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Everything posted by Sn4ke
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Notification of a players vehicle being stolen.
Sn4ke replied to voltex's topic in Feedback & Bug Reports
@Henk the kill feed would probably a more clearly arranged spot for the notification the EVA-notifications tend to drown in Q-spammings. -
Does a bear shit in the woods?
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@TK0104 the trees will consume most of the time I guess, but... until now there are no decors anyway (no bushes n grass etc) is that pink water a result of an algal bloom or some chemical end product of a microorganism nah, for me the purple sea... not sure but it seemed like a storm to me, probably an ion-storm passing by some miles away from the coastline
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Notification of a players vehicle being stolen.
Sn4ke replied to voltex's topic in Feedback & Bug Reports
some players love to hamper their team intentionally. and you can't see everything at all times. so a (team)global notification would be helpful. it would furthermore be helpful to know WHICH vehicle got stolen. so the e.g. the nod team would know if my stank got stolen during my unsuccesfull attempt to sneak their Ref/PP/whatever -
oh, forgot what I just posted about the small overview map. I din't know that it's currently not possible about harvys... I guess TK did it this way so they won't stuck
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@TK0104 [Note: this is just a preliminary report, I only spent ~2 hours solo testing so far on Ourpost] Yo Thommy, let's start with some small details I found on your maps and I fell in love with Misc: Floating Forest: Stuck spots: Graphic / visual issues: Balance: All in all Outposts seems to be a good map. Though, I'm not sure why the "inf-only"-area is that huge... Can't say yet if Outposts is a "Nod" or a "GDI" map. But medium tanks & mammoth will have a hard time in the dunes. Arties, flamers and stankz could dominate that area. The map is definitely ready-to-play. We need to organize some people for a Gameplay session. @Madkill40 / @Gliven / @Ryz / @Redarmy / @limsup / and any anyone who's interested in supporting map testing & development. Maybe next sunday evening? either CT Test server or @limsups 5-sigma... [then without VP mutator] Regards, Sn4ke PS: judging from the old vehicle wreckages Nod will win the war
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the point of sandbags: they narrow the entrance to GDI bar well... you can jump on top of the sandbags on most of the maps. players just need to find the higher spot and that requires at least some RenX knowledge & experience.
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welcome to Renegade X @haraguji! See you on the battlefield European servers are usually populated from 6 pm - Midnight [GMT]. There's also the China Dragon Clan Server, you'll have a much better ping there, don't know when it's populated though. Maybe @[Dragon]MK3 can tell you more
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you can jump onto the sandbags on Reservoir..
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Hey @TK0104, your video is a basic mining tutorial and I really appreciate your initiative, but I'd like too see another mining tutorial which is focusing on different mining strategies instead of your personal style only. Mining in Renegade X is... far from trivial. There is no single perfect way how to mine properly, but some strategies have proven to be more efficient than others. Different mining strategies: the majority of the RenX defenders place their mines like this.. pro: while placed directly in the threshold you might be able to get unseasoned sneakers by surpise con: any nearby enemy vehicle will trigger the mines and "disarm" them instantly you can also place mines further back pro: (most) enemy vehicles can't trigger the mines [vehicles with gun turrets still can!!] con: if placed too far from the door, sneakers might be able to bypass them quite a few defenders like to "hide" mines around corners / in textures... pro: mines are more difficult to spot & disarm (if sunk into texture) con: sneakers can avoid at least one mine.. Note: I present this strategy for the record. I can NOT recommend it! sneakers can avoid one mine completely by moving along the opposite side of the doorframe a lot of miners love to place proximity mines around the corner of the Ref door [Tib dump entrance] - same as above... sneakers can completely avoid that mine [right mine], but they have to disarm the left mine Mining the HoN [with ramps]: no matter which window the sneaker might choose, he has to disarm two mines to get to the MCT Note: mining the ramps is only advisable on non flying maps [e.g. Fort] Mining the Airstrip tower [with ramp]: the mines here will ensure any sneaker has to disarm at least three mines to get to the MCT - no matter if he uses the roof or the door. you can place one mine on the ramp / door Mining GDI barracks: above: two mines per door, three "emergency" mines inside the bar - EMP at the door will not affect these above: two mines at the sandbags, one per door and four at the MCT Note: