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Everything posted by Havoc89
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Should be fine, I don't think it needs to be trimmed down to 15 exactly. So long as it isn't too many more. The listed names, are those the user names on the forums?
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Ramjet is certain a very iconic weapon, but if we were to take it out, it would likely stay in the game as a weapon spawn that spawns some where in the map, especially with weapon drop being implemented. The main reason the ramjet has any iconic value is because it can kill free infantry in one hit. Take that away, and it's lost what made it awesome, albeit what made it awesome is also what made it unfair and ridiculous. I do agree with Bananas that the game would be a lot more fun and balanced without the ramjets, and although the carbine is the first to come to mind first as a replacement weapon for havoc/sakura, I do agree with SFJake that it would be a very boring 1000 credit weapon. The 500 sniper is already a fantastic weapon, and a lot of players who use snipers prefer it over the ramjet, but there are also just as many if not more who prefer the ramjet, but that is mainly because of it's usefulness against free infantry opting for easy kills. Having a singular definitive sniper is something that I personally thing would give it a lot more value, and would certainly be much better for balancing the game. SFJake, I vaguely mentioned this in my last post, but we are shifting anti-light armour capability to the anti-tank specific weapons. I'm sure you can figure out which weapons I'm referring to, but the details aren't yet tested enough to say for sure. Not all anti-armour weapons will receive a boost against light armour, because as Bananas mentioned, some are already insanely good taking them out. As for Mobius, he is OP right now because we increased his range compared to classic ren, and compared to ren, his rate of fire is much faster, so he dishes out the same damage in a much shorter time frame. He was a little bit under-used and we wanted him to be able to rip things apart. We are adding an alt fire mode which is meant to give him some ranged capability with a risk, so the primary fire will likely go back to the shorter range from classic ren. Rate of fire will likely stay the same, as he needs to hold his title of the CQB destroyer of worlds.
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I'm seeing a few people suggesting removing ramjets, would you guys be open to that idea? I'm not sure how people who prefer snipers would feel about that, specifically talking to you Bananas. The main reasons why ramjet's light armour damage was reduced was because it felt like an awkward solution that Westwood decided to use to balance them out. For example, why should a ramjet have a higher DPS against light armour than a railgun? Its something that can be confusing for new players, and the logic behind it is purely to have some counter when there wasn't one present. We wanted to give anti-tank weapons the opportunity to become a legitimate counters to light armour. Ramjet is still more than capable of taking them down, but its no longer the only one nor is it the best choice. Granted we haven't posted all of the updates because a lot of them haven't passed preliminary testing. I can certainly see the argument against ramjet's spread acting as a double nerf with the reduced infantry damage, and I can certainly see the argument that if it is so subtle to hardly make a difference than why have it at all. We'll be paying close attention to the changes during the next beta testing sessions with the clans. EMP grenades have recieved a slight nerf, we though the idea of disarming mines over the course of the effect was a very nice way to mix it up. We've also reduced the vehicle disable time quite a bit and we'll see how that goes out in the tests. Keep in mind that although it sounds OP, it does cost quite a bit and does replace C4s. Lots of comments here, and we appreciate them all, blunt or complimentary, keep pushing us so that we can deliver a better game. The beauty of Beta 4 is that if we screw up horriblly, we can fix things almost immediately.
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You're automatically assuming the changes are all extreme. We never said hip fire spread makes it impossible to use in CQB. Its subtle to the point where it can still be used for mid ranged engagements but will not always be smart to do that at mid to long ranges. Same with damage values against both light and heavy armour. Mobius can already take down a building solo, why should his class be shifted to a commando? He is already one of the deadliest units to come across in CQB and that includes anti-building functionality. The problem lies with Havoc/Sakura/Ramjets. We've had many discussions and kept changes fairly subtle to make sure the characters can still be used for the purpose of what they originally were. They will not hunt down tanks, you'd be stupid enough to do that, PIC is still a far superior weapons. I stated in my earlier response that the ramjets can be used to finish off heavy armoured vehicles at low health. PIC/Railgun are far suprior against vehicles than the ramjet, and are also the only weapons that can one hit kill free infantry. There is absolutely no de-buff to the PIC/Railgun with the buff/de-buff of the ramjet because the de-buff and the buff are designed not only to cancel each other out, but shift the role of the character class as a whole to a high level infiltrator. As per the EMP grenade disabling mines, this is something we're still testing out, but I think a good compromise would be to have them slowly disarm mines over the course of the effect so that characters cannot instantly walk past them. The thing with EMP grenades taking out mines is that you can only pull that off in a coordinated situation since you get only one EMP grenade which replaces your C4. Same thing is true with the new smoke grenades, they are most useful in coordinated situations. We did intentionally make these changes because we found that a lot of times infantry are unable to infiltrate bases, especially on some of the tighter maps, and with some servers having unnecessarily high mine counts it can spoil the experience to those who prefer infantry gameplay.
