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SSCP1's unbalance to C&C_Field.mix [message #150342] Tue, 19 April 2005 01:18 Go to next message
pyroacidk
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Hi guyz,
I would like people to vote for the removal of the unbalance in Field.

The unbalance is that on field since sscp1, you cannot nuke the Nod Tiberium Refinery. But yet Nod can still nuke the Gdi Tiberium Refinery & Infantry Barracks.

Also i would like to request that BHS fixes the wall jump on fields. If you dont know what this is, its a bug where if u run into the corner of the wall stopping you getting to the rear entrance of the Gdi Tiberium Refinery, and get a player to run behind you into you, you can jump the wall.

Wall fixes were done to Mesa which once again stopped a tatic used to many players.

Vote Yes: For BHS to remove the fixes, so that you can nuke the Nod Tiberium Refinery, or balance it, so that you cannot nuke both the Infantry Barracks & Gdi Tiberium Refinery.

PyRoAcIdK

Note: Aircraftkiller, Thanks for the spelling fixes.

[Updated on: Tue, 19 April 2005 02:33]

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SSCP1's unbalance to C&C_Field.mix [message #150343] Tue, 19 April 2005 01:32 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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You know it's a Tiberium Refinery and an Infantry Barracks, not a tib or "inf barracks" right?
SSCP1's unbalance to C&C_Field.mix [message #150346] Tue, 19 April 2005 02:37 Go to previous messageGo to next message
mac is currently offline  mac
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There are no balance changes being done Renegade in any core patches.

Walljumping on Mesa is a bug fix, since it was never intended to work in the first place.

I am not aware that you cannot nuke the nod refinary..


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danpaul88: buggy bugs brenbot because buggy befriends brainlessness

SSCP1's unbalance to C&C_Field.mix [message #150348] Tue, 19 April 2005 02:43 Go to previous messageGo to next message
pyroacidk
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Without SSCP1, you wait at the rock and then run croutch and just run behind the next rock and wait for the Oblisks charge to go down (10secs) then run into the little spot and beacon,

With SSCP1, the Oblisk hits you when you move from the first rock, so you have done something.


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SSCP1's unbalance to C&C_Field.mix [message #150349] Tue, 19 April 2005 03:26 Go to previous messageGo to next message
matty3k10 is currently offline  matty3k10
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I have beaconed the Refinery on nod many times... maybe you have bad timing.
SSCP1's unbalance to C&C_Field.mix [message #150350] Tue, 19 April 2005 03:32 Go to previous messageGo to next message
mac is currently offline  mac
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There are no changes to Field other than the b2b fix..

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danpaul88: buggy bugs brenbot because buggy befriends brainlessness

SSCP1's unbalance to C&C_Field.mix [message #150353] Tue, 19 April 2005 03:56 Go to previous messageGo to next message
Spoony_old is currently offline  Spoony_old
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Maybe the fact you can see and hear the obelisk charging confuses your timing when you try to nuke it.

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SSCP1's unbalance to C&C_Field.mix [message #150381] Tue, 19 April 2005 09:12 Go to previous messageGo to next message
WNxTilly is currently offline  WNxTilly
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As Mac says, there are no changes to the map in Field other than stopping B2B. Wall jump on field is teamwork and possible in a sort of psuedo real world that is Renegade. I know not all of it is possible in the real world but this is something that I think should be left in. As GDI can infantry rush the front door of the ref with $1000 characters and still be alive after getting hit by the obelisk.

Anyway enough ranting.

Tilly


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SSCP1's unbalance to C&C_Field.mix [message #150433] Tue, 19 April 2005 13:13 Go to previous messageGo to next message
Crimson is currently offline  Crimson
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I actually allow 'buddy wall jumping' on my server because I feel that in real life, someone could give you a 'leg up' over the wall. Yes, I know Renegade isn't real life, and I don't allow this "tactic" to be used to get you up where the enemy must also "buddy jump" like into places on buildings that you aren't meant to go.

I'm the bawss.
SSCP1's unbalance to C&C_Field.mix [message #150441] Tue, 19 April 2005 13:42 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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Eh, it's still bug exploiting and should be patched out. The foot blockers are just slightly too small to keep people from jumping over them.
SSCP1's unbalance to C&C_Field.mix [message #150460] Tue, 19 April 2005 16:18 Go to previous messageGo to next message
IRON FART
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My opinion: If not everyone can do it, it shouldn't be allowed. Nod is covered by the Refinery, so they don't get hit. That buys them just enough time do wall jump. GDI can't do the same, so I don't think it should be allowed.

Can anything be done about Ob walking? It's possible to get to any Nod building this way. It s probably easiest to get to the Obelisk this way, but it is possible to get to the other buildings too even though those might be a little more tricky. Again, both teams can't do this.

For the Ob walking, is it possible to get the Obelisk to aim for the torso or the middle of a vehicle as opposed to the head or front? I think this would eliminate it.


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SSCP1's unbalance to C&C_Field.mix [message #150471] Tue, 19 April 2005 17:45 Go to previous messageGo to next message
pyroacidk
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so crimson you are saying that a person can help someone over a wall, but yet by "fixing" mesa, you are saying that people cant drive over ramps???

ABIT CONTRADICTIVE I THINK......

and yes the wall jump for into Gdi's base, is an unfair advantage. There is blocks there to stop it, but as said by someone else, they are too small.

PyRoAcIdK


p.s no i dont listen to the ob charge, i wait 10-13 secs, and i go by the renegade game clock, not by my watch...


