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Redarmy

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Everything posted by Redarmy

  1. That's the exact reason why I was saying to give them EMPs. Actually it is a lot especially in a mammoth. 1HP/s isn't going to change too much for like a buggy with it's really low health since it instantly dies. In a mammoth that takes awhile to kill already, the 1HP/s effectively does a lot more since it has a longer TTK.
  2. On Mammoths: As I said yesterday "I want heroic flame tanks moving like a light tank." Arty/MRLS: I think they're fine for the most part. MRLS are actually somewhat useful because of their splash. Light Tank: Some kind of buff needs to happen. Higher RoF increase with vet would be interesting. Maybe shorten their range a bit more too, that way they could have a role of taking/securing field and rushing, but due to shorter range they can't really siege at all. Could effectively be an alternative to flame tanks in maps where flamers don't work as well. LCG/SBH: Pls no nerf. If anything there needs to be even more LCG laser light shows in RenX. Gunner: I think Gunner is fine for the most part. The Carbine helps them stay effective vs infantry, and unlike LCGs they're pretty good vs buildings. Plus, they're 50 credits less than an LCG. If you want a Gunner buff, if anything maybe increase the Carbine's clip size and remove Carbine from 1k snipers. Patch: Removing hitscan on elite sounds fine. Patches seem to be dominant at the moment. Soldier: No, just bring back flametrooper/chem HS multipliers! Repair Tool: The idea of repair tools getting 3 clips sounds good. Though if we're limiting ammo I feel the reload time should be slightly shorter than how long they take to fully recharge. Dmg vs MCTs: It is kind of absurd how easily a solo grenadier can get a building kill at the start of the game. If no one sees you go in, and if you make sure to hit a different building first, chances are you will get whatever building you're in. I feel like this mostly just affects grenadiers though. If there's going to be any MCT damage nerf it should just be for them, or nerf Timed C4 damage to MCTs, but buff remote's damage equally, so (adv) engis still do the same amount of damage. On regen affects, another idea is self-regen temporarily is disabled when you get hit and goes on a cooldown until it comes back. Or, and I actually think this one is cooler, just burning effects disable self-regen for like 5 seconds. So like, Flames, Lasers, McFarland, Patch, C4... Lastly, Chems & McFarlands are pretty useless these days. McFarlands are a bit more useful than chems, but chems are really never ever bought. I know at 150 they were too strong, but starting credits are 0 now for CT servers at least, so maybe they can go back to being 150? Or at least try them at 200? Or do the opposite, buff them and raise price to like 300. Raise McFarland's alt fire damage to MCTs, and give them both EMP grenades to be the cheapest infiltrators that can kill buildings. Alternatively, and this can also tie into @DarkSn4ke's idea of messing with EMPs, add EMPs as purchasable via items. Switch them from rechargable to stock of 2 with shorter cooldown. Both giving Chems/McFarlands EMPs or just allowing EMPs to be purchasable can help soften the blow a bit if a team loses their hon/bar. Though purchasable EMPs might be too OP cause then field reps might just go in with those, especially on a map like Islands when tanks can get into fairly short range combat.
  3. This is possible? That'd be pretty cool. Part of the reason I quit playing in the public servers mostly is due to 60/60, each map is going to be miserable and last for 2 hours. Walls should never last 2 hours....
  4. @Havoc89 Some interesting ideas... WF/Strip destruction seems a bit clunky (simplicity is probably for the best here), also would that mean Recon Bike/TOW Humvee be added and available normally? Comparing it to the destruction of bar/hon, losing the bar/hon seems even more damning than losing WF/Strip. The combined basics sounds interesting, but I feel extremely overpowered. Also, it would make tier 1 infantry seem pretty bad and worthless (why buy a chem trooper when flame trooper has the rifle for better ranged combat?). Power Plant loss is radically different from anything before, interesting to say the least, not sure how it would pan out if implemented. This tiberium gadget idea seems only remotely useful on maps like Islands and Complex, but even then if it only gives credits to one person, it doesn't seem remotely worthwhile. Probably more practical to just get a grenadier or something and rush the enemy base to pick up a few extra credits.
