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Syntharn

Phase 5 Beta Testers
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Everything posted by Syntharn

  1. What you describe is a common symptom of a slowly dying mouse, one thats at the limit of its lifespan or have seen too much action. It can be easy to make the assumption that your most common or most mouse intense PC activity is what triggers it, but this comes and goes at random and gets progressively worse to the point where it wont start at all. Not saying that Renegade X isn't causing you problems, maybe it is, but ive seen this "turning off/on by itself followed by the computer acting like it was unplugged and re-plugged" plenty of times on just about every mouse brand. idk what really causes it, have a vague suspicion it might have to do with faulty capacitors on the mouse boards, like its edging its own power supply. Your mouse model seems to be one of those popular re-produced kinds, it can be 6 years or 6 months old far as i can tell. If this even happens once outside of Renegade x, or if you have noticed it getting progressively more common in Renegade X over time, then RIP your mouse bro. I hope its Renegade X that causes it, especially if you have the original model.
  2. Being voted as the "harvester manager" sounds way less intimidating than taking on the full responsibilities of a commander, its also one less thing the commander potentially has to bother with.
  3. i think players have come to expect too much out of a commander, hence they are also scared of being commanders.
  4. are you recording on your PC or did you manage to get a demo of that last match?
  5. We that are here seem to agree that turning team switching off could be worth doing for balance. The only clear argument i see against it is that it was already attempted and met with such negative feedback that it was changed back. Would like to hear some of those voices too, if they still exist. If ive understood this correctly this will make the initial MMR shuffle balancing at the start of a new match more durable, mid match however if the teams get unbalanced it just stops it from becoming worse/better by the hands players influence (other than new players joining). Still need to figure out that part, some basic guidelines for when teams needs rebalancing, because scenarios for when the teams are uneven in both player numbers and MMR will still occur. (at what population should players even care? 5 vs 5 and up?) how aggresive should the auto balancer be? we cant reasonably expect it to be balanced to the side of a coin at every turn. first thought is that a player shouldn't be subject to an auto team change more than once per match against his/hers will, because twice will likely be a guaranteed ragequit, also to prevent high profile players from just being shuffled back and forth. If an auto team balance is in any way announced prior to the re-shuffling players will be able to dodge it by disconnecting and rejoining. This is all still speculating the possbility, need to be constructive or this thread will get buried and forgotten again.
  6. when an entire new page has been posted over night and you realise after responding to the first... lol
  7. I wouldn't be against turning team switching off in conjunction with forcefully moving players in order to balance, far as i see it balancing always was its intended use anyway. I don't know any particular players more so than any other, for those that do maybe this is a big deal. But being yanked from one side to the other, that will upset some people, especially if you are invested enough into the match to have a top score. When should it auto balance things if so i wonder, should a match derail before it kicks in or is it enough that its simply 14 vs 16 for a minute or so. New players can join at anytime (or rejoin), just as some few might leave soon as a building dies. I like the idea but some details need to be worked out, would like to discuss the possiblity further. 1 player forcefully being moved is a small price for a neutral and quick balance effort, moving several players consecutively or reshuffling a portion of each team is something else, at some point its better to just restart the map.
  8. If a map is statisticly tilted in some teams favor, perhaps that can be included into the MMR shuffle process. Not sure how much of a difference it would make but its a thought.
  9. after 2 hours and 3 cups of tea, reading and pondering upon this i've come up with this piece of constructive realization. The MMR only does something when a new match starts. We kick AFK people AFTER a match has started, also some players are prone to leave at the start of a new match by themselfes. I think this with the idea of hitting "ready to play" in order to join can be used to improve the MMRs effect somewhat at least, taking players that are about to leave or be kicked out of the equation, even if some of them might come back after the MMR has done its shuffling. Freak wasn't sure but he said MMR might have an effect on ongoing matches for when a new player joins and both teams are equal in numbers, but would otherwise prioritize equal teams over balancing the MMR. Even if it would prioritize MMR over equal player numbers it would just open up slots in the overpowered team for a WTJ player to join, so i don't think the MMR system can help much with balancing ongoing matches without drastic measures, such as disabling team switching alltogheter, but even then it might hurt just as much as help since players with good intent cant balance things for the better either. I remember jokingly pointing out that there should be some kind of incentive to switch to an underpowered team the last time we discussed this topic. One basic thing is that you should keep your credits, since you likely will need them if you are going to turn a tide and make a difference, instead of dropping to the "starting credits" sum.
  10. saw a guy eating a sock on youtube just now, cooks it up with some mushrooms and garlic in a pan. personally i would go with wool socks, probably easier for the guts to digest, chop the sock up into fluff and swallow it in pinches with lots of water. or maybe bake the fluff into some sort of bread...
  11. i dont see this as a problem for most maps, if GDI has control over the area a cloaked sbh wont be able to make a difference when it comes to controling a tech building long term. like on field X, you park a player in a med tank at comm and a sbh wont have anything to say about it. If Nod has control over the area then it doesnt matter if they have a sbh there, because it could just aswell be any other unit and it would perform the same, most likely better since there are units that can fight back and hold the ground instead of just hoping GDI passes and leaves. Outpost as mentioned is one of the more relevant examples i think, since the tech buildings are in remote areas usually a good bit away from where the main fighting is going on, you really want to push past those points if you control them already, compared to comm center on field x which has more general value in holding as staging point for the big attack, i dont think that is quite as true for silo and comm on outpost. could also work ok on maps like eyes or uphill because those silos are somewhat secluded. (when is it fair to say a team has overextended and deserves to lose control over tech buildings?) Overall though i still say you could do this with any infantry unless you are completely baselocked, just sit in a bush or behind a rock and do nothing until you have to, same unimpressive result.