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So the changes with Havoc/Sakura/Ramjets is all meant to work together to make them better infiltration (commando) units capable of actually being a good alternative to getting a hotwire/techy to take down buildings. Granted 2 timed C4s are not enough, but that one extra C4 gives you the chance to be more useful as a havoc/sakura. We wanted to shift the role of Havoc/Sakura from an annoying super sniper to a commando/infiltrator unit. Ramjet is a love it or hate it weapon, and there is definitely a problem with it. Ramjet's main reasoning for being very high light armour vehicle damage was stated in the beta days of C&C ren to be a counter to air vehicles because they couldnt get homing missiles working quite right. We have many counters against anti-air especially with homing missiles in the mix. That leaves only the MRLS/Arty as a threat, but the light armour nerf is not enough to not make it useful against light armour targets. It simply takes 3 more shots to take down the same unit. In response to the big nerf on infantry, and the smaller nerf on light armour, it does get a buff in the heavy armour division allowing it to be a bit more useful at finishing off low health vehicles. The damage to heavy armour is not a huge boost, and if you do try to take down heavy vehicles with it, you will use up almost your entire gun to take down a tank at full health. So to summarize, Havoc/Sakura are no longer anti-infantry killing machines only, they are now useful against both buildings and vehicles because of both a boost in damage to heavy armour, and also getting an extra timed C4; essentially becoming a commando unit rather than a sniper class.
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Well the fact that there is a discussion about the map field does indicate that there is indeed flaws in the map that can be improved upon. It is a fantastic map for clan games as it requires an enormous amount of team play, however for public games this map can become a massive stalemate. We have made several changes to the map to give infantry a more important role in both base infiltration, as well as allowing them to sneak behind camping vehicles. Essentially the biggest problem with Field is that infantry can feel rather useless at time, and so the focus in the changes to the map all revolve around giving them an equal if not more usefulness compared to vehicles in the map.
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That's purdy. Nice work. Texturing it too?
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We're looking into this issue, as it is probably one of the last few major causes of crashing.
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I disagree. Mines are a joke right now. I can easily get through four of them. Here's a video on it. https://www.youtube.com/watch?v=H9yo6KdGrzg After seeing that, I retract my statement - but I wouldn't say they're a joke. Maybe it is where it should be. Now that I know structure walls nerf the damage, I have some testing to do. Actually this isn't true. The mines are special cases where they damage constant regardless of any obstacles. The reason why in that video you took less damage is because you approached slowly and kept at the far end of the blast radius as a result taking less damage. The Proxy have a trigger radius but also has a trigger delay to let the infantry get a little bit closer to deal the maximum damage. But if you approach slowly you wont take the full blast on your face, and thus hold out longer. On topic, the problem with mines is not so much that they exist, its more so servers setting ridiculous mine limits. As per snipers, we're thinking of perhaps nerfing the ramjet damage vs body shots to prevent one hit kills, while damage vs vehicles would still be the same. 500 sniper would remain untouched. Back in the closed beta, we gave snipers high spread to be inaccurate when not zoomed in, but the majority of the testers disliked it. But its clear that any compensation will result in some people not being happy with a change. Thanks for the feedback guys, please keep them coming. The more we hear the better!
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Think of it as improving the fluidity and smoothness of the game vs buffing weapons.
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We've had access to Unreal Engine 4 since it was still in beta before it was available publicly, however because unreal script is no longer a thing, we would have to re-code the entire game... Which is not going to happen. So no, Renegade X is not going to be ported to UE4, and will remain on UE3. But as I've said, we've had UE4 for quite some time now.
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Open Beta 3 is almost here, and with it, some new goodies!
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Was OT, but I made a post about it.
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Gunplay issues: Bullet spread and ADS.
Havoc89 replied to GatsuFox's topic in Feedback & Bug Reports
This is a tricky thing to balance. Most veteran players will opt for a 1:1 classic replica, while new comers whom are more familiar with modern shooters would like to see it in the opposite direction. But of course everyone has their own opinions on what it SHOULD be like. We went for an in the middle approach that had aspects of both sides while still with a bias towards classic. That being said we are certainly not afraid to rebalanced the game entirely if we feel it needs to be done. -
We've recently grown suspicious of it as well, however that camera itself is most likely not the problem. It is probably something else related to it. We are looking through the whole end-game portion to see if we can find something fishy.
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Bangladesh in the house!
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There are certain limitations with UDK which prevent us from having super large servers, mainly because of a hard-coded cap which only fully licensed UE3 games have access to with full source code. As much as we would like to go limitless, the limit is something that is out of our control.
