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Comment History
the.freeman
the.freeman - - 8 comments @ Rise of the Reds

Im curious if its already planned to try and make the evacuate vehicle function work with multiple unit types selected, rather than needing to select each individual type when unloading infantry. I want to say its as easy as putting the button in the same location on each unit, similar to the USA's universal drone upgrades. or am I missing something?

Good karma+3 votes
the.freeman
the.freeman - - 8 comments @ Hopper Tank

Ha, nice. Id say it looks more like the Blue Moon tanks from advanced wars than Metal Slug.

Good karma+2 votes
the.freeman
the.freeman - - 8 comments @ C&C: ShockWave

So do the autocannons turn the function of the Laser Stealth Fighter from a strategic bomber to an ATG mini-Spectre? Or is it getting upgraded with an ATA system like on the Desert Fly?

Good karma+1 vote
the.freeman
the.freeman - - 8 comments @ C&C: ShockWave

Well that cures the Gatling tower, what about everything else? Also the Demo challenge isnt that hard, in fact its too easy. In the beginning you have enough time to make a sacrificial dozer/worker for the bikes to chase, then get a small air force up or dig in with stingers at the northern hills and southern bridge backed up with long range. His Topol-M launchers are his most annoying unit but are easily destroyed. Since his northern base doesnt rebuild, knock it out first and focus on the lower afterwords. Plus his scud storm is easily countered with any factions GP. If I can beat him with Toxin and Inf on hard, then everyone can with any other general.

Good karma+1 vote
the.freeman
the.freeman - - 8 comments @ C&C: ShockWave

Humvee's in general: If you put a fully loaded humvee inside an air transportation unit, specifically chinooks, and the transportation unit is shot down, it will die, the humvee will die, but the infantry will survive and fall to the ground losing around 1/5 of their health if that. Now, if this happend with technicals, I could understand the code that would make that happen via destruction evacuating the infantry. Since the humvee's occupants die with the vehicle, it bewilders me as to why they would survive inside a humvee, inside a chinook. However this does not happen with the Ambulance. I didnt check other factions units with this, or a helix.

All Hero units: If you are currently in possession of a factions hero, you are unable to train that factions hero from another similar factions barracks. For example, if you train Laser Col. Burton, you can not capture an Armor Generals base and immediately train an Armor Col. Burton if your Laser Col. Burton is still alive. However if you currently have no hero deployed for a faction, you are able to que up all 5 hero's of the faction from their respective barracks at the same time. If your only allowed to have 1 global, why can you simultaneously train all 5?

That concludes the possible bugs ive found in 1.0 as of date, I hope most of them arnt unfixable SAGE issues.

...... 2/2

Good karma+1 vote
the.freeman
the.freeman - - 8 comments @ C&C: ShockWave

Since I still cant post on the forums for any reason, ill dump the bugs I found here in hopes its still checked by the team. Since theres more than 2k characters, there will be 2 posts

During a game as the Toxin general, I noticed a small error in the Arms Dealer build options hotkeys, and with that decided to go bug hunting and write down anything that seemed odd at the time. All instances are checked on multiple games and maps with the same outcome. However this doesnt mean each affliction could be specific to my system alone.

GLA - Airpad: the two worker helper units are not effected by the tech refinery 10% cost reduction. Although their vehicles explode upon evacuation, i conclude that if the mobile demo-trap is worthy of the reduction, they should at least be.

Toxin - Arms Dealer: The hotkeys for the Combat cycle and Python are both "Y", with the Python taking precedence of the hotkey.

Tank - Industrial Plant: The 10% cost reduction does not stack with a captured tech refinery's additional 10%, Also, when built the structure effects all global vehicle production capabilities. I assume thats because the Industrial plant uses the same code as the tech refinery.

Armor - Airfield: The Star Lifter and Laser missiles share "L" as a hotkey.

Stealth: I found if you capture a Demolitions, GLA, or Salvage barracks, the rebels will be force-created with the camouflage upgrade regardless if its possible for the faction/unit or not.

Special: Ive been witness to the anti-air turret of the gatling cannon still functioning after power is down.

...... 1/2

Good karma+1 vote
the.freeman
the.freeman - - 8 comments @ C&C: ShockWave

I have a series of possible bugs to report since 1.0 was released. I registered onto the SWR forum under the name "Ragscarf" but havent been allowed to post yet for some reason. Id like to reveal them before the next update is completed, and can post them here if theres a problem with my registration on the SWR forums.

Good karma+1 vote
the.freeman
the.freeman - - 8 comments @ Rise of the Reds

Im waiting patiently for the update, then I might get to update all the maps I made =D Also I think the stealth fighter vs bunker is annoying too, but its usually $1500 in tank hunters compared to an $1800 plane plus the bunker buster, laser missile, and counter measures upgrades and a strategy center just to even build it. With that type of investment it damn well better clear a bunker lol. Just be fortunate it doesn't clear an internet center.

Good karma+1 vote