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Rtys8
Rtys8 Mar 16 2013, 2:04pm replied:

Or rather,just change it into an EMP "nuke" that affects all units,way more functionality.

Tactical Buildings are very sticky issue though.

+2 votes   mod: Revamp Expansion Mod (RVE)
Rtys8
Rtys8 Mar 16 2013, 11:16am replied:

Maybe extend Shield Longevity?

But wait,the Aeon Buddlebow is kinda useless anyway. one can just spam recharge shield and nothing would have happened.

+2 votes   mod: Revamp Expansion Mod (RVE)
Rtys8
Rtys8 Mar 16 2013, 4:16am replied:

On second thought,maybe we still need to tweak it.

Gotta make sure all factions are fun to fight as and against.

+2 votes   mod: Revamp Expansion Mod (RVE)
Rtys8
Rtys8 Mar 16 2013, 12:33am replied:

Dont that mean 1.05 now is broken?

+1 vote   mod: Revamp Expansion Mod (RVE)
Rtys8
Rtys8 Mar 15 2013, 11:14pm says:

Um,okay....the Soorpriser now done live up to it's name,a bit.

- It will now cause the game to desync if a player modifies memory to give them free research items.

Uh oh.that sounds bad.

Anyway,does this affect the mod progress in any way?

+1 vote   mod: Revamp Expansion Mod (RVE)
Rtys8
Rtys8 Mar 14 2013, 1:33am replied:

Well, im still wondering about the flexibility of the games engine tbh.

The warcraft 3 engine could make MOBAs only because the existing interface for hero units was a good fit.

In my vision of a reboot SC or SC 3, ACUs would have been real hero role units like those of modern RTSs,abilities, upgrades and all.

+1 vote   mod: Revamp Expansion Mod (RVE)
Rtys8
Rtys8 Mar 13 2013, 11:57pm replied:

Except EMP in this freezes units aka power failure.

But yes.

+1 vote   mod: Revamp Expansion Mod (RVE)
Rtys8
Rtys8 Mar 13 2013, 7:34am replied:

Lets see, trample damage is out of the question due to game engine muck ups.......

Same with the Willfindja drones then......wont be easy to fix.
How about enlarging or shrinking a unit in game?
Or, trying a ability where you can slow down or accelerate unit speeds?

+1 vote   mod: Revamp Expansion Mod (RVE)
Rtys8
Rtys8 Mar 13 2013, 12:58am says:

Speaking of Battleship references,im still cant find a suitable candidate for a design for the USS Iowa for here.

For the Illuminate naval XPs im thinking of the Chitauri Leviathan design for a Hugeass Warship.(from the Avengers,its a damn good idea i think)
Except,given that its a hugeass whale, it might be the slowest unit in the game.

The other i have in mind is a spinoff from the Tempest.
The Man O War.
(Name is taken both ways,Jellyfish design and Naval ship designation)
It forgoes the "artillery" cannon and the submersibility for the optimisation of the capability of anti naval capability and speed.

+1 vote   mod: Revamp Expansion Mod (RVE)
Rtys8
Rtys8 Mar 12 2013, 11:39am replied:

*head is spinning*
I think i got it,but i don't?
Hmm MOBA terms don't exactly translate well,but the design mechanics do....in a way.

Here's how i think should be after i rethought the scenario anyway and did some tests on the old FA counterparts.Back to how it was,having some differences.

Aeon Colossus III - OffTank Bruiser. Main point is lots of lots of tons HP/armor.
Decent-Good DPS from main weapon,enough to destroy any units in a 1v1 fight,but it's not good enough against tough stuff like defenses......

Cybran ML 2s - Its probably a Tanky DPS compared to the old ML now.Main point is lots of DPS.
Now with Decent-Good HP/Armor to take some hits.

Yep,i think that's how it makes sense now.
That should be the status quo as it was.

The Colossus always wins because it had tons more hp than the Monkeylord.

+1 vote   article: Strategy Dynamics
Rtys8
Rtys8 Mar 12 2013, 10:52am replied:

I kinda want to try adding more variety by adding in more methods of DPS.I'm sure you guys would want to try modernize the game in more than just textures,right?

Eg.Is "chain-lightning" AOE bouncer effect possible?

+1 vote   mod: Revamp Expansion Mod (RVE)
Rtys8
Rtys8 Mar 12 2013, 8:54am replied:

Hmm wait, i got soemthing,but not the exact idea yet...almost...

+1 vote   article: Strategy Dynamics
Rtys8
Rtys8 Mar 12 2013, 8:08am says:

I have just thought of a hypothetical way how the Monkeylord 2 and it's successor now may actually work with some tankiness AND stealth,and still the Aeon Colossi family still reigns supreme in a direct fight against it,thus staying true to the designs and history.

