Search found 79 matches
- Wed Aug 29, 2018 3:30 pm
- Forum: General Discussion
- Topic: Using of software programmable macros in competitive games
- Replies: 63
- Views: 72342
Re: Using of software programmable macros in competitive games
Whats wrong with trying out ideas as scripts? He's clearly not doing it to hack or cheat. If it works well maybe it could get developed in?
- Tue Aug 28, 2018 3:30 pm
- Forum: General Discussion
- Topic: Using of software programmable macros in competitive games
- Replies: 63
- Views: 72342
Re: Using of software programmable macros in competitive games
Also if you need to micro early, you don't get as long to queue up whatever you need, and sometimes forget that you need to save time later to queue proper and stop producing for ages.
- Tue Aug 28, 2018 2:55 pm
- Forum: General Discussion
- Topic: Using of software programmable macros in competitive games
- Replies: 63
- Views: 72342
Re: Using of software programmable macros in competitive games
Yup - tried macros once. Felt like cheating. Disabled.
Having said that I don't get too upset about people that are unable to play well without them. It's not exactly the most competitive game, and compared to a cheat like aimbot, macro cheating doesn't give them too much of an advantage anyway.
Having said that I don't get too upset about people that are unable to play well without them. It's not exactly the most competitive game, and compared to a cheat like aimbot, macro cheating doesn't give them too much of an advantage anyway.
- Sat Aug 18, 2018 7:42 pm
- Forum: General Discussion
- Topic: What to do about racism in OpenRA - Red Alert?
- Replies: 34
- Views: 25878
Re: What to do about racism in OpenRA - Red Alert?
Ok my post got deleted. I didn't think it was offensive or aggressive but yea. I suppose trying to add some humor was a bad idea. The suggestion was to have a "child safe mode" option in game which would hide all chat messages, and replace player names with numbers, or with random names from a list....
- Sat Aug 18, 2018 2:50 pm
- Forum: General Discussion
- Topic: Hijacking husks
- Replies: 6
- Views: 5063
Re: Hijacking husks
Wouldnt just hijack husks. Would also hijack live vehicles. Engis sounds interesting but i prefer the idea of using the hijacker and mechanic. Partially because i like to see their special abilities being used in game. Partially because i hate the idea of someone producing engis for this, and having...
- Sat Aug 18, 2018 2:40 pm
- Forum: General Discussion
- Topic: What to do about racism in OpenRA - Red Alert?
- Replies: 34
- Views: 25878
Re: What to do about racism in OpenRA - Red Alert?
So you think its worth the programmers or anyone else wasting their free time to create and manage a moderation system which its currently impossible to make work, just because you got upset about some kid in germany pretenting to be a nazi, and using some racist word in their name? Its obvious what...
- Fri Aug 17, 2018 4:11 pm
- Forum: General Discussion
- Topic: What to do about racism in OpenRA - Red Alert?
- Replies: 34
- Views: 25878
Re: What to do about racism in OpenRA - Red Alert?
Don't know how people who get upset with people using names from the second world war are playing a game based on an alternative second world war. The best solution to these problems is to play farmville instead, or just take how some people act online with a pinch of salt, and stop reacting to the ...
- Fri Aug 17, 2018 3:57 pm
- Forum: General Discussion
- Topic: Hijacking husks
- Replies: 6
- Views: 5063
Hijacking husks
Just throwing the idea out there. In original RA husks weren't capturable so it wouldn't make the game less pure. But i was thinking, could hijackers be given the ability to capture husks like mechanics can? Mechanics would still have their unique ability to repair broken vehicles, and hijackers wou...
- Sat Aug 04, 2018 10:08 am
- Forum: General Discussion
- Topic: THE NEW PLAYTEST RELEASE: INITIAL THOUGHTS
- Replies: 31
- Views: 40990
Re: THE NEW PLAYTEST RELEASE: INITIAL THOUGHTS
Loving the new playtest. Can't believe how much better it plays with the fix that reduces the order delay.
- Fri May 25, 2018 8:25 am
- Forum: General Discussion
- Topic: TD balance thread
- Replies: 615
- Views: 1064501
- Thu May 24, 2018 9:55 pm
- Forum: General Discussion
- Topic: TD balance thread
- Replies: 615
- Views: 1064501
Surely a longer build time will make less AGT on the map? I wouldn't want it nerfed in damage as they're easy to kill in ones or two's. It's when there's 5 or 6 supported with mrls/tanks they become impossible and immune to powers due to numbers. I would have thought increasing build time would mea...
- Thu May 24, 2018 8:36 pm
- Forum: General Discussion
- Topic: TD balance thread
- Replies: 615
- Views: 1064501
Not sure about it being overpowered in general, its quite easy to take one down with a minigunner and a couple of tanks. and best with Arty /MRLS. The problem lies in there being so many they swamp the map, and with chokey maps they can cripple most strategy and turn games into tower defence brut f...
- Thu May 24, 2018 8:10 pm
- Forum: General Discussion
- Topic: TD balance thread
- Replies: 615
- Views: 1064501
I think it's more that the Advanced Guard Tower, and defences in TD are generally overpowered. Which works out OK because you can use the (also overpowered imo) airstrike to deal with them. But yea killing defences with units, especially the AGT is never cost effective from what I've seen. Which is ...
- Sun May 20, 2018 11:47 am
- Forum: Mapping and Modding
- Topic: UN Tiberian Dawn Mod Maps
- Replies: 0
- Views: 10603
UN Tiberian Dawn Mod Maps
As I've been working for this on and off for a while now, I thought it might be worth starting a thread here in case anyone has any interest, feedback or suggestions. Basically it's a complete rework of a lot of the rules in TD to make it feel more like the original game. I'm not trying to exactly r...
- Tue May 15, 2018 7:41 am
- Forum: General Discussion
- Topic: TD balance thread
- Replies: 615
- Views: 1064501