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dtdesign

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Everything posted by dtdesign

  1. I really don't see a reason to add another vehicle for a repair job, that's what hotwire/techs are supposed to do! I've played active tank repair while having to face the jpoi stack and it still worked out pretty decent, but this requires teamwork. By teamwork I mean having a tank player who isn't a complete moron and understands that the tank is the only thing in between jpoi's bullet and your face. The tank player must move in a way that the hotwire/tech is protected from direct gunfire at all times, this means no sudden direction changes and to avoid to put the pedal to the metal, leaving the repair behind. You would be amazed how many people are cappable at that, if only you communicate with them. Whisper them and tell them that you're going to stick your repair gun to their metal ass at all cost! Knowing that there is active and consistent repair greatly changes how you can engage enemies and the tank can accept to take an additional hit or two, if only the repair bitch stays alive. But then again, I try to stack with jpoi too, because I can't stand the frustration of getting annihilated by them. That said, ignore me, I know shit.
  2. WallsNF adds an interesting flavor, as it changes the whole game play by a lot (except that the GT is a bad joke). On the other hand I agree with @Madkill40, there is no need for a "F5 fogDensity 0"-variation of Walls, that also comes with built-in brightness of 13e37 lumen.
  3. Tried to push the like button as hard as I could, but only a single like squeezed out. At least I tried!
  4. Oh, so I was right hearing about an abduction taking place, I thought you were just greedy and got punished for it! It was a bit of a bad timing that a SBH hopped in and it took me too long to turn my own mammoth's turrets so in the end I took out the mammoth, but lost mine shortly after to another SBH. Well, let's blame freak for it for re-enabling the abduction spam again. @vandal33 This is exactly the issue I'm having with stolen vehicles, when all of sudden a tank behind our own frontline starts attacking you. Especially if you drove past that mammoth (at that time owned by a teammate) and like 5 seconds later it turns hostile. It takes some time to realize that what happens, time that allows the other team's player to get out a free shot at me.
  5. I've destroyed my own teammate's tanks more quite a lot, but I give them the cash back after some short whispers. Blowing up ones tank is a great way of getting their attention. It would be great if one could see who owns the vehicle, so you could easier tell whom to blame.
  6. I like the idea of infantry wars, but then again it will just end up being a frag fest for people like poi, boi, jp and deadbeat. It's already an issue on normal game modes that these players pretty much dominate the infantry side - but at least I can hop into a tank and roll over their faces for greater justice. Joke aside, infantry wars are going to be rather strange because snipers are quite powerful and infantry units are far from balanced. The imbalance is somewhat equalized with the imbalanced vehicles, that at the end create some kind of combined balanced. That is imho also the reason why losing bar is less an issue for GDI than losing HoN for Nod. It's not that much of a secret that I favor AoW over Marathon and the reason is simple: AoW is basically a built-in stalemate resolution button. I've seen matches on Walls where GDI was pretty much stuck with ref and pp, but Nod never bothered to carry out a real attack and instead went full sniper/1k toon mode. In the very end GDI won w/ a rocket soldier rush, but it took GDI almost an hour to finally carry this out, until then all rushes ended in a wall of gunfire. The frustration levels on GDI were close to earth's orbit. Then again, boi has already pointed out that AoW isn't an ideal solution either, as it basically punishes any sort of risky/costly offensive play, even if the defending side doesn't launch a counter attack. This is indeed a real issue and I doubt that this can be solved by tweaking the game mode itself, but rather it can be adressed with maps: Introduce some kind of structures that when captured starts a countdown, possibly requiring multiple of these structures to be captured to trigger. Once the timer hits zero, a massive orbital attack is launched that will cause damage to the entire base, such as causing 25% permanent damage (ignoring the building shield). If you want indirect damage only, how about some sort of EMP that will disable the MCTs in the enemy base, which would make it invulnerable both to hostile attacks and repair beams. Defenders would then be forced to point their repair beams at the walls with a greatly reduced healing effect, which basically dimishes the effect of hotwire/tech stacks hugging the MCT, allowing for well laid-out rushes to destroy a building with rockets or tanks. There are a lot of possible scenarios where one or more strategic structures on a map could give the dominant side an advantage over the defending team. It basically forces the defending team to move out at some point, otherwise their demise is pretty much inevitable. I don't know, maybe I should have opened a new thread instead?