Back in the old days,the ML had more DPS than the GC,but it still won easily against 4-5 MLs,why?
It was because the ML in the old days was weak,a price for having high DPS,thus forcing it into an Assassin role.
A Glass Cannon.

But,what if the Cybran Nation wanted the ML 2 to be a partly functional for a different role?
A role,they never were able to play well throughout history.

The answer would be an Assassin Bruiser.In this case, a sort of OffTank.

(Please not Tanky DPS,the Colossi family and the Seraphim were extremely good at hoarding veterancy in FA!)

+1 vote   article: Strategy Dynamics
Rtys8
Rtys8 Mar 12 2013, 7:47am replied:

Then it's not a Kraken if it aint Cephalopodish....

*Sigh*
I wish i could have pics of your tech trees, so i can put up my proposals.

+1 vote   article: Strategy Dynamics
Rtys8
Rtys8 Mar 12 2013, 12:01am replied:

Its engine related,cant be fixed.

+1 vote   mod: Revamp Expansion Mod (RVE)
Rtys8
Rtys8 Mar 12 2013, 12:00am says:

Hmm this is a techincal question.....

Is it possible to program in new effects and DPS methods/attacks?

+1 vote   mod: Revamp Expansion Mod (RVE)
Rtys8
Rtys8 Mar 11 2013, 7:06pm replied:

*edit*

Given it's design, and with seeing other similar Cephalopod designed enemies in sci fi,there's not much of a potential for long range naval combat is there?

I think increasing it's speed is more logical,than engagement range.

+1 vote   article: Strategy Dynamics
Rtys8
Rtys8 Mar 11 2013, 6:59pm replied:

If it's a new model,Imagine it being something the Kraken of Age of Mythology.

It's short range is intended though.

Ah,crap,i never truly tested the Navy metagame ether.

+1 vote   article: Strategy Dynamics
Rtys8
Rtys8 Mar 11 2013, 11:12am replied:

Uh,then doesn't that mean the bigger units would turn REAL slow?

+1 vote   media: 1.05 VS 1.2a Movement Speeds
Rtys8
Rtys8 Mar 11 2013, 11:07am says:

It's actually called traverse speeds,not turn rates.

But why is everything..........slower?

+1 vote   media: 1.05 VS 1.2a Movement Speeds
Rtys8
Rtys8 Mar 11 2013, 10:03am replied:

Kraken is fine,for a mass produced minor naval XP.......just needs to be able to do something than just what it's made for.

It's just like the Willfindja.....

+1 vote   article: Strategy Dynamics
Rtys8
Rtys8 Mar 11 2013, 9:53am replied:

Though, to be frank,ive yet to truly test the Tactical building metagame,but i guess this is what you mean by the other factions need better tactical weapons....

Gosh, i dont even think this is the right time to discuss this yet.Even i never truly tested the effectiveness of each weapon.

And i remember tactical missiles had a use somewhere back then, but i dont even remember what for now....

+1 vote   mod: Revamp Expansion Mod (RVE)
Rtys8
Rtys8 Mar 11 2013, 9:43am replied:

Yeah, more turtling,yay.

Though, i did think the UEF would try make something like that.....

But then you are forgetting the XP shield generator AEGIS.

With both,you get a near unstoppable defense.

+1 vote   mod: Revamp Expansion Mod (RVE)
Rtys8
Rtys8 Mar 11 2013, 9:41am replied:

It's not the model,it's the DPS method.

This is why i like knowing how the finer parts of the game works,it happens somewhat in more hardcore games.It allows for more uniqueness in variety.

You know why Shotguns don't work beyond short range?
It's the same reason.
Land,unlike air squadrons, do not necessarily converge in their attack patterns and are 2-3 times more tougher.

If there was to be a new unique turret for the Aeon, try the Seraphim T2 Uttaushala Beam Turret from FA for variety.

+1 vote   mod: Revamp Expansion Mod (RVE)
Rtys8
Rtys8 Mar 11 2013, 7:00am replied:

Hmm any changes to them efficiency wise? Now that XP units have been given their longeivity back, i think we would want them to the turtler crackers.....

But the Aeon one kinda sucked though,the method was not good for general area denial purposes......

+1 vote   mod: Revamp Expansion Mod (RVE)
Rtys8
Rtys8 Mar 11 2013, 6:26am says:

Does anyone know about the Prototype defense towers? Are they still in?

+1 vote   mod: Revamp Expansion Mod (RVE)
Rtys8
Rtys8 Mar 10 2013, 10:41am says:

Here's a list of the XP units that are considered gimped.

Cybransaurus Rex - Too overspecialised.Only good part is the decent dps.
1. Slow Speed.
2. Short Range.

(This is one mech design i actually would have wanted you and Avitus to make a new generation of. A new gen Lizardbot.
I would call the Dragon and Wyren Dragonbots though,they are too distinct from the C-Rex family.)