  5. So, an idea for losing WF/Strip, instead of losing access to anything, how about simply a reduced vehicle limit, or a reduced limit along with a slightly increased price? It allows for teams to comeback if they play it well enough, but certainly still maintains an advantage for the team that destroyed it. Somewhere around 25% decrease in vehicle limit along with like an 50% increase in price, or instead of flat 25% creating alternative tank limits specific for each map. Though personally, I think the biggest issues is, quite simply map design (so this doesn't fall directly under RenX itself). Some levels seemed to be purely designed for control of the field = game won. For example, my biggest gripe with the new Field, is the simple fact that the Comms Center is in the field. In neo Field, the control of the field nets you, secured harvester dumps and the opposing team loses harvester dumps, so a massive credit difference, then on top of that it also nets you the silo for an even bigger credit difference, and then you even get the Comms Center, so your team can effectively ignore the tunnels until you see the infantry rush coming (or even do the infantry rush yourself since they won't see it coming). Oh, and of course it also gives your team more veterancy points with the ability of farming the enemy team harvester and potentially siege building damage. I honestly don't know how it's expected of a team to be able to comeback if the enemy team has controlled the field for only 5-10 minutes. I know Jeff always brings up well old Field only had 1 tank path which leads to worse bottle-necking, but at the very least the team on the defensive could try a 2 man infantry hop/boost/whatever it's called for a Refinery over the one barrier wall or nuking bar or something with the tunnels to turn the tides of battle. Then, let's take a look at Arctic Stronghold, probably one of the best big maps. Arctic Stronghold is a huge map where I would say every area is relevant. The infantry silo path less so, but it can still make a strong enough impact on the game, and arguably the infantry path shouldn't be as important as tank pathways anyways. You have not only multiple tank paths leading out of the base, but you also have multiple fields essentially, it's much harder to keep a team locked up in base via tanks along every vehicle pathway because of this. If one is mostly ignored, a team can leave behind a skeleton crew to defend and try for a rush along the other, the areas don't exactly have the best view of each other (or access) unlike Field to where it can easily be noticed or at least intercepted. Harvesters, while they do leave the base and are vulnerable to the enemy team, aren't in view of every tank the entire time and teams can miss opportunities to destroy them. Then on a completely different tank path from the harvester, you have the EMP cannon. Finally on the infantry path, you have the silo and the ability to hit refs, along with just yet another pathway to use to enter the base during an EMP rush. Seriously, the more I think about it, the better Arctic Stronghold seems. While Arctic Stronghold doesn't have crates, it doesn't necessarily need crates, the map itself provides more than enough options for a team. I know this was kind of off-topic for the most part since it's not directly discussing C&C mode, but since the issue seems to be camping and no real way to make comebacks, I felt it was on-topic enough. Edit: Since I was talking about map designs, I'd also like to briefly bring to the spotlight Fort. While not everyone likes Fort (mostly due to bottle-necking), Fort has some really cool ideas in it. The infantry path itself can directly affect the tank path with the Tiberian Sun vehicles, whereas the tank field can directly affect the infantry path with the Medical Center. It has a nice balance to relevance of pathways. Also, the Fort itself allows for AT infantry to affect the tank field without being completely out in the open against the tanks.
  6. I'm not even sure it was exactly communication problems. MOST people on our team it seemed knew what they were doing, just our* execution was sloppy and we never seemed to be fully organized.
  7. Wew, some of the stuff said in this thread. I'm only going to be postive here. 2. Is OKAY, someone else said though a riot shield character would be cooler. 3. Is fine at around a 2.5-3k price point. Basically dedicated defender will still be able to suffiecently repair buildings and no one else. But really the whole point of killing the Hon/Bar is two things, getting rid of Adv Engi, and getting rid of snipers. So it still is probably best to just not have this as an option. 5. Is neat, like a personal med bay.
  8. Didn't the Chem Thrower recently lose the ability to headshot? Also, it is pretty un-intuitive for it to not have bonus HS damage, doing something like this could turn newer players away from the game.
  9. Huh, I haven't played the game for almost a full decade now, guess that makes sense that the gameplay would still change and evolve over the years. Back then it was literally if you buy a ramjet, you're effectively wasting money unless you're doing it for like Orca hunting. I remember getting yelled at the first time I bought one. Also, maybe I'm doing something wrong here, but another thing about Light Tanks is, it seems slightly less important to reverse them. Don't get me wrong, it still makes a difference, but it doesn't feel as big anymore. Maybe that's just me and the fact it's been forever since I've played the original game. Hell, if I remember correctly on Saturday, I don't think a lot of Nod was even reversing the L. Tanks.