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We're hard at work on Beta 3, and there is a huge focus on optimization and stability. However it is taking some time to find out the real causes for the crashes as they keep eluding the crash logs. There is already a sizable change list and a very noticeable boost in performance, however there is still work to be done. We are working on new maps that may or may not make it into Beta 3 as they are still in development, as well as a bran new launcher.
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Alternative launcher v0.2.0 (with sorting, filtering, ping)
Havoc89 replied to Gohla's topic in Renegade X
That is awesome. Great work you guys! -
Complex will not be in this update no. It is planned for the next. The Railgun/PIC weapon switch rapid fire issue has been fixed, it was possible with the sniper rifle as well as they are all "bolt action reload" classified weapons. Hence this change: "Fixed bolt action reload weapon fast firing bug"
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Hey guys! So it's been a couple weeks after the launch of Renegade X but don't worry we're not done yet. There are still many updates coming your way, and today we are giving you the details of the first update. There are a huge number of changes, and one in particular which changes the composition of the way the game is built. Originally we were going to release it as a patch, however this bigger change is too big of a change and is really not worth it create a patch since it will end up being just as big as the full version. So there will only be a full version instead of a patch. Below is the complete change list of what is to come in Open Beta 2. This update will be released very soon, and your game will notify you when it is available to download. Open Beta 2: Change list Balance / Gameplay Fixes: Airstrike Deploy time increased slightly Airstrike Beams are more visible Airstrike Reduced damage and splash damage Airstrike Price increased to 800 credits Fixed not losing Sidearms in MP Fixed hitting left Alt (walking mode) and releasing it while in ADS allowing you to go back to normal speed while staying in ADS Fixed Stealth Tank kicking up dirt after it has been shot once (till it fired and cloaked again) Gun/Rocket Emplacements now have the same health as an MRLS/Arty Gun/Rocket Emplacement now has a longer respawn time Gun/Rocket emplacement damage and range Fixed bolt action reload weapon fast firing bug Fixed bots being able to see cloaked units Fixed being able to lock onto cloaked units Artillery's projectile speed increased to counter arch's impact on difficulty Mammoth Tank speed reduced Stealth Tank missile range reduced MRLS Lock Tolerance reduced Machine Pistol has infinite ammo Machine Pistol damage reduce slightly Railgun / PIC have faster rate of fires All bullet firing vehicles have faster bullet projectiles Mammoth Missiles use a different particle effect Mammoth Missiles damage reduced A cloaked Stealth Tank can be seen from further away Guard Tower projectile travels faster Added a GDI/Nod version of the SMG/Machine Pistol so that GDI/Nod have colour coded bullets like AR Fixed C4 that destroyed a vehicle also damaged the ejected driver Reduced default deathcrate probability to 0% Grenade damage & splash radius reduced Grenade equip & reload times increased UI: Fixed an issue where above medium texture settings would cause graphical lighting issues. Added bobbing intractable arrow over targeted units Changed "E to enter" to show over the interactable arrow Enemy nickname can hide behind dynamic objects Added proper localization strings for Rx_Game. Primarily, this shows "C&C Mode" on the loading screen instead of "Team Deathmatch" Added GameVersion, MapName to servers fetching for server list Now server list (in game) will only add servers that are same version as game Fixed PT not closing when in PT while the map ends Fixed one frame lag on targeting box Defenses controlled by AI no longer show enter-able arrow Enterable arrow, intractable message, and showing your own player name are all now toggle-able via ini Implement ping, and map name as well as mapImage in the server browser Fixed the issue on joining the wrong server in server browser ingame after sorting Reworked parsing the resolution list. Fixed ingame menu's "suicide" Added ability to target purchase terminals and MCTs Added tips when parachuting, or targeting Tech, or Enemy MCTs. These can be toggled Gave everything its own unique DamageType, so that the specific Weapon/Vehicle used can be identified Fixed up some death messages showing the wrong icon. (Does not fix Headshots or RunOvers) Fixed dying while in PT screen didn’t close the PT and then buying something spawned you at the middle of the map Chat message duration is now three times longer and chat line count is now twice as much Implement a dllbind to check which graphic card adapter the player use. This is be used for checking adapter specific settings such as FXAA and MLAA settings, APEX, etc Added a temporary column for scoreboard for ping values. Ping has been implemented ingame scoreboard Added a header for server name in scoreboard UI Video settings will now exit its settings window once it is successfully applied its settings Fixed the missing Tiberium Autorifle icons and Tiberium Flechette icons for previous and next weapons in HUD Fixed the GDI PT shortcut issue where using the Chinook hotkey purchased an Orca and the Orca hotkey did not work User messages (names and chat messages) displayed on the HUD can no longer be parsed as HTML Can now donate via console using name matches with "donate" command Maps: Fixed collision issue with Refinery which allowed you to place a beacon in a