  7. Even easier than that: If there is more than one building alive, switch to your side-arm and shoot another building once. Now you can soak the original target building with emp grenades, the only notification that is ever going to be played is the one from the secondary building. On topic: EMPs are quite fine how they work right now, they may be a bit more powerful on some maps (Lakeside bar/hon, Under Airstrip), but in general are well within the boundaries. If you need to nerf something, then one should focus on tech/hotwire being able to one-shot a building. Again, nobody cares what happens on PUG, public is what matters for this game.
  8. A flame tank can fix that, it has enough mass to repeatedly bump into the harvester, eventually freeing willy. But I would seriously appreciate a fix for that, too
  9. Had a game on CT marathon about 5 minutes ago that lasted for roughly an hour. Was base-hugging Nod base w/ an Apache the entire game and died 3 times due to soft-boundary violations near the Nod river/forest. Each time the 10 second timer starts and no matter where I go next, the timer ticks until 1 second and then my Apache explodes and I die. @Fffreak9999 may be able to retrieve the demo from the server to find the exact location. The screenshot below roughly points at the area where I believe the issue is being triggered.
  10. This issue is quite old already and I've experienced this a couple times already, but always forgot to report this. Timed C4 that is placed on the wheel (case) gets sucked in and will be stuck inside of the vehicle model. This makes it impossible to disarm the C4, because it is literally on the inside and therefore untargetable, the C4 model is usually not visible when non-stealthed. When entering stealth mode, the C4 is clearly shown inside and rotating the camera around provides that it is stuck somewhere near the center of the wheel (on all axis!) and cannot be targeted from any direction. I would really appreciate if this collision issue gets resolved, it is really frustrating to lose a stank to a random timed c4 from a basic inf, but being unable to defuse it despite being a tech with plenty of time PS: I'm sorry, but I can't find a proper screenshot of this issue, if you need some more evidence, please let me know and I'll figure something out.
  11. We had an incident last evening on CT Mara where one med was launched into the tiberium cave due to some heavy tank glichting taking place on the bridge (outer path -> silo). As a result a medium tank went over the barrier and dropped down into the cave. The player "PIZDOS" was constantly using his med tank to ram into other tanks on the bridge, eventually manging to shove the med on the screenshot on top of his med. We all know how glitchy that gets and et voilá, the tank is pushed off, but over the bridge barrier. A few minutes later the same player managed to shove himself on top of another med and deliberately launch himself down into the cave too.
  12. Actually, we were 3 mammoths but mine exploded due to remote C4 of a damn engineer while HoN was at ~0%/7%. Bought you like 3-4 seconds, enough to kill WF. Also, the satisfaction of finally killing that Heroic Stank was close to infinite
  13. ^ THIS! It's just plain stupid to walk around and getting nuked out of nowhere. Fighting in the ice cave on Under and somebody above me pick up a nuke crate, aaaaaand I'm gone. Playing complex and driving around with a tank on the mid path, someone in the underground picks up a nuke crate and boom, my tank is gone. The issue is not that one as the crate collecting player gets send to low earth orbit, but rather that I just happen to be nearby. Like farming myself a med on Walls w/ no ref and then get destroyed by a random nuke crate picked up by some SBH scum. I'm okay with nukes as long as it does not harm nearby players. PS: Had it just yesterday on Reservoir, "They." picked up nuke after nuke and the Dam was vaporized every few minutes or so. Like "Doza rush inco..." *NUCLEAR LAUNCH DETECTED!!!111!* "nvm."
  14. I'm also leaning towards the previous position, especially since the biggest challenge is now to reach the tower alive during a siege. If the tower then gets rotated in a way that it's entrance would face the ref/hon instead, it would also resolve the issue of getting sniped from mid once you try to leave the strip tower. Also I would like to see an adjustment to the geometry near the Nod ramp to silo. Currently an arty can sit pretty much behind the rock and siege the WF out of mere safety. GDI must either attack from the mid -> silo path, but is completely exposed or cross the silo and engage up close and personal. In both cases GDI is at a massive disadvantage while MRLS can be easily picked off by Sakuras. I believe that a successful siege should be the result of teamwork and a good setup, not being massively favored by map geometry (Islands, I'm looking at you!).
