ShamelessCookie
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I appreciate the feedback. I know many agree with you.
In my opinion, the window of opportunity after getting kills is a slow and grueling one. You have to heal. You have to advance. You have to kill an enemy resource t… -
The A-B-A experiment for this mechanic on Tactical Freedom is complete. You can see the results here: http://tacticalfreedom.com/comeback
Conclusions:
The … -
I understand where you're coming from, @sotanaht , I really do. I would say that the NS2 community calling MOBA communities toxic is the pot calling the kettle black.…
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Dying has always done more damage than AFKing. You consume an egg. You hog an Infantry Portal. You lose map position. You let the enemy know that your team has one less player alive.
I appreciate your feedback, but so f… -
The people that play on TF that are aware of it's existence have pretty much all given positive or neutral feedback about it.
Positives have come from commanders who felt they at least had a chance to turn games around after winning enga… -
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So it's been a few days with this mod running on TF. Here's the raw data that might suggest the mod is having an impact:
sample size (number of games):
before comeback mod - 503
after comeback mod - 221
w… -
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I agree, and that's why if the losing team fails to get kills, then they will not earn any bonus res. The entire basis of the comeback mechanic is, if you are losing on map control, but winning team fights, then you get a small rew… -
I've implemented this idea on Tactical Freedom as an experiment.
Here's the first few rounds of results:
#1: 21 minute game. Marines lost gradually. Marines earned 45 bonus res. Aliens earned 38
#2: 23 minute game. Alie… -
Lots of disagrees in the thead, which is perfectly fine. Not every idea will be popular.
But for the naysayers who say "this is a horrible idea" or "it would never work"... it works perfectly fine in other team-based games.
H… -
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No? Maybe you were thinking of it backwards. The bonus would be based on enemy RT count, not friendly ones.
If you are losing and only have 1 RT, then the opposing team barely gets any TRes for each kill.
I… -
I concur, "rookie friendly" holds no weight whatsoever. A restriction needs to be placed within the server browser itself that prevents veterans from joining rookie servers, and prevents rookies from joining veteran servers.
I still main…I realize 100 hours is not anywhere near the skill cap for this game, but it is a reasonable amount of time for someone to start thinking about experiencing competitive play.
There will be some people with 100 hours that really wa…One downside to this model is that someone like myself with 2300 hours could ONLY play on veteran servers. If I wanted to go into a rookie server and help out, I couldn't.
One thing that was discussed in Discord was having a "comp" tag …This has been a chronic problem of mine since the latest patch (this exact file). It's not consistently reproducible (it doesn't fail consistency check every time, only sometimes).
Binary comparison of client & server shows the two f…Concur with UncleCrunch. When the problem is at its worst, the workshop cannot even deliver tiny mods.
Tactical Freedom is 0.039MB, and if I pub…I think I can explain that OP is describing.
In build 253, you had to research lifeform upgrades in order for biomass to actually grant additional health to the associated lifeforms. With this change, tooltips were written for lifeform u…(Quote)
Exactly. Those same trees would be great to have as spectator
There is already a more preferable way of accomplishing what you're describing. Build a crag next to a harvester, and the crag will maintain the harvester, cysts, and infestation - even if cut off from the rest of the cyst chain.