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Sn4ke

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Everything posted by Sn4ke

  1. True. No. As you've said on TS yesterday. It would take too long to mine a base. Bases would become extremely vulnerable to early APC & Buggy rushes. 400 could be ok. Hmm.... Just nerf the heavy pistol a bit? I can just speak for myself... I'm a pretty poor shooter but many sneakers are just avg. too. Sounds good. But not an explosion sound, more like something being broken, or a *click* sound. +1 +1 Nah, I think remotes are fine. That would be interesting. sounds interesting... but that would change the game mode Buff it for Remotes / Timed / Nukes only. Same stamina, less base speed. Another thing.... Hotties/Techies can repair their own Remotes / Timed / Beacons while they're getting disarmed by the enemy. I think that feature should get removed completely or at least get a heavy nerf. [proxy repairing is fine though!!!] Especially unexperienced players have problems with that.... They might just think that a team mate is also trying to disarm, but there must be some kind of bug. No way. SBHs are already a very very powerful infiltration unit. 3-4 Recruit SBHs or 2-3 Elite SBHs can easily take out WF / REF / PP within seconds [requires teamwork, coordination and some luck...] from outside by shooting the MCT. And 2 SBHs on Recruit do the same fucking thing with repair tools...
  2. Beautiful!
  3. Sn4ke

    China Dragon

    Get more Asians playing RenX. The community needs new blood anyway
  4. leave that for @Henk
  5. Sn4ke

