion.

I don't think setting it to sell structures would be great considering they'd probably start selling vital ones by mistake.

+1 vote   media: Fixed GDI AI walls
Jeffman12
Jeffman12 Jul 16 2014, 1:03pm replied:

Invisible? No, I see them just fine, they're along the sides of the GDI units.

+1 vote   media: 3 Days Remaining...
Jeffman12
Jeffman12 Jul 14 2014, 6:29pm replied:

Dude skipped ahead to now.

For us what was 5 days was one hour for him.

+4 votes   media: 5 Days Remaining...
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