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Everything made since DOOM uses hitboxes or "damage positions", man.
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.
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.
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.
Oh snap, an actual update containing no user-submitted anime reskins.
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.
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.
If only there was some way to align those lights...
I have two opinions on this, but mostly apathy.
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.
I've got to agree with this, unless they were both made uncrushable by tier 1 units and only enlightened were mind control resistant.
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.
I really like that logo.
I'unno, kinda reminds me of House Ordos from Dune. They had hover tanks too.
Heh, I was just wondering about this yesterday.
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.
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.
Shouldn't it be "Wings of an Angel"?
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.
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.
Invisible? No, I see them just fine, they're along the sides of the GDI units.
Dude skipped ahead to now.
For us what was 5 days was one hour for him.
I do believe that cements this as the definitive RA1 remake, now too.
Aiming looks like a real pain in this build. I think you'll need to smooth out the motion so your tank doesn't jolt whenever it hits uneven terrain, and you'll probably need to allow them to alter their pitch.
Looks like he's had a few too many.
Oh, but haven't you heard? It's from a popular horror mod... and skinned in mspaint... To be fair, it's like that in the mod.
Not sure if I interpreted it entirely accurately, and I sometimes use strange diction for an english speaker.
I typed up a bit of a clarification on the description, I like the sound of this, gonna reinstall SC1 and try it out.