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 I really *want* to like Cortex Command 
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Joined: Tue Nov 11, 2008 8:26 am
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Post Re: I really *want* to like Cortex Command
I'm sure CC will be done before DNF (what an unfortunate acronym that is) comes out, so don't fret!


Wed Dec 17, 2008 5:29 am
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Post Re: I really *want* to like Cortex Command
jcromartie wrote:
So I was walking, and my leg broke off. Then my arms broke off.

Yeah.

I'm still buying the game soon... but yeah.



this has never happened to me... but that's never a really valid point, just saying :p


i know what the op is saying but i must say i like it, movement in real life does feel as cumbersome as it does in game, it's perfectly represented, just use your jetpack more :D


Wed Dec 17, 2008 5:57 am
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Post Re: I really *want* to like Cortex Command
Tomaster wrote:
It's not fully done yet, he still has to iron out some major and minor kinks in the game. And even add new features. Just give him time, lots and lots of time.
Yeah. Maybe by that point most computers will be able to run the game.


Wed Dec 17, 2008 12:39 pm
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Post Re: I really *want* to like Cortex Command
Some people seem to be saying that they like the cumbersome mechanics because it's "realistic", reminds me of the Horizon episode I saw the other night about human-like robots. Sure, walking is a hard thing to do... for a robot.... or a baby. Since when was awkward controls a favourable game feature? (ignoring Japanese survival horror games) Lets not forget that this is a game that's meant to be fun.

There should be a missile launcher that locks onto the heat from people who have recently used a jet pack like in Starsiege Tribes which would make constantly jetting that much more hazardous.


Wed Dec 17, 2008 1:04 pm
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Post Re: I really *want* to like Cortex Command
Darlos9D wrote:
Tomaster wrote:
It's not fully done yet, he still has to iron out some major and minor kinks in the game. And even add new features. Just give him time, lots and lots of time.
Yeah. Maybe by that point most computers will be able to run the game.

Mine's never had a problem running it though. :-(


Wed Dec 17, 2008 1:35 pm
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Post Re: I really *want* to like Cortex Command
spinaljack wrote:
There should be a missile launcher that locks onto the heat from people who have recently used a jet pack like in Starsiege Tribes which would make constantly jetting that much more hazardous.

this made me want temperatures on a per-MO basis that much more. and melting/boiling points on materials aswell, obviously. and scalds.
maybe the vanilla actors could just do with a higher pushstrength (or is it pushforce? i havnt done walkpaths in about 4 weeks, im forgetting variables. oh to be alive :)) to prevent them from stumbling as much. also removing the whole upright thing on bodies would be awesome. more physics to play with.


Wed Dec 17, 2008 2:01 pm
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Post Re: I really *want* to like Cortex Command
While I haven't had any accidents with dismemberments from walking over a hill, it's still annoying as hell. It's not uncommon to be walking over a small mound and faceplanting because your actor can't keep his balance and his legs shoot into the ground when he lands. Jetpacking is also hazardous because you still need to move slowly and cautiously or risk overshooting or going to fast to avoid an impact.

The problem is most apparent with units of smaller stature or with shorter legs in general. I was trying to walk with the Bear Federation mechs and the legs were so short I would trip except on nearly-flat ground.

A similar problem is the size of the vanilla bunker modules. The ASC's BED unit is not particularly large by any means, yet the only way for it to move through a hallway is by ducking it's head and jetpacking through. Either the height of the tunnels needs to be increased, or the actors need to be coded to automatically duck when walking towards a low object (especially seeing as how the BED and other larger units can't even crawl).


Thu Jan 15, 2009 12:21 am
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Post Re: I really *want* to like Cortex Command
the fact that the BED limbpaths suck is grenade's fault, and by extension, numgun's (grenade used the AAL marine code). the bunkermodules are for standard humanoids and the dreadnaught, nothing else. if grenade wants to make bunkermodules that accommodate his BED (like dsmk2 did for his mechs) then he should.

sorry for the rant, but that was a stupid point.
walking should be better in CC, we know, but thats really the only issue. and it works on solid ground anyway, like in bunkers. i think the limbpaths just need to be stronger, to avoid stumbling as much.


Thu Jan 15, 2009 4:09 am
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Post Re: I really *want* to like Cortex Command
I know this is way off-topic, but I just wanted to emphasize that if you're going to bump a topic, mimic what this man has done. This is how you properly revive a topic you like.


