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Re: Tunnel Beacons [message #442971 is a reply to message #442960] |
Wed, 19 January 2011 17:00 |
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Starbuzzz
Messages: 1637 Registered: June 2008
Karma: 0
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General (1 Star) |
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LMFAO!! @ those defending tunnel beacons!
The only counter to a laid beacon is to disarm it. If disarming is not possible due to an unintended consequence of the map's design, then it's a glitch.
Those who say "well, fight thru the tunnels and disarm it!" don't make me laugh. It also has nothing to do with which team is better. First off, there's part of the map terrain on the way! This automatically makes the beacon unfair...not to mention the ticking down seconds of the beacon.
Tunnel beaconing is completely different to laying a beacon right next to a building and covering it with a gang of ramjets. Now that's fair. It's also fair if there's a APC covering the beacon as well! But it IS NOT fair when there's half of a map's hill covering it lol. If anyone can't see the sense in that, then I blame it on TAPS Syndrome.
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Re: Tunnel Beacons [message #442982 is a reply to message #442971] |
Wed, 19 January 2011 19:19 |
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cmatt42
Messages: 2057 Registered: July 2004
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General (2 Stars) |
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Starbuzzz wrote on Wed, 19 January 2011 18:00 | But it IS NOT fair when there's half of a map's hill covering it lol. If anyone can't see the sense in that, then I blame it on TAPS Syndrome.
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So pretty much the nuke/ion cannon shouldn't do damage inside the tunnels, but only to the area on the outside, e.g. buildings, vehicles, and infantry. Makes sense to me.
GunKataGaming.net
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Re: Tunnel Beacons [message #442991 is a reply to message #442982] |
Wed, 19 January 2011 21:04 |
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Starbuzzz
Messages: 1637 Registered: June 2008
Karma: 0
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General (1 Star) |
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cmatt42 wrote on Wed, 19 January 2011 20:19 |
Starbuzzz wrote on Wed, 19 January 2011 18:00 | But it IS NOT fair when there's half of a map's hill covering it lol. If anyone can't see the sense in that, then I blame it on TAPS Syndrome.
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So pretty much the nuke/ion cannon shouldn't do damage inside the tunnels, but only to the area on the outside, e.g. buildings, vehicles, and infantry. Makes sense to me.
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lmfao
why twist what I said.
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Re: Tunnel Beacons [message #442998 is a reply to message #442982] |
Thu, 20 January 2011 03:43 |
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Spyder
Messages: 1070 Registered: March 2006
Karma: 0
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General (1 Star) |
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cmatt42 wrote on Thu, 20 January 2011 03:19 |
Starbuzzz wrote on Wed, 19 January 2011 18:00 | But it IS NOT fair when there's half of a map's hill covering it lol. If anyone can't see the sense in that, then I blame it on TAPS Syndrome.
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So pretty much the nuke/ion cannon shouldn't do damage inside the tunnels, but only to the area on the outside, e.g. buildings, vehicles, and infantry. Makes sense to me.
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That's where my theory comes walking through the door...
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Re: Tunnel Beacons [message #443003 is a reply to message #442999] |
Thu, 20 January 2011 05:24 |
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Spyder
Messages: 1070 Registered: March 2006
Karma: 0
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General (1 Star) |
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EvilWhiteDragon wrote on Thu, 20 January 2011 11:45 | Technically the nuke/icn should just do damage where it first hits some mesh. So in tunnels it would be somewhere on the hill. In a building it will first hit the building, and thus damage the building most, and a lot less than the inf on the ground.
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Some fan-made maps use sky domes, don't know if they're collision items, but if they are beacons will never work, they'd probably only try to damage the sky dome.
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Re: Tunnel Beacons [message #443261 is a reply to message #442822] |
Wed, 26 January 2011 05:47 |
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reborn
Messages: 3231 Registered: September 2004 Location: uk - london
Karma: 0
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General (3 Stars) |
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What you linked to was very interesting, I vaguely remember hearing of that theorum before when I was at school, it would clearly work and would be an inexpensive way to do it.
However, to create an accurate representation of the 3D shape (being the tunnels) you would need to collect many coordinates using level edit, I wonder whether it would actually end up being more work?
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Re: Tunnel Beacons [message #443268 is a reply to message #442822] |
Wed, 26 January 2011 10:41 |
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Dover
Messages: 2547 Registered: March 2006 Location: Monterey, California
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General (2 Stars) |
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I'm not convinced there's anything here that needs "fixing". It's only "unfair" and "cheap" (barf) if the playerbase doesn't learn how to deal with it, and they'll never be forced to if this "bug" is patched out of existence. C&C_Field could use a bit of shaking up, anyway.
DarkDemin wrote on Thu, 03 August 2006 19:19 | Remember kids the internet is serious business.
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Re: Tunnel Beacons [message #443587 is a reply to message #443570] |
Sat, 05 February 2011 18:53 |
nopol10
Messages: 1043 Registered: February 2005 Location: Singapore
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General (1 Star) |
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Forcing the Ion Cannon Satellite to realign continuously can get you court-martialed.
nopol10=Nopol=nopol(GSA)
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Re: Tunnel Beacons [message #443764 is a reply to message #443116] |
Fri, 11 February 2011 09:52 |
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Jerad2142
Messages: 3811 Registered: July 2006 Location: USA
Karma: 6
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General (3 Stars) |
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EvilWhiteDragon wrote on Sun, 23 January 2011 02:33 |
Jerad Gray wrote on Sat, 22 January 2011 22:00 |
EvilWhiteDragon wrote on Wed, 19 January 2011 02:28 |
halo2pac wrote on Wed, 19 January 2011 00:28 | If Westwood Studios thought tunnel beacons were a glitch they would have patched it. Since all developers extensively test their products. Hence again... Strategy.
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Blue hell is a strategy now?
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I blue hell myself whenever someone is about to kill my tank.
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You do know that on the server, the tank is still there eh?
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That is not always the case, beings if a player gets blue hell'd on the RP2 server and they press the key that forces you out of a vehicle the server sends a message saying, "PlayerName was killed by jumping out of a vehicle at (Random huge number here) miles per hour."
Not saying this always happens, but some blue hells are indeed server side, beings the server is the only one calculating the speeds of vehicles in RP2, thus the blue hell has to be its end otherwise the player would simply get out of the vehicle server side and live.
Visit Jerad's deer sweat shop
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Re: Tunnel Beacons [message #443783 is a reply to message #443764] |
Sat, 12 February 2011 10:57 |
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HaTe
Messages: 923 Registered: August 2007
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Colonel |
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Who cares about tunnel beacons? It's not that hard to disallow it within certain servers...besides, it gives moderators an excuse to actually moderate now-a-days
‘All that is necessary for the triumph of evil is that good men do nothing’ - Edmund Burke
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