  10. When was this? At least in my clan server there was basically no 1ks ever bought except for the occasional PIC/Rav. Mobius/Dozas were, or at least seemed bad. Havocs/Saks were always screwed over by the big blue trail they left behind and if you bought one, chances were before you'd really accomplish much, someone is going to buy a Deadeye/Sniper Black Hand and kill you. Only time I remember ever really using n00bjets was on City_Flying against Orcas and Apaches. On a map like Field though, there'd be 1-2 500 snipers and fielding ramjets wouldn't really be smart.
  11. @TK0104 That damn headshot on me right after the 12 minute mark... I don't know how people are dedicated defenders man, a lot of stress "Shit, team is counting on me to not suck at all." Every building that dies on your watch is a stain against you. And then the waiting, just sitting there, staring at the screen, waiting to see someone dart across, or repeatedily switching view angles like I was on Crash Site making sure GT wasn't getting hit and no one was going for ref. But you sit there, waiting for like 20 minutes on Walls, and you start spacing out. Then since you're spacing out, you don't notice the technician who is disarming the mines at the back of the ref for a solid 15 seconds and you think to yourself when you finally notice him there "Oh, there's a tech there. Wait, there's a tech there?!? When the hell did that Tech get there?! Fuck!" I honestly don't know how Boomer does it all the time. Also, @YagiHige I actually would expect people playing in PUGs to be a little more dedicated and not mind games going into overtime. Yes, we're all here to have fun, but I also believe most are also here to have a "true" Renegade experience.
  12. They're fine with damage, merely suggesting EMPs can disarm slightly faster since they give the alert of building under attack anyways.
  13. I just had another idea earlier this morning. Yesterday in public games I was doing a lot of infiltration with PICs/Ravs. If the team didn't have a real response to it, it was free building kills, but with proper response, which I'd expect out of PUGs, you can still get a bit of damage on it usually, but maybe not armor break still. The idea is essentially, along with a slight nerf to adv engi, give a slight buff to the PICs/Ravs for infiltration to make them more favored to use, or at least even. Maybe a 25-30% decrease in the time it takes for EMP grenades to remove proxies. That way a proper response can still stop them, but they're rewarded never-the-less for making it there and getting some perma damage in. Basically a trade off in choosing between the two, a perfect adv engi sneak will still get you the building, but an ideal 1k sneak gets you perma damage, or if timed with MRLS/Arties attacking, a solid building kill.
  14. Yes, the Heavy Pistol is strong, yes Hotties/Techs shouldn't have them (at least at first), but really, that's a skill difference anyways. Don't PICs come with Heavy Pistols as their side arm? They could literally switch to them, have 100 more armor, and still lose the shootout if they can't aim properly.
  15. If it's so wrong, then why does it feel so right? Also, I was mostly joking about the Ramjet bit earlier, I don't ever expect Ramjets to be removed from Ren. I mean, wouldn't it have basically the same effect? Cut the chance of a successful sneak in half or reduce by 25% or something regardless. Just making it even harder to sneak vs GDI than vs Nod.
  16. That's a fun game, and I like showing off my skills with a Heavy Pistol in public games. I vote we remove Ramjets from the game and see how that goes.
  17. And? Doesn't that literally make the most amount of sense, only those at the highest veterancy should be able to destroy a building by themselves? And someone else mentioned sneaking is good for breaking stalemates, which is certainly true, and if you want to let the game get a proper flow going first before sneaking happens, this is literally the best way.
  18. Changing the price of Adv Engi shouldn't be considered an option. That's a sniper buff, everyone knows field repairs are crucial, and if they're less spammable, snipers taking them out becomes that much stronger. I don't think we need more people complaining about sniping and aimbotting as is in general. My initial idea after the Sunday PUG was one echoed throughout this thread, change out their Heavy Pistol for the standard silenced pistol. Messing with Disarming Proxy settings like sound, time, etc, aren't bad ideas either. Though after reading through this entire thread, Denuvian's idea of using veterancy as a solution though I feel is probably the best, and most effective way to fix this. Either adjust C4 damages to where the full set (2 remotes, 2 timed) don't destroy a building on their own at lower veterancy levels (this can also be used to reduce the effectiveness of Remotes for early game defense). Alternatively, as a more complicated idea, take away the Heavy and second Timed, at Elite give Heavy Pistol back, at Heroic, give second Timed C4 back. I'm one who doesn't necessarily like change, change scares me, but the idea of veterancy actually mattering for subterfuge just makes sense and kind of feels good.
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