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Posts posted by Agent
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MVP
in Renegade X
16 minutes ago, Axesor said:This may go by side with game accout when/if it will be introduced
I'm slowly starting to doubt this ever getting implemented unless we recruit another programmer or two. I just do not have the time or passion right now to implement this on top of the in-game downloads. I'll probably make a post if I get around to working on this.
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20 hours ago, KrypTheBear said:
How so? I mean, recently I see more and more remotes in choke points, especially if you are a LCG and it's like "Oh shit, there's a rem-" *dead* and you can't really do anything against that other than praying to Mother Mary having some mercy.
There's a lot that you could do. You could just not run into remote C4, kill the person who placed them, bring a repair tool, or simply ignore them since they're probably fake. If you're an LCG (or another flak character), you can tank a few remotes with ease and still take down a building.
If we wanted to discourage using remotes in choke points, it'd probably be better to reduce the personal limit from 4 to 2.
Also worth noting, it'd be pretty easy to limit the disarms to remote/timed c4 attached to the landscape (or otherwise not attached to a building/pawn), though that'd be pretty wonky and inconsistent behavior.
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EMPs disarming remote/timed C4 sounds pretty awful.
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kira and TONY-STARK shouldn't be allowed on the same team honestly. Too many unproductive loud people makes the game impossible to play.
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Always fun to watch these
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I'm just going to lock this thread. It isn't happening.
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I'm currently busy sending out work applications. In addition, I don't have access to some of the source code I had written for this due to a possible SSD failure (I haven't gotten around to figuring out if the SSD is actually dead, or if the motherboard is the issue).
I'll work on it when I work on it.
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I'm mostly curious how many players support each individual idea and change in general, so I've added a poll to the thread.
The thread is temporarily pinned.
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None of the others really fit me at all -- I tend to just do whatever I feel like the team needs most. I prefer tanking, killing enemy repairs withshotgunner,and occasionally attempting to sneak in. I rarely repair vehicles or snipe, though it does happen from time to time. If I'm Nod on Field or Islands, I'll often push GDI tanks into the water with a Stealth Tank.When I'm in the right mood, I'll also find myself yelling at the team to buy tanks or meet at the Airstrip for a Mendoza rush.Field is still my favorite map, though I have no real reason for this. I just like Field.
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Wine is great. Steak is also great.
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Not at all.
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Yes, it went in
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Would probably be fine to just remove the ramps on this level, I think.
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Shotgunners are fine as they are. If anything we should probably fix the fact that their reload is currently uninterruptible unless you swap weapons, which is extremely annoying. That's been broken for quite some time. It'd be easier to make balancing decisions once the weapon actually works as intended.
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You can't just give it an arbitrary class and expect it to know what to do with it. That's why you must have a class that extends Rx_Mutator that replaces classes out for you.
I'm sure nBab could post some examples from his mutator for Fort, but you're going to want to make use of Mutator's CheckReplacement() function.
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How is that bloat? It would drastically simplify gameplay, remove the single most convoluted mechanic from the game, and remove much more from the code base than it would add. Dedicated defenders would no longer be nearly as critical.
And that's half team participation if you want every door mined instantly. The base would actually probably get mined sooner than it currently does even with mines costing 250/300. And even then, not every door needs to be instantly mined and secured. It's perfectly fine for it to take a couple minutes.
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Mines in the HoN floor are kind of cheesy and should be fixed, but they're really not worth moderating.
Yes, I would say a glitched nuke is indeed "intentionally ruining other people's fun", and as freak pointed out they're against CT's rule set -- which I agree with. Server moderators should disarm glitched/undisarmable/invisible beacons and warn the player. That's a very proportionate response. However, a permanent ban for example would be a disproportionate response for any glitch. Glitches get fixed, they're temporary, and they're not an egregious form of cheating. Glitches can also occur unintentionally or unknowingly that it's considered a glitch. It'd be a bit unfair to kick someone or disarm all of their mines just because their mines fused into the HoN's mesh for example, if that wasn't their intention. It's also very difficult to prove many accusations of glitching unless somebody happens to be recording.
It's extremely difficult to moderate glitching. That's part of why I prefer a lenient policy over a strict one any day.
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It's a pretty minor exploit, and the beacon itself was still perfectly disarmable. He put it in a legal location, and how you get there is up to you. The beacon succeeded more-so because he successfully defended it, than it did because he used this minor exploit. I wouldn't get too salty over a minor exploit like that, though I did forward the post to @Havoc89 to see if he can fix it real quick. There is some merit in that he grabbed attention, even if it's not in the most elegant fashion.
