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Havoc89

Former Developers
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Everything posted by Havoc89

  1. Looking cool! Keep going, very interested to see this go through.
  2. Welcome to the new year everyone! 2019 is already over, and its been an incredible ride! Lets make 2020 an even bigger year! I still can't believe that this little passion project is still going strong for so many years, and I cannot thank our fans enough for sticking with us for over a decade. 2009 is when we made our first release way back as a UT3 mod, again in 2012 with black dawn, and the multiplayer standalone in 2014. Here we are today 6 years later in 2020, what an amazing journey this has been! All thanks to everyone of our fans, all the hard work of every totem arts member, and the countless C&C fans around the world! We can't wait to show you what we have up our sleeves, and we can't wait to get it in your hands. So here's to 2020, and to the best that's yet to come! Thank you for being so awesome!
  3. Mutator menu would be very helpful to have like in all of the Unreal Tournament games. This could more or less allow one to customize the game a bit and for example have a mutator to add/replace vehicles with TS vehicles for example. Skirmish is certainly a feature that hasn't received as much love as the MP.
  4. Actually do you guys mind if I hijack this topic.... We've been wanting to use social media a lot more to help with publicity, and one idea we had was the create short 10 - 30 second highlight clips of gameplay revolving around a single concept that's easy to follow and understand. Problem is the dev team doesnt have time to put together clips like that on a regular basis. So I would be more than happy to post clips made by you guys so long as they meet a certain standard of quality and consistency. If some of you wish to try it, I'd love to take a look and help guide the process so that everyone is on the same page.
  5. CQC doesn't break the balance from what I can tell, there are very few cases where it needs a bit of fiddling around to make it a bit smoother. I feel like I can still do everything I could do before however now there is a higher risk/reward to playing with all classes. I feel a lot more vulnerable as a 1000 credit character since the usefulness of free tier to the mid tier classes have all been raised up. Its gotten to the point where I feel like I can use every class more effectively against every other class, but there are utility benefits to those mid-high tier classes which makes them more useful but no longer OP. There is a risk to buying an expensive character since they can be taken down more quickly, but there is also a reward aspect where it is now far more possible to be able to take down multiple characters from a single clip. To me right now the biggest issue with this mod is Flak and Kevlar armour types. Anti-Infantry weapons will more or less delete any character with flak armour, but those same weapons will mearly tickle characters with Kevlar armour types. The issue with the giant headshot vs body shot multiplier that exists in the base game may be reduced greatly with this mod, but that same gap feels like it now exists with Flak and Kevlar armour types. For example, I can use a marksman to take down any flak armour character well within a single clip regardless of them being free or high tier classes. Yet against any class wearing kevlar... that damage done feels like its less than half. This to me feels like the biggest discrepancy with the current setup of CQC which is making weapons feel very inconsistent. Granted the example I chose is probably with the class that's potentially the most "broken" at the moment, but its also one of those weapons that feels so good to use. Anywho I did a rough graph of what I'm noticing with CQC. By no means is this plotted from stat tracking data, its just how I've seen RenX and CQC TTKs feel like. The take away is that I dont see high skilled players really getting much benefit from this, its more so the 4-8 skill level players that are really noticing an improvement in their average TTKs. The 0-4 levels are more of a just time cut in half, but its in the 4-8 range where the time is more or less cut in third. The 9-10 range feels borderline unaffected but its also feeling more or less unaffected because that's already peak performance of any high RoF weapon TTK's so they cant get much further than that. You'll also notice that base game has a much more linear curve while CQC is a bell curve. What we predicted/wanted to do with CQC is more or less what feels like is the case. The skill floor has been raised without the skill ceiling really being all that affected, the result is that more players are closer together in their TTK averages especially when it comes down to the mid skill players. Another benefit to CQC is that it does feel like a fresh take on the gameplay, and I'm certainly having a lot more fun both playing and learning the new metas it creates. Maybe that's just because I've been playing this game for too long, but it is a change of pace, and one that I feel is beneficial to the overall game.