  15. It's randomly happening, sometimes I see an enemy's name, but the box is missing and no healthbar is displayed. I'm not talking about sniping long distance, but a head-to-head encounter in an open area. Then it magically fixes itself at some point, but then I walk towards buildings and some of them do not provide any details at all, just as if I was staring at a plain rock or something. Then half a minute later I can see healthbars and stuff again.
  16. Looking back at way too many games played on Field since it got it's update, the (highly subjective) experience was: GDI wins by default. Now, that's quite a strong point to begin with and I would like to go into detail, describing what lead me to that conclusion: First of all, the biggest change to Field was the addition of the Power Plant. It adds another possibility to take down base defenses (AGT/OB) while hampering a team's ability to purchase infantry/vehicles. All though a really great idea, the current placement and map design make it a dead-easy to siege the PP. Whoever controls the field already has the upper hand in terms of credits income by easily farming the Harvester, including the significant VP reward. On top of that vehicles are able to siege PP out of perfect safety, only exposed to the vehicle entrance and the rock top next to it. I have witnessed far too many games where GDI was stacking meds/mammoth at Nod tib field having the day of their lives shooting PP and any arty dumb enough to roll into their gunfire. This is getting worse with the 2-3 MRLS sitting at the opposite edge of the map, happily smashing their stack of missiles into the PP. This creates a situation where GDI farms both Credits and VP by simply killing the Harvester and hitting the PP, while Nod has a low cash income. In the end we have Artys that either do no significant damage or get insta-popped by tanks, paired with Sakuras trying to fight off the MRLS only to get headshoted because the top of the rocks is pretty much the only viable spot. Oh, did I forget that Sakura is reaaaaally expensive if your Harvester gets harvested 24/7? The second issue is the placement of the Nod refinery, it is far too easy to sneak into Ref through the back path. Obelisk only triggers without giving any indication of the target's direction, making people wonder if this is the strip path, ref path, main entrance or side vehicle entrance. Before the change, it was only possible to run into the Nod ref's front door, requiring at least a Gunner or Sydney to take out the mines. This leads to games where the ref blows up far too often, especially in situation where Nod is already under pressure in terms of PP/HoN. The imbalance is caused by the variety of Nod tanks that usually underperform in a head-to-head combat, due to their special abilities. Stanks are great to ambush buildings or tanks, but almost completely useless when facing a medium or mammoth tank. Flamers are strong, but usually won't survive going around the slope, and by the way: Where do you take that cash from? In my opinion (!), these issues can be somewhat adressed by hiding the PP behind rocks, forcing GDI to move in way more, exposing themselves to multiple attack angles. Perma sieging should be the cause of having the absolute superiority, not taking advantage of the map design allowing them to siege a building out of mere safety (similar to Nod artys sieging GDI ref on Islands). One last word on this whole topic: I both understand and accept that some or all of my concerns above do not apply to PUGs. I also agree that an organized team is able to break through a strong GDI presence and build up infantry rushes to take down crucial buildings. Yet, this does not apply to public games and the level of organization on public games is mediocre at best. Sure, we can put the blame of all the less experienced players, but in the end it leads to a general feeling of being helpless. We cannot allow the game to focus around competitive (PUG) plays only, it needs to be fun to play in public games! Being able to claim victory should be because of good teamwork, not map design decisions.
  17. I had a similiar experience on Islands the other day, I was inside a mammoth when I switched teams to Nod. I ended up "being" in the Nod ref and could even use the purchase terminal, but I was both invisible and the camera (3rd person) was offset in a weird way.
