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Comment History
iwalkwithzombies
iwalkwithzombies - - 9 comments @ Ultimate Apocalypse - The Hunt Begins (OUTDATED!)

Hey, first off, Great mod. Me and my buddies have been playing since 2012. Is there campaign support now?

Good karma+2 votes
iwalkwithzombies
iwalkwithzombies - - 9 comments @ Vengeance of the Blood Ravens

FIGHT THROUGH THE PAIN

Good karma+1 vote
iwalkwithzombies
iwalkwithzombies - - 9 comments @ Vengeance of the Blood Ravens

I have the same issue, and my rig is pretty good. It usually fixes itself in about 5 minutes. Weird though...

Good karma+1 vote
iwalkwithzombies
iwalkwithzombies - - 9 comments @ Vengeance of the Blood Ravens

It would make my life worth living if the base turrets were substantially more OP

Good karma+1 vote
iwalkwithzombies
iwalkwithzombies - - 9 comments @ Vengeance of the Blood Ravens

That might help, yeah. I don't know about how the AI would handle it in singleplayer. My bro is saying over my shoulder that the only way to make it would in singleplayer and multiplayer would be to make the opening turrets superpowerful. Making the buildable turrrets cheaper or stronger wouldn't necissarily fix the tarpits we get into sometimes; where the defending player can either forfiet entirely, or just try and get lucky for 5+ real world minutes as their built units get slaughtered. If the enemy gets through your units and gets to your base early on, its over. What do you think?

Good karma+1 vote
iwalkwithzombies
iwalkwithzombies - - 9 comments @ Vengeance of the Blood Ravens

So I've been playing your mod a lot, put 30+ hours into it with some friends. There is one recurring problem we have with the design, one I think you need to address. The units in this mod are more powerful, and more capable then in vanilla, obviously. With this, what tends to happen in two player is one team is trounced very quickly in the opening salvo, and the opposition can use their powerful early units to blast into the enemy base, quickly destroy the auto turret defenses, and just camp-kill until the base is destroyed. The problem isn't in the powerful units, my team thinks they fit the universe better than vanilla, and make for an interesting competitive challenge. The problem is two-fold: a players base has far too many hitpoints to easily or quickly destroy, and the defenses are meager enough that tier 0-1 troops can often overrun them quickly. I think you need to either seriously cut the HP of the base structures so these routs can at least end quickly (and we can play again) or you need to amp up base defenses considerably. One rhino with a heavy bolter can take down the starting base defenses, and its so boring being on the receiving end of that kind of offensive. If the turrets defending the base were invulnerable, or did much more damage, or affected vehicles, or you just had more of them, the game would flow much better. Tell me what you think.

Good karma0 votes
iwalkwithzombies
iwalkwithzombies - - 9 comments @ Vengeance of the Blood Ravens

That sucks man, best of luck!

Good karma+1 vote
iwalkwithzombies
iwalkwithzombies - - 9 comments @ Vengeance of the Blood Ravens

Weird stuff, I'm so glad it wasn't intentional.
Keep up the good work man.

Good karma+1 vote
iwalkwithzombies
iwalkwithzombies - - 9 comments @ Vengeance of the Blood Ravens

I absolutely love your mod, and I've played all the versions. The one, constant, thing that bothers me to no end though is the unit invulnerability on X retreat. Its very jarring, especially in a lore mod, when units can retreat through a hail of autocannon fire unscathed, and AI commanders are nearly impossible to defeat unless the computer forgets to retreat. The whole fall back system is broken because of this, and I love the rest of your modding so much.

Good karma+1 vote