Kraken -Navy,i know.For a so called unit with a terrifying name,it's not that scary.It actually works as a mass producable AA XP sub,but subs are also supposed to destroy ships and other subs.

1.Insufficient DPS.
2.Could use a slight speed buff.

(Also another candidate i see potential in it's future for it's design,i would make a real XP that would terrify the sea,called Scylla,with an intended assault siege design in mind.)

Airnomo - as spoken of before.
1.DPS method is not good for it's intended purpose. Shot impulse speed is decent,but still it's intial alpha damage is too weak for each shot.
(I would have made it AA Flak to be honest as a method,but we cant change that in game property,can we?)

Willfindja -as spoken of before.For a sea hunter,i know it's meant to destroy subs,but because of it's XP class,we should buff it some to let it perform an anti naval role as well.
1.Drone ai,hard to fix issue,nothing much might could be done.(Dont know the real specifics,needs testing)
2.Poor Range to kill anything at sea except subs.
3.Too squishy.

==============
I understand some XPs just arent supposed to be all great when they debut,but every XP should be useful sometime in the game.

Even back in SC and FA,everything had a function that would work some way or another.

+1 vote   article: Strategy Dynamics
Rtys8
Rtys8 Mar 9 2013, 11:45am replied:

Well,though my help will one day come to a limit,just as you guys will hit the limits of the SC2 engine.

(If only we could just replace or upgrade those gimped designs one day.....no choice but to work around them for now.....)

I'm still left wondering if we could "replace" some units,specifically,some gimped XPs,with newly modded custom replacements......

Would the veterancy change mechanic work regarding that btw??

=============

From my perspective though,i think they should make SC 3 or a reboot SC with a new engine that allows good realism like UAW,but still being able to have it's trademark capability of rendering 1000s of units....

+1 vote   mod: Revamp Expansion Mod (RVE)
Rtys8
Rtys8 Mar 9 2013, 11:25am replied:

I'm just a guy who's got too much time on his hands at times and wanted to see how he could help such a wonderful revolutionary work.

Believe it or not,i'm been wanting a good RTS game for a long while.The genre's quite stale by now, with only StarCraft 2 around.

Most i can do to help you guys is offering my perspective.
A bit of lore intergration and some new modern ideas from today's sci fi could revitalise this game.

[Like the Revamp Dynamic question of UEF not having enough tanks,you don't have to say it's because Avitus and Leosake like mechs,hurr...

I can make up some canonical explanation that would work.]

(As i told Leosake,judging from how warfare is conducted in SC universe,it's (in game universe setting technologically) stale in comparison when you compare it to the likes of other RTS that came after it.)

+1 vote   mod: Revamp Expansion Mod (RVE)
Rtys8
Rtys8 Mar 9 2013, 11:05am replied:

Not my position to comment then, i dont have a code monkey for a brother,but a modeller.

Well,i think once 1.2 is out i'm offering my gratitude finally....and some apologies for being a cynical ****.....

Cause i as spoke with leosake,he had a point,we don't know what you guys are dealing with,i had no choice but to pry some info and discuss slowly to get a good idea what the situation of the game really is in now.

+1 vote   mod: Revamp Expansion Mod (RVE)
Rtys8
Rtys8 Mar 9 2013, 10:52am replied:

Well sorry if i did insult, i wasn't here when 1.05 was made.

But you gotta admit,more and more people are starting to try crack and mod the game now.

You guys may not be alone anymore,but i'm sure you guys will be the first real SC 2 mod.

+1 vote   mod: Revamp Expansion Mod (RVE)
Rtys8
Rtys8 Mar 9 2013, 8:29am says:

Anyway, i have 1 more reason why the MLs and Colossus should take back their real historical position,(insults both of their designs, nuff said.) is that you ignore something as well in the same room.

The Cybransaurus Rex.

Unfortunately,like the other gimped things in the game,this is a case of mismatched identity.
It acts too much like Aeon specialised purpose design philosophy.

It's too short ranged,slow speed.
Only good dps,but its good for killing small land fry.That's it.

In universe wise, sadly,there's not much i can do to speak in it's favor for any buffs to it's design.
===============
See,some experimentals/prototype designs arent so good YET at that point of time they debutted.

It happens in warfare.
Only after refinement,then they can actually work.

===============
All i can do to speak for the Cybransaurus Rex is this.

It was the ancestor of a new kind of Experimental Lizardbot, Salamander.
An improvement over the old design.

+1 vote   article: Strategy Dynamics
Rtys8
Rtys8 Jan 24 2013, 4:14am replied:

More like those Monkeylords needs to be gunned down UEF style.

Aeon Colossi are no longer terrifying as they used to be.......

+1 vote   media: UEF Epic XP
Rtys8
Rtys8 Aug 14 2012, 6:42am says:

Given the fact that Aeon land tanks float,why not naval that makes aeon tanks fast?

+1 vote   article: Revamp navy
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