In sup com there are random elements, firing randomness for example.
mOoEyThEcOw
I never said they wouldn't fill diffrent roles... in fact what you say I think IS THE EXACT OPPOSITE of what I said. Try READING. Also thats only one point. Read specifically point C): (I'll quote both, from my first post and my second post on this topic) [quote]C) classes fill a specific role, demigods do not, many demigods can self heal, many can do aoe push back, many can have auras, many units can have nukes. Only the Engy can have units, only the medic can heal in the field, o
So I give an order to a unit, what path does it take? When it shoots what random number angle did it shoot at? who does it shoot by default? Granted many things SHOULD come out the same when calculated with same code but they don't always do. And if it was this way... why have a half second delay? Why if one computer is slow should they all slow down? Why if one computer has a bad internet does everyone slow down? Now granted I've never written a commercial RTS engine (I have w
Who said creeps even had to be in the lane? whats to stop the assassins and generals from fighting over it at a part of the map with no creeps (see the lava map in the trailer for an example of what I mean) for a creep in their normal lanes? And plus who ever said assassins can't handle units? Torch Bearer has some very nice aoe spells from the look of it. And I meant it could hit a little harder than a minatour (like 25%-50%?) and there would be only one more unit. While some parts of
They said what the bug was in the post, and the unclean beast is the guy with green stuff and the tongue... and the beastly appearance.
I think it should use a point system, what if some one doesn't like multiplayer, or likes playing a support demigods (and therefore getting few kills). With points for each achievement then you know how experienced the player is, and they can choose which demigod appeals more to them. Also unclean beast has fur! if you count bone as fur... and spikey metal as bone...
I just described that... learn to read. But I'll quote it for you and even reiterate it! [quote]B) in TF2 you can have more players than there are classes C) classes fill a specific role, demigods do not, many demigods can self heal, many can do aoe push back, many can have auras, many units can have nukes. Only the Engy can have units, only the medic can heal in the field, only the soldier has a rocket, only the demo man has sticky bombs, only the spy can disguise/turn invisible. D) TF
*Sigh* In supreme commander, evrey unit has a world position when that changes (because the units moving.. duh?) the game updates that in a packet, now I haven't worked with supcom and I don't know the details but I'm assuming like most RTS's it updates everything and then moves on to the next update (which would make sense if you think about the way the lag acts with more and more units) Now lets say a world position is an x and a y (as demigod doesn't do the z and a click is
TF2 has no bearing on this discussion, A) it's a fps, this is an rpg/rts mix, B) in TF2 you can have more players than there are classes C) classes fill a specific role, demigods do not, many demigods can self heal, many can do aoe push back, many can have auras, many units can have nukes. Only the Engy can have units, only the medic can heal in the field, only the soldier has a rocket, only the demo man has sticky bombs, only the spy can disguise/turn invisible. D) TF2 has 9 classes and only e
Does it really matter these days which is more intensive? (I mod with the source engine (i.e. TF2/HL2)) Source spends more time updating animation frames(multiple integers each entity), game states(lots of stuff), health (float per entity), movement(float and vector per entity), world positions (three floats per entity), ammo (multiple integers per entity), freaking eye vectors(I mean thats just showing off), prediction numbers (for all that previous stuff), and a metric ton of other crap that t
Two responses to that reason: First theres more to being top player by dominating with your one 'perfect guy', the top player needs to be able to beat an opponent with any combo (all 16 thousand of them with 12 unique heroes in 5v5), he needs to be able to take the opponents play style and turn it against them regardless of which hero he got. And what if that one hero he chooses evrey game (in your reasoning) is imbalanced (like sera anyone?) in a game where skill (should) matter(s) mor
Only 4 for me! (PAX is coming to town!)
Yes but if they translate it to Chinese the pirates will have a Chinese version to pirate instead.
Note devs that when these people say WASD they mean the option to bind this on your keyboard! (as I personally like to use WASD for my camera, and I would use the Arrow keys for this)
Well so far everyone seems to be favoring the assassin, and evrey one is also assuming roles, wither troop killing or demigod killing. What I think is wrong with this is the fact that evrey demigod will play diffrent! Take queen of thorns, she's obviously a general made to hold one spot (not being able to move and cast, aoe push back, slow auras). If an assassin tries to attack her, It's probably going to end badly for him. Why do you think she told the rook to come closer!<br/
I said paying respect to slots, but ok, if you mean it that way by in the entire game then there are only 66 combinations, your math was still off there. But yes, a better measure would be how many team combos would there be in a 5v5 (meaning unique teams vs each other) which would be 792 unique combos for team A. Then team 2 would have 21 unique teams (as 5 heroes would already have been picked), meaning there are a total of 16,632 unique battles in a 5v5. You'd still have t
Your math is wrong by the way innociv, with 12 unique heroes in a 5v5 its 12!/2!, which is 239,500,800 diffrent possibilities if each player has a unique hero, and you pay respect to which slot he has (meaning player 1 has 12 choices, player 2 has 11 choices). Without a unique heroes option its 12 ^ 10 power or 61,917,364,224 again paying respect to player slots. Either way theres a lot of numbers, just the difference between 61 billion and 200 million either way you'd have to
First on hero selection modes what about draft? (pick one at a time, alternating) what about mirror teams? or all same hero or some same hero? what about random draft (draft from a random selection)? You can't say that those are all the options there are tons more to choose from. Plus we don't even know when you pick your hero. And on the point of the number of heroes, we have 10 confirmed already and its still 6 months to release, so I'm sure theres gonna be more than 12, and
In my opinion a little variety would be nice in basic units, especially if the team gets to choose, or you get by control points, for example: Team voting near the beginning of the match to decide between the faster creep, stranger creep, ect. but personally I like this much better: When the team captures a 'Manticor lair' they get Manticors spawning in that lane, or all the lanes. Manticors could be flying unit which slows enemy units and hit harder, allowing for that lane or
Well first the keys don't matter just the possibilities, as I am very confident in the fact that your going to be able to bind your keys ... (like almost any mainstream game these days), so the options are all thats needed, but as far the idea, it wouldn't be that bad other than the fact it might be a little buggy or strange in an engine made for an rts...
I was using TF2 as a successful example, not for them to emulate, and by the way, it has TDM (well... arena).
I agree with having more modes, I mean look at TF2 they keep adding more game modes and they're still expanding their player base (partially) because of it.
Kicking indeed works perfectly fine again, and we are talking about wc3 not supcom! And, windexglow, have you cracked dota or something? Otherwise how do you know what his coding looks like? and even if you did.. where did you get the files to reconstruct his triggers? (as cracking the map you play with will only give a mess of code that isn't formatted, unless you have the files he (probably) backed his triggers up in) And if your talking about the dota templates... they're a
And now to answer the crazies: innociv, they way you worded the first post kinda made it sound like the persistent mode was a rumor, Then others pointed out that it was actually a confirmed thing. You in response said that the link didn't confirm the existence of a persistent mode: [quote] the Demigod will rise in [B]level[/B] as he (or she) gains experience allowing for increasingly powerful abilities. What is also cool is that outside these individual skirmishes
Exactly diffrent generals will play differently, a general with flying units capable of fast movement compared to a general like queen of thorns with slow moving trees and an immobile casting platform. The first (as there is some sort of angel general I'm guessing from the trailer)would be fast crippling attacks, changing attack paths evrey few minutes, slowly pushing the enemy back, and pushing them where they least expect it, queen of thorns would be about holding a point against an onslaught