non-disarm-able place next to the silo Weapons Factory ramps now have a collision piece which prevents beacons to be placed in non-disarm-able location Islands: GDI can no longer base to base from their vantage point GDI MRLS can no longer bombard Nod ref from their side of the field Added invisible barriers at both GDI/Nod vantage points Reduced screen dust effect Walls: Fixed vehicle collision blockers which were deemed invalid. GDI base cannot be entered through use of exploit anymore Landscape LODs faster for increased performance. Slightly moved pyramids over for extra visibility Fixed GDI right side collision issue Whiteout: Added tunnels (Work in Progress) Field: Updated lighting Map made slightly brighter Reduced fog effect on field Lakeside: Disabled blurry post process along the river Removed all dynamic level events Various fixes and updates New rock textures Mesa: Disabled screen rain drop effect Fixed super loud lightning sounds Reduced fog values by 50% per emitter Goldrush: Moved GuardTowers to cover more ground. Added more armour to (sniper) watchtowers. GDI bridge is now a tighter chokepoint. Hand of Nod is now more easily accessible to GDI infantry End of the Nod bridge has gained some cover for GDI / Nod to utilize to balance with GDI bridge Nod can no longer bypass GDI bridge and go straight into the river Performance: Disabled speed tree leaves and fronds on all graphics settings, as they seemed to be causing crashes for some users, and we don't use them at all Doors no longer replicates open/close states. It's completely simulated locally now Vehicle seats now replicate properly Others: Crashing on map change reduced considerably if not removed entirely. (No internal test crash was reported) Fixed check for endgame announcement. Parachute, boink, and credit flow sounds now have proper sound classes and should have their volumes be adjusted when the appropriate volume setting is tweaked Added new Automatic Rifle animations and sounds Added ping functionality Reduced intro volume Fixed a critical bots bug where it was possible to crash the server Removed Building Repaired EVA sound for the time being Added bBotsDisabled server parameter and added it to the server settings info list Increased vote time to 30 seconds Changed voting system so it should be easier to pass/fail votes. Hacks that allowed entering the enemy PTs should not work anymore Removed the reward message stuff so there should be no UT3 announcer Added "recordDemo" command that lets you start a 2 minute long serverside demo without having to be logged in as admin Added the ability to see player IPs in Demos Added a ClientList command that displays Player ID, IP, SteamID, Team and Name of all connected clients - Can be used in-game by logging into admin/moderator then using "AdminClientList" - Can be used remotely by executing "LogClientList" Added the ability for us to globally ban IPs and IP masks aswell as Steam-IDs Changed MaxPlayers default to 40 Added a random team swap option for use with clanwars until auto-league integration is up Added a delay between allowing name changes No two players can have the same name Added a server-customisable message filter Added log message for player name changes Temporarily removed Rcon Whitelist and Banning due to UDK bug giving the wrong IP '\n', '\t' and 'nbsp' in Chat Messages or Names now get replaced with a normal space Updated log messages to be nicer to parse, tokens are separated by nbsp New soundtrack collection available. We've updated our original soundtrack with brand new music. You may check out the entire album on , or download it from one of the mirrors below: Official mirror Kickasstorrents mirror That is all for now, keep your eyes out for the update very soon.
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The new system we have in place for the patch bans on IP instead of names and stores it in a global ban list so that hackers cant jump servers. If no admin is present, players can vote kick, but they can also trigger a game replay to be stored on the server which admins can look over, find the culprit and ban their IP.
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We're doing final testing on the first patch, it will either be released today or tomorrow, but most likely today. An anti-cheat system is a very big task to do right away, and will not be in the first patch or even later patches anytime soon. However we have taken precautionary measures to ensure certain hacks are no longer possible. We have also upgraded the voting system which makes it much easier to pass votes. The change list will be avaliable soon along with the patch which has much more details on what has been done. We are going to regularly patch the game so the community should not worry about us not supporting it. Over time we will be taking more measures to ensure a smoother experience for you guys.
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Spy crate. It changes your character to an enemy character, which also prevents enemy automated defenses from targeting you. This is a very valuable/rare crate to find and can help your team to have someone who can easily infiltrate the enemy base. In the video it didn't seem like he did any damage to the power plant, it was getting hit from the outside. Remote C4s damage would have brought the building's health down to almost half health.
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We are aware of the issue and are looking into fixing it for the first patch. However this issue only occurs when you change the sorting order. So you CAN join the correct server so long as you don't change the list sorting order. For now it is recommended that you use the Renegade X Launcher's Server browser for the time being.