38 minutes ago, voltex said:Also, going off that same logic I guess it would be just fine for me to grab a Nod spy on Under and Ion the top of the PP because as you said its not my fault its the glitch's.
That's a much more severe exploit, as you're placing the beacon in a location that is in no way accessible.
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23 minutes ago, Quincy said:
All right then. I would certainly set more harsh rules if I was an admin, but it's you deciding.
Over-moderation is far from desirable, and can destroy a game. In fact, I wouldn't even moderate base-to-base. CT's rules are more or less spot on though.
It's a game -- as long as you're not intentionally trying to ruin other peoples' fun, you shouldn't find yourself kicked or banned from any server on any game. Many games/communities do very poorly in this area, or offer disproportionate responses to player activity (i.e: a ban when only a mute is necessary).
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9 hours ago, yosh56 said:
Yeah, but having mining rely on 20 people vs. 2 sounds like more of a pain in the ass than an understandable team effort.
I don't think it's crazy for people to buy mines and place them when they walk past an unmined door. "Oh, this door needs mines. Let me just do that real quick."
You don't have to "rely on 20 people" -- any remotely decent player who walks by an unmined door will likely think "oh, this door needs to be mined". Again, a team effort. You wouldn't require a dedicated defender constantly replacing mines anymore, because you wouldn't have to be a Hotwire or Technician. You wouldn't have to switch classes or wait on somebody else to take care of it.
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12 hours ago, j0g32 said:
My first suggestion:
How about simply increasing the mine limit, which gives "accidental" overmining by newcomers or trolls less impact. Serioisly, calculate the optimal number of mines (e.g. 3 per door) and then add 10% to that limit, this way you can also use some mines in the field e.g. in tunnels. Obviously, the damage would have to be slightly decreased per mine...That's exactly how mines used to be and it obviously never worked like that. Players will always demand that every mine is used as a improvised defense mechanism as long as there's a limit.
7 hours ago, Sire said:As for purchasable mines, it sounds all right (expanded early game, credit sink late game, less reliance on Bar & HON), although if Hotwires and Techs do end up losing mines without a replacement I won't be too happy, but it if the concept works as a mutator or is incorporated into the game proper, then I guess I have no choice but to deal with it.
Proximity C4 would become much more valuable when combined with a Hotwire/Technician, as you could then offensively mine the building you're infiltrating without worrying about over-mining. As it is, the proximity C4 on a Hotwire/Technician has no real value. There's nothing you really need to replace it with, because the class doesn't become any weaker. If anything, it's probably a buff to infiltrators.
As far as costs go, I was thinking 250/300 for a pack of three. Base defense should be a team efforts, not an individual effort. If a team has 20 players and only half of them buy mines, you've already got 30 mines much earlier than you would otherwise. My biggest concern is definitely trying to make sure mines aren't too cheap, but also not too expensive.
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On 9/28/2016 at 2:50 PM, Agent said:
Fixed in upcoming patch.
On 9/28/2016 at 2:50 PM, Agent said:Fixed in upcoming patch.
On 9/28/2016 at 2:50 PM, Agent said:Fixed in upcoming patch.
On 9/28/2016 at 2:50 PM, Agent said:Fixed in upcoming patch.
On 9/28/2016 at 2:50 PM, Agent said:Fixed in upcoming patch.
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- Hacking: Collect at least some evidence, temp-ban, then report the ban so that it can be elevated to a permanent ban.
- Cheating or Severe Glitching: Kill/Warn the user, and slowly escalate as necessary.
- Harassment/Bigotry: Warn the user, and slowly escalate as necessary.
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Things that would not be actively moderated:
- Base-to-Base
- Glitched beacons
- Wall hopping
- Other minor glitches or incidents
- Team hampering
Those are the guidelines for global moderation. Severe glitching might include things like "sniping from off the level", "getting an orca under the map", or "getting vehicles on the infantry path". The rest is left up to individual servers, though most things that aren't glitch nukes are okay. RenX doesn't really need much moderation, and I honestly think it's fine as it is.
We're not really interested in heavily moderating servers globally, and it's extremely unlikely to be expanded.
MVP
in Renegade X
Posted
K/D is a terrible measure for anybody, largely because deaths just do not matter in the slightest. Kill count is more relevant.
I'm somewhat against implementing an MVP marker, at the very least below player names -- the UI looks cleaner as-is. Maybe a star with a number on the inside to the left of their name would look nice though.
Edit: Something like this
Though people would probably start confusing it for veterancy at that point.