  18. The crash logs (at least 3 and 4) share the same memory address offsets and similar warnings right before the crash occured. Especially calls such as "Function RenX_Game.Rx_HUD_TargetingBox:DrawHealthBar:006C" appear to be directly related to the crashes, as one spawns right in front of a purchase terminal on game join and in both cases the log pretty much ended there. Thanks for your suggestions anyway
  19. I've experienced 4 crashes in the past 36 hours and this waaay more than I'm used to. I've attached both the log file and the dump in the archive, prefixed them to draw the connection. 1) Mid-game on Arctic Stronghold 2) Lakeside, crash on join, building was rendered as destroyed (successfully joined a minute afterwards, all buildings at 100%/100%) 3) + 4) Gobi, again crash on join, same situation as described for 2) Especially the crash-on-join happened quite a few times in the past and is the most common cause for crashes. My log dir lists a whole more dump files, but without any log files, the oldest one from Jan 2016. If they're of any use for you, let me know so I can upload them. rx-crashlogs.tar.gz
  20. @Ruud033 I really like your change and would appreciate if you leave the strip tower at the new position. Not only to block vehicle farming, but also because it causes the tower exit to be rotated away from the main battlefield. It's not much fun to exit the tower through the only exit, just to be picked off by snipers having the day of their life.
  21. Tank headshots are by far the weirdest mechanic in RenX to me, as they're non-aligned with the tank shell behavior and their random-based trigger. On second thought they're a bit like the removed headshots from flamethrower/chem, as these headshots are not skilled-based. Certain maps show an increased amount of tank headshots, with Islands being the best example: GDI tanks sitting on GDI "bridge" (the vehicle exit at the river) shooting over the railings towards Nod base exit. Since this is a choke point when trying to reach the field, it happens every once in a while that an infantry gets hit in the face by a random shell crossing their path, instantly sending them back to spawn. All though quite entertaining for the tank player, it leads to a significant amount of frustration for the infantry player that get instantly killed out of nowhere. Taking a couple shells to the chest? Nah, just some minor scratches. Hitting the head: Enjoy your respawn timer. Compare it to the sniper rifles that do kill on headshot, but also cause significant damage to the body when hit, whereas tank shells take the armor class into the account - except when hitting the face. I would love to see tank headshots either be completely removed (= hits to the head count as body shots) or to have the armor class causing a damage reduction. Given the rather random occurrence of a tank headshot, it might be a good idea to remove them entirely though.
  22. I consider standing on top of vehicles to be some sort of glitch, which is backed by the completely awkward handling of movement and camera rotation when standing on top. There are basically two scenarios where vehicle surfing is used: Stack half of the team on top of a single humvee/buggy: It has a reason these vehicles have a damn passenger limit! Stand on top of a med/mammoth with a flamethrower and have your day, with the vehicle owner unable to damage you. Both cases are weird and unless you put a lot of effort into it, you can't reach the top of a vehicle. I would like to see characters simply pushed off the vehicle, but damaging them always feels weird and I see no reason to do so.
  23. I agree with @Kaiser739, losing a building should have a devastating effect and should turn the tables. Personally, I tend to temporarily switch to Sakura/Havoc after the enemy team lost the bar/hon, just to kill the remaining "better" characters, especially techs/hotwire to reduce their ability to remine buildings and paths. The same goes with vehicles, I even throw away my vehicle and a 1k char, just to kill that med tank that they can't replace after losing their WF, simply because I value their loss higher than my personal loss. On the other hand, I would love to see some changes to the game mechanics that either make it significantly harder to go for early building kills. Losing ref before the first harvy returns (e.g. Walls) instantly seals the deal and causes a lot of frustration. Yes, everyone is at fault, but at the end of the day it leads to a game that can be instantly thrown away, the other team almost instantly wins the map, all though it takes ages for them to finally march in with their shiny vehicle/1k char army. That said, have buildings merely sustain on their own during early game (first 5-10 minutes) and then having each building loss a draconian punishment, just like back in the old days of C&C Renegade. Bar down? Screw your advanced classes, have some basic garbage. Imho this balances the disability to take out buildings early, by at least having a stronger impact later on.
  24. @Henk Just got stuck on a vehicle obstacle at the east end of Nod infantry path near the vehicle entrance. Thanks to the detailed minimap, you can easily narrow it down, just look at the fat strip arrow shown in the minimap
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