this is only recommended on maps where infantry can't jump onto the sandbags! Mining the GDI WF ramp: for the WF ramp there is absolutely no better way to mine it. if you do not place the mines on the railing, Nod sneakers (most likely SBH) are able to glitch upon the WF roof... Mining the tunnel on Walls: placing the mines exactly in the middle will guarantee mine triggering - even if the enemy moves along the tunnel wall About mine-stacking: Stacking mines uses the element of surprise. In general it can work, but it's not advisable to use this mining method against seasoned players. Also, if mines disappear you have to remove all your stacked mines and replace them to ensure that you still have the correct amount in place. And other teammates who are defending / mining the base as well might think that you only placed a single mine (if they don't look closely) and place additional mines (result: overmining...). Regards, Sn4ke
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recommended: 4 GHz ++ CPU (UE3 has no *real* multicore support)
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nah, it was not your fault. teams were really balanced. before the PUG started, our team (Gormomma) all agreed that the teams are awesome and the matches will be very interesting. I can't say much about what happened on the field as I volunteered to be dedicated defender which ended up in placing mines and repairing the whole evening. But I don't understand why GDI started to complain on Lakeside. Yeah, Nod camped... but what else were we supposed to do? With the HoN alive we had everything we needed to win this round. We had no reason to give up. Our only problem was: $$$$$ But... @Water had a good money stock through ~ 3/4 of the game. @dr.schrott and me supplied anyone on Nod with a constant cash flow. I ensured that @CampinJeff & @Quincy had a minimum of 1k credits (most of the time). Whats weird is that GDI could have easily starved us. Keep control of the silos at all times and.... stop feeding us on cash and veterancy by various rushes. After the first two bigger rushes failed it would have been better to take a deep breath and reconsider the situation. The game was... tiring but a good example what can happen if one team is too self confident about their advantage. Losing the WF to 3 SBH wasnt necessary. But I'd wish we played 4-5 rounds instead of almost 2h Lakeside [btw... it was my fault that Nod lost the strip ]
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https://youtu.be/UAUX5QfQgLA?t=303 what did you do @TK0104 you knew there were two meds on your left, and yet you move out, ignore the two meds and start shooting the third med to the right? https://youtu.be/UAUX5QfQgLA?t=972 @yosh56 lost his defence buggy https://youtu.be/UAUX5QfQgLA?t=1013 Thommy got killed by DCG (med HS) - slow down the video to 0.25
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a single engineer caps the silo within.... 10 seconds? maybe 15? dunno. even if its 20 seconds... you NEED the silo asap. especially as GDI on Snow - how do you want to buy meds without cash
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@TK0104 GDI commander on Snow Thommy: "Ok listen up ... forget about the Silo, it takes too much time... We need to go..." Yosh: "WHAT?" https://youtu.be/qKJfabnILm8?t=31
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dont disable the firewall, just set exceptions for UDK for incoming and outgoing requests...
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Dear @Chrisjh0223, thank you very very very much for ruining a match for a whole GDI team on CT Marathon 17.07.2017 ~ 0:35 am CEST by placing your thick ass on a nuke beacon [sidenote: chrisjh left Nod and rejoined the server on GDI]. You claim that GDI had lost anyway? FALSE. it's not up to a single rubbish skirmish-farming-player to decide for a whole GDI team if they've lost or not. You just couldn't stand the fact that you would actually have to FIGHT to win. We had HEROIC players. Nod Airstrip was down to 17 PERMA because one of my mates sneaked into it with a rocket soldier. HoN got destroyed by @Havoc89 and I got PP down. An eager, aspiring GDI team can defend against a Nod team even if GDI is down to Refinery only! But no, you bugger decided to place yourself upon a Nod beacon. Nod placed two beacons at a time and GDI easily disarmed one. Whenever I see you playing RenX on a public server again I'll definitely will not support you in any way. Nor will any of my mates do so. RenX is a teambased game. Go play CS:GO if you want to play solo. And again: thanks for ruining a match for a whole GDI team. I dislike glitchers, that's why I test maps and report bugs here on Forums. Teamhamperers are even worse. Go and find another game where you can get wrecked. Regards, Sn4ke
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hmmm, maybe I'll join Renegade MPF later and download the map and give you an ftp link
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that's up to jeff (or whoever is currently responsible for PUG organsation) to decide. I know last week he asked for feedback about the donations disable timer and initial credits. I really don't mind if settings change, but they should be announced somewhere