  6. Classic Recon Bike is very weak and has very low DPS. All TS vehicles, and TS attack cycle as a result; were all intended to be slightly OP in some way as they are unique rare vehicles that come across once in a while. The current balance for the Classic Recon bike was intended to be much closer to RenX base vehicles, but with a slightly higher class weapon similar to the Classic Light Tank. Again the reasoning for it was that these are rare units but are no where as OP as TS vehicles and are much closer in the spectrum to RenX base vehicles. That being said, the classic recon bike with a minor nerf can be easily made to be incorporated into the standard roster as a low cost, low armour, anti-tank unit. Almost like the vehicle version of a rocket soldier where it's not particularly great, but can be a way to turn the tide. How this will end up affecting overall vehicle balance is pretty tricky. One of the biggest issues with the TS Attack Cycles is their speed which makes it very difficult to even land a shot on. The Classic Recon bike is the smallest vehicle in the game, even smaller than the TS Attack Cycle. This poses is a really challenging case when it comes to implementation in the base roster on the count of it literally having such a small hit box while at the same time being a fast attack vehicle. Nod's biggest challenge is having to compete late game GDI vehicles, and the recon bike is not a late game unit. Its not a case like RTS where you can build a crap tonne of recon bikes and over power heavy tanks by outnumbering them with small units. The number of vehicles is fixed, and its not even fixed because of vehicle limit, but rather its fixed because of player numbers. If GDI can have 10 players with 10 vehicles, doesnt mean Nod can suddenly have 15 players with 15 vehicles, that just means teams aren't even. Nod already has a slight nudge in early-mid game vehicle play with artys and lights, they dont need another light anti-tank unit. By no means can Recon Bikes balance out late game vehicle roster. Its a cool unit to finally see ingame, but in the current overly complicated yet strangely balanced in an asymmetrical system that is overlapping between not just between unique vehicles but also character classes in two different factions; there isn't a place for it. There's also no need to add more to a formula just because it's there. Sometimes less is better.
  7. if you want OG Ren graphics with OG Ren gameplay then play OG Ren. I'm not opposed to a classic mode, its just... I'd rather spend dev time else where. All of the tools are available for anyone to do literally anything with Renegade X. So its not a matter of asking questions, its a matter of putting in the work.
  8. Oh those are cool. James and I went to the same school, I photoshopped his orca in that wolverine render, was fantasizing. And yeah I got as far as blocking out the concept for the HoverMRLS but lost it in the great HDD crash of 2017. Those were some dark times. But I was able to salvage the concept, it is actually up on my art station page.
  9. Just to clarify, I did not say EVA or CABAL, I specifically said Radio Commands. By which I mean the radio commands you see/hear when you hold down CTRL and/or ALT, along with any of the numbers.
  10. Hey community, we need your help! We would like to expand the radio command voice clips to include specific building names. For example wouldn't it be nice if instead of "Building needs repair" there was a voice clip that said, "Hand of Nod needs repairs". What this means is we'd like you to either: A) Record just the building names; while trying match the voice and modulation as close as posssible to the existing stock voices, and kit-bash that with the existing voice or B) Record bran new entire lines from scratch with a new GDI/Nod (Male and/or Female) radio modulation We're looking forward to seeing what you come up with! Happy modding!
  11. The MG on the med may not be an amazing taking down infantry but it doesn't need to be amazing. One of the reasons you as Nod can counter GDI tanks is because they are terrible at taking down infantry. Giving Meds an MG gives them a buff to their major weakness. Nod will have a much tougher time challenging meds with LCGs and Ravs if are able to deal damage more effectively to infantry. I'm very skeptical about this working as you'd think. Willing to try it, but still skeptical.
  12. Might be worth looking at the UT3 version's code. We used all of the OG ren values in it.
  13. These would make for some fun crate spawns.
  14. Lol, well I think if you were to compare all of the maps from Beta 1 to now, they used to be a lot more foggy/atmouspheric looking, but this caused visibility issues which most players were very unhappy about. I was looking for the original XMountain map but couldn't find it. Otherwise yeah it should be added in that before/after.
  15. All I'm getting from this is... we're old!
  16. Well I guess you'd want to track success rates of each stat some how. Just adding to a tally isn't the best approach, nor is dividing by number of rounds an accurate representation. For instance to track your anti-infantry score you'd want to calculate shots fired over shots landed when your last target was an infantry that had the bounding box in the last few seconds to ensure its an engagement and not a random shot. Then calculate that per weapon and per vehicle weapon and divide them into categories based on their effectiveness against infantry, and tally up a score to give you the total. Just as an example anyways.
  17. Interesting idea, stat tracking is certainly a good way to do this. Unfortunately we don't really have much in the way of stat tracking. @Agent? How I see myself: Boxes*2 Closer to reality: BSABA Also I would recommend adding a ranking for commanding.
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