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SSCP1's unbalance to C&C_Field.mix [message #150500] Tue, 19 April 2005 22:15 Go to previous messageGo to next message
Crimson is currently offline  Crimson
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How is that contradictive? If you and I came upon a 6 foot high wall, I could give you a leg up over it. Neither of us, however, would have any luck driving our cars on two wheels over a wall.

I'm the bawss.
SSCP1's unbalance to C&C_Field.mix [message #150502] Tue, 19 April 2005 22:28 Go to previous messageGo to next message
IRON FART
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You might be able to pull it off with a buggy on Mesa in real life.

Even if it is a bug and shouldn't be there, I would keep it there simply because it makes the game more interesting.


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SSCP1's unbalance to C&C_Field.mix [message #150507] Wed, 20 April 2005 00:02 Go to previous messageGo to next message
pyroacidk
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Yes, you can boost someone over a wall, but on mesa, it is a ramp, its not a wall, if it was a wall, the buggy or humvee wouldnt go over it!
and believe me ive seen what some cars can jump, i go to alot of car events as my dad is a macanic, they have cars that could jump that wall with there hydrolics alone, but back to the thread....

fixing certain bugs and not fixings others isnt that abit unfair. removing the ramp jump on mesa, has removed nod's best tactic on that map. Gdi can still get the Air with a humvee......

Quote:

Mac: There are no changes to Field other than the b2b fix..


That statement isnt true, you also fixed bugs on the map, including speeding the map loading time up, and fixing the HON (Fall through floor on spawn).


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SSCP1's unbalance to C&C_Field.mix [message #150508] Wed, 20 April 2005 00:31 Go to previous messageGo to next message
mac is currently offline  mac
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There is no Field Spawn fix included, and speedup was added to all Westwood maps, I do not count it as an individual bugfix.

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danpaul88: buggy bugs brenbot because buggy befriends brainlessness

SSCP1's unbalance to C&C_Field.mix [message #150510] Wed, 20 April 2005 01:02 Go to previous messageGo to next message
Crimson is currently offline  Crimson
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Yes, you can jump a wall with a car on a ramp, but the ramp has to be wide enough for your ENTIRE CAR... you can't jump a ramp on just the wheels on one side!

I'm the bawss.
SSCP1's unbalance to C&C_Field.mix [message #150516] Wed, 20 April 2005 02:52 Go to previous messageGo to next message
Spoony_old is currently offline  Spoony_old
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pyroacidk

fixing certain bugs and not fixings others isnt that abit unfair. removing the ramp jump on mesa, has removed nod's best tactic on that map.

Best tactic?

Can you send me your version of Mesa? It sounds so radically different to the file I have that I'd like to give it a try.


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SSCP1's unbalance to C&C_Field.mix [message #150517] Wed, 20 April 2005 02:54 Go to previous messageGo to next message
pyroacidk
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mac, then how come no i falls through the floor anymore, and it was a fix added by sscp1.......

and crimson, how do you think they get the car on 2 wheels?

OHH Yeah they use a ramp on half of the car.....


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SSCP1's unbalance to C&C_Field.mix [message #150541] Wed, 20 April 2005 09:03 Go to previous messageGo to next message
Kanezor is currently offline  Kanezor
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Yeah... in the case of Mesa, it'd get the car onto its two left wheels... which would then crash right into the WALL. As for your statement of
pyroacidk

they have cars that could jump that wall with there hydrolics alone
-- those cars aren't military-type cars. Military-type cars wouldn't have that kind of hydrolics.
SSCP1's unbalance to C&C_Field.mix [message #150599] Wed, 20 April 2005 15:29 Go to previous messageGo to next message
Crimson is currently offline  Crimson
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In real life putting a ramp under just the wheels on one side would mean the car would crash into the wall. If there were no wall, the car would flip. Don't tell me you can't figure out basic physics? Or are you just posting this intellectually-devoid argument in a futile attempt to preserve your favorite tactic?

I'm the bawss.
SSCP1's unbalance to C&C_Field.mix [message #150604] Wed, 20 April 2005 15:40 Go to previous messageGo to next message
pyroacidk
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Actually that isnt my favourite tatic, my favourite tatic is beaconing the PowerPlant, and the Tib on walls (at the same time)

Anyways, im going to take screen shots and film beaconing the Nod Tiberium Factory, to prove my point


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SSCP1's unbalance to C&C_Field.mix [message #150760] Thu, 21 April 2005 15:07 Go to previous messageGo to next message
Spoony_old is currently offline  Spoony_old
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To prove... what point? To prove it's your favourite tactic? I'm not really seeing how a fraps would prove that.

Maybe a home video of you sitting at your computer doing that tactic and the camera showing you clearly enjoying yourself?


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SSCP1's unbalance to C&C_Field.mix [message #150763] Thu, 21 April 2005 15:27 Go to previous messageGo to next message
Sniper_De7 is currently offline  Sniper_De7
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Nod's wall jump to the GDI's Refinery is GDI's man rush to the Nod Refinery.
You can still ion the refinery from the rock and/or next to the ref, and you can ion the Airstrip with 2 ions. You can harvy walk to get to 2 different buildings on both sides. For Nod you can nuke ref and barr. Sounds pretty even on this part. And besides... Taking out the ability to wall jump only weakens Nod on field... and I don't think Nod needs to be weakened anymore than it already is.

As for the buggy walljump on Mesa. I only have a few words for that - Learn to use a TANK...

and even if the spawn points for field had anything to do with it, what does that prove of anything? That they are running a conspiracy to which to trick people into believing that you can't ion the Nod Refinery anymore?


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wall jumping [message #150767] Thu, 21 April 2005 15:39 Go to previous messageGo to previous message
pyroacidk
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no but you can see that all the fixes are probally CRIMSON approved....

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