    China Dragon

    Yosh is without internet at the moment
  6. I just saw that. patch PENDING
  7. @Ruud033 Could you send me a DL link for the fixed version? For a final test session? I hope you fixed the stuck spot at GDI Ref/Bar tunnel too [the one I showed you during the first PUG on the latest map version]. I didn't report it here..
  8. Don't think that player balance made the difference. We lost Field cuz' some players wouldnt listen. Nod had the better start imo, but then we fucked up as we didnt manage to get enough tanks, tanks, tanks.
  9. @yosh56 / @Agent / @Ruud033 / @Henk is there actually a reason why Tomb hasn't been updated with the last patch?
  10. omg really? Oh yeah, whats going to happen in 2017? I'm hopefully finishing all the bug reports of all the regular maps. Then I'll quit testing. j/k
  11. I'm only human after all thx for reporting it, I'll add it to the 1st post
  12. @kenz3001 you missed that glitched ION spot [airstrip] - Nod can disarm it but it's out of sight While Field / Snow Obstructions are repairable the Canyon Rock isn't... I haven't played Canyon on a full server yet, but I can't imagine that the rock will make a change at all. As I've posted above: 40 seconds [single arty] Regards, Sn4ke
  13. I heard my mates talking about a Snow match with 50 people some days ago.... You can imagine how exciting that must have been
  14. Bug Report for: GoldRush [created by: ? ] [@Henk] Hello community, let's take a look into our Klondike map! Misc.: Getting-out-of-the-map: Nod Refinery rock collision: Uhm... yeah @Henk didn't you tell me that you've fixed that as you can see... you (still) can get out of sight here Minor stuff: EDIT: Minimap needs an update as well. [thx to @Ruud033] Happy fixing @Henk! Regards, Sn4ke
  15. Max. players slots is a very subjective issue. For my part, I will definitely not play on a server with 40+ players. Not that it matters much as I'm only playing PUGs & testing maps lately. Everything from 10 - 30 players is awesome, up tp 40 is... acceptable. 40+ - no way (for me ). But that's a thing every player has to decide for himself. Bad side-effect: the already small playerbase could crumble even more. - OR: positive side effect: avg. playerbase increases due to more slots on 1 server.
  16. Small Update for: Snow [created by: ? / @Henk] Dear @Henk, you didn't learn much from Tunnels or you're just lazy It's disarmable, but still glitched inside the boulders.... [WF] Fix it, @Henk! Regards, Sn4ke
  17. @[AoG]iTweek see my EDIT above. and please... instead of posting an angry complaint, you should consider instead to do a very simple thing: ask kindly as I've edited above: CT is very helpful if you have any server issues / questions / whatsoever. It's not that they want to be the "only" big server. Reason for that is the small player base. Nothing else.
  18. To my knowledge a 64 players slot-server has always been possible. But there have been huge performance issues? EDIT: and about CT... there is no reason to complain about them (in my opinion). The only reason that CT got the most players (avgerage) is that they have always been there. They have been there while others left due to annoying DDoSes and they managed to setup a decent protection for that - and they share their knowledge. @Fffreak9999 is always helping me if I have any kind of server problem.
  19. Preliminary Bug Report for: Field [created by: ? / @Havoc89] [at least Havoc89 was the last person working on Field ] Hello - 's me again it's Field time, baby! Misc.: Floating rocks next to strip. Bad collision at the long route (Nod side, next to the bunker leading to CommCentre bridge). 100% stuck spot - long route near GDI base. Minor collision bug - you can walk along the ledge of GDI PP. Semi-glitched nuke spot. You can disarm it from downstairs but just from a certain point of view. Origin: Why is there a vehicle collision from WF side when you can get behind barracks (with vehicles) here...? Bad Collision [CommCentre hill] Obstruction: bad collisions so the new obstructions are superweapon-proofed, while infantry is getting roasted by nukes/ions placed inside the tunnels? The deadly river: Why can't there just be a blocking volume to prevent players to get there / to get out of the map..? I think especially new players can get pissed when they accidently fall down the bridge, losing a 1k char.. Harvy balancing: Both harvies are pretty balanced. Drop time ~2:08 minutes. (Nod may be 1 second slower...). GDI got a start advantage though: their harvy is ~10 seconds faster. Regards, Sn4ke
  20. Preliminary Bug Report for: Mesa [created by: some dev - sorry I just don't know] [@Ruud033] Hey Reneragers, another prelim. report... while we've been focusing our testing efforts on new custom-made maps, I've decided to try to get all the *regular maps* bug free. Until now, I wanted to publish them in one huge monster thread and then go offline to never come back... but well, I guess you'd never see that bug report then. So let's do that step by step. Starting with Mesa [though Whiteout got it's own thread first...]. GDI Refinery is has a smaller scale than Refineries should have. See: About the stuck points at the long route & background collisions [following material is from @IllumZar] And last but least the WiCkEd MeSa PiT: Poor souls lured into it so far: @Ruud033, servd, Ks.ol, Norc, Gliven - R.I.P. brothers! Regards, Sn4ke *** Special thanks to: @IllumZar ***
  21. Small update for: Canyon [created by: @kenz3001] Hey guys, last week we've been busy testing Eyes & Glasses, so Kuja could release both of them. Until now I didn't take a look into the new destructable objects as on Canyon, Snow or Field. But after yesterdays PUG I was looking for something chilled out and decided to do another Canyon test session to see what the new rock barrier is worth (single arty: 40 seconds.... ) and check if kenz fixed some bugs as: you could get out of the map behind GDI barracks, avoiding the soft border death via a jump-n-run trial [thx to Initiate for telling/showing us]. Harvy path issues: While the getting-out-of-the-map-issue is fixed, I've noticed that the GDI harvy has a bad path node at the WF ramp: GDIs harvester tends to get stuck at the railing collision of the WF ramp. It's nothing serious, it's just slowing the harvy down for 1-2 seconds... Sometimes the harvy finds a good route, driving around the corner with it's usual speed, sometimes it's performing a little hopper to drive over the collision and sometimes it's sliding slowly along the collision.. That happened while I was AFK for ~ 12 minutes. But the harvy dumped his Tiberium and tried to drive back onto the field when this happened: Okay, this is way more interesting than the first screenshot.. the harvy couldn't unstuck itself, at some point I just pushed it.. @kenz3001 I assume the normal harvy route to get back to the field is via WF, but sometimes it's taking the ramp route. Is that harvy behaviour intended or not? [GDI harvy tends to use the ramp route after every ~4-5th drop] Between WF / Bar the harvy is pretty much blocking the whole ramp, while on the ramp to Ref it's driving as close as possible to the WF so there's a free lane for vehicles. Maybe change the path node to the green arrows? Hravy shouldn't get stuck at the WF corner that way and it's not blocking the WF / Bar ramp anymore. Soft border issue: That's happening when you drive too close at the border collision. Even if you return to the battlefield you still get blown up. This is reproducible near barracks [corner cactus], alongside the Ref anti tank barriers and especially at the pillar gallery [ivy at the right side]. Even if this is not that common, I think stank drivers are easily getting into that glitch as they try to avoid scanning GDIs [can happen at Nods base borders as well, but I can't really think of a reason why any tank driver should get that close to the borders there... unless he gets pushed into them, or he's trying to escape from a tank battle]. I don't know exactly how the soft border is working but maybe moving the soft border further "outside" the map is enough to solve that issue. Regards, Sn4ke
  22. #Update: - private one - Still not done testing Crash_Site yet. But yesterday I found a way to get on top of one of the buildings. So this is kind of a "undisarmable" nuke spot. @Ruud033 got a PM about this, but I won't release screens here for obvious reasons (maybe when the new map version gets a patch-release...). Regards, Sn4ke
  23. True forgot to mention that. You need to use the anti tank barrier or the small PP corner for cover though. Otherwise Obelisk will transform you into slime
  24. Quincy 3 - 1 jeff Field / Whiteout / Goldrush - Tomb We won the first 2 maps (Field & Whiteout) due to our better tankers (and a SBH SPY....), lost Tomb due to... bad coordination? Not sure, but our mood was like "oh noes its Tomb " *lol* We didn't manage to save our initial harvester and lost really fast. GoldRush... 3 Flametroopers got barracks... then we got Ref / AGT while GDI tried to get our Obelisk. EDIT: oh yeah... I've been successfully luring the first poor souls into the wicked Mesa pit
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