Thu Jan 15, 2009 7:15 am
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Post Re: I really *want* to like Cortex Command
wait.. how the ♥♥♥♥ did i post that nice post on the 16th?

My thc levels were drier than martha stewart's pussy.



I did that^ to indicate that this thread it basically the wishlist but in a semi corrupt form that's not omnipotent it's just retarded. I'm having trouble expressing myself.


Thu Jan 15, 2009 7:26 am
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Post Re: I really *want* to like Cortex Command
this is not a wishlist, not even a corrupt one. its a discussion of ways to make CC more playable, and of the areas where CC excels and doesnt. dont be vulgar to get a point across.
odin, who was that aimed at? im assuming not me, as i didnt bump it, but it wasnt clear.

it looks like the AI has been updated in the next build, so we will hopefully get less failing wreaks stumbling over the hill towards our fortresses when playing against them. however, i wonder what has gone on 'under the hood', as someone commented the coalition soldiers seem to be moving faster and more steadily, though that could just be performance lag on their machine, or a misjudgement. i havn't personally compared the current speed with the speed in the video, but that would indicate that some work has been done to the limbpaths, possibly to make them more steady..


Thu Jan 15, 2009 2:43 pm
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Post Re: I really *want* to like Cortex Command
I kinda like the slow walking actually, since you have your jetpack, that is the way you travel, atleast fast, even if it was faster to walk, would people still do it instead of using a jetpack? I think that the walking is nice, in a way, although, tripping and stumbling over stuff is quite a pain, maybe there should be a sort of sprint button? But I kinda like how it's hard to aim during jetpacking and how combat is much easier when you are on the ground and such, it gives the game a sort of tactical feel, since you can't quickly zip back and forth with your actor, you have to use your jetpack in that case and then you loose your ability to precision aim, it makes the jetpack vs standing/walking kinda balanced if you ask me. Sure some people are probably experts at zipping by with jetpack and popping headshots and such.

So, in short, I kinda like the walking, although I wouldn't mind if the walking was a tad faster, making it easier to navigate in tunnles and such.


Thu Jan 15, 2009 3:40 pm
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Post Suggestions and problems
After playing a few times with the registered version Here are some thoughts:

1-It's far far too easy to get to the brain through digging with a heavy digger or gattling gun. I even surrounded my brain with a layer of squares of concrete and my opponent easily dug right through.A kind of invincible (or much stronger) wall (as part of the brain cell only perhaps?) would be nice to prevent this, as I think it's a pretty cheap way of winning since it's hard to prevent (Requiring you to shoot through the walls of your own base) and cuts short the game.

2-A problem with AI. When I set a guy to dig mode,they stand in place and fire their digger up instead of doing anything useful. I've noticed that AIs will sometimes also turn around when you order them to stard guard. I'm not sure how much turning perception though.

3-Another possibly AI related problem is with ordering. I find very frequently (Around 4/5 times) my ships will kill off my guys, or badly injure them and the instant I select the ship even if I deselect it the ship will freak out and usually crash, killing everyone in the area in the process.

4-It seems far to easy to control orders once one controls the surface. This is partly because the ground is so open. Maybe I just need to build more towers to interfere with snipers/rockets who take pot shots at my ships. *shrugs*

I love the idea of the game so far, and I'm sure the bugs will be worked out in further versions as this is still a pretty early release. I'm looking foreword to the next build.


Fri Jan 16, 2009 2:18 am
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Post Re: Suggestions and problems
Dig mode is broken, and the AI in general is still in the earliest stages of the game.

You wouldn't went crazy five builds ago. :3


Fri Jan 16, 2009 3:23 am
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Post Re: Suggestions and problems
1. Use the metal squares, heavy diggers have to hack at it for a few minutes before they'll get anywhere at all. Gattling guns, well, you have to be aware of your brain all the time.

2. Yeah... AI sucks right now. Give yourself a gold generator to substitute and you'll be much happier.

3. The drop pod will save you many headaches. Flawless delivery, 9/10, and the one is an injury. Also, one person per craft will save you headaches too.

4. That is kinda the point of controlling the surface, conquest. As you said, landscape will solve it, play on one of the Mappack 3 city maps and you'll never bother about it again.


Fri Jan 16, 2009 3:31 am
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