  12. I try to scream out whatever basic tactic seems most appropriate whenever i have time over to type, unless you have enough information its a guess. Checking the map for enemy positions isn't reliable enough, its alot better to stay mobile and drop scout plane markers to try and get as much information as possible. Pretty much always end up pushing the field in a tank, the vehicle gameplay is more about positions and longer TTKs compared to the infantry paths so getting value out of the commander powers is alot easier.
  13. i have these. 2 old rapiers most likely intended for practice/decorative? me and friend found 2 old geezers in town that was selling a bunch of old stuff from a basement. we payed like 8£ for the pair, went outside into the street and immediately started going at eachother like swashbuckling idiots. The *blades* seems sturdy enough to be sharpened down into actuall blade shape if i wanted, i sometimes go outside into a small forest patch and whack some tall grass with them anyway. And my bow, my drunk bow. 3-4 years ago i was at a party a bit outside the part of town i mostly hang around, ended up getting super drunk and staying till like 3 am. Left party, knew that i lived more or less on the other part of a small forest and decided shortcut through.Ended up at a severly overgrown and abandoned tennis court with chain link fencing around it, crawling with plants almost forming a natural massive gazebo. I saw a perfect tree for a bow and drunk wrestled with it for over an hour to get it down, it was close to pitch black night, i had no tools and was super drunk. I remember dragging the tree across empty nights streets and then pushing it up to my balcony 2-3 meters above ground or so. Spent next 2 days widdleing it down to size, about 2 meters long. Oiling the wood and superglueing the leather from old belt to make a handle, twinning togheter strands of braided fishing line to make the string. They all suck, but they are my favorites.
  14. Ive seen it and i love it. Being able to see the trigger radius is great, especially if you are a new player. However i love it even more because I CAN SEE WHERE THE MINES ARE AND AREN'T!!! Yesterday on lakeside, was an epic match that ended up being refinery versus refinery and i was 1 out of 3 remaining hottys on GDI. since we mined in bushes and grass around the ref (and hiding mines on WF stairs to protect the AA) it was WAY easier to see where we needed to remine aswell as assessing where to put them. no more mouse scanning every bush and patch of grass to find out which mine Nod stepped on. Btw, got curious about that "full coverage for infiltration from every window on the HoN" mining, that hologram clearly shows a very convient gap in middle, something a tiny hotty might crouch through I did some testing, couldn't get an informative screenshot of me failing and dying but its basically this line. Any mines planted to the right of that red line is too far back and will leave a gap a hotty can squeeze through if going 100% straight in the middle ramp while crouching. DON'T look at the mines while under them, cus your hitbox will move and you will die before you can take a screenshot.
  15. I never recalled ever playing Lakeside in old renegade, maybe it is an original map? idk, thats the best map easily anyway. supports low and high populations without baselocking players to a point of morale failure, easily defended with a well balanced map terrain. For similar reasons i like Eyes, Field X, Desolation, Toxicity, Steppe, Reservoir, Daybreak and Outpost. But those still aren't AS good and well balanced as Lakeside i think, gameplay on those are slightly more affected by player populations. its a fine balance of needing and being able to stretch your player resources across the map for good gameplay, not forcing them into chokepoints that devolve into spamming the same spot because its the most productive thing to do. player population can make or break most maps i think.
  16. When it comes to online shooters one must ask themselfes, will i be forced to shoot children? NO! I dont have to shoot children in Renegade X. No developers pandering to a generation that can't aim yet. No adult streamers acting high and mighty while earning a living shooting children on screen. Damn posers... Seriously though, depends on what kind of experience you are looking for. Renegade X manages to have that fine balance where dying isnt a big deal yet is significant enough to be worth avoiding. I dont get punished for trying and failing, i respawn, which means i actually get more gameplay out of the game. Thats a major deal to me, a game shouldn't discourage players from taking engagements by making them wait if they screw up, nor should it ever encourage players to stand still in a firefight or have them hide waiting for an autoheal to kick in, that's not realism or progress in terms of gaming. For shooters i consider the skill ceiling to be the content, how good can i get and how many near impossible feats can i master. I think Renegade X has alot of content, many vehicles, guns and playstyles to master with little to no RNG at all except no scope spread for snipers and crates. I dont think you will find a player here that thinks the game is bad or that you shouldnt play it.
  17. cool program, was scared it was gonna overheat stuff but it seems to know when to slow down.
  18. I assume that would be the NA FPI server, whats a rough estimate of the playerbase that benefit from moving to that server? Haven't actually experienced or noticed this yet. I see no problem going along with it out of courtesy, we are spoiled enough with our smooth ping. Problem is that when we have a choice not everyone might pick the same, hence why im curious to how many actually benefit. Im sure seeing a populated native server with 40-50 something ping is more inviting than the alternative if you are a new player, even though its almost an unreasonable edge of whether wanting or not wanting to play the game.
  19. that paint drawing of LCG though, spot on.
  20. Syntharn

    Yosh.jpg

    if you can read this BRING MORE GIN and more mam-tanks no idea what the picture is
  21. I mean, if you would have been all like "Can sbh get 5-10 extra in armor because they are so weak?" this would have been a completely different discussion, might even have gone slightly above 50% in a poll.
  22. I like how you get upset at us for not leaving any feedback and you then quote me and basically say "you are wrong, i am right", wp sir. Here's what im saying in case i didn't rant clearly enough. Sbh is hot garbage when it comes to doing anything that isn't infiltration, they are weak and cowardly because of the invisibility trait, its balanced that way because invisibility is a very powerful trait (and frankly 400 is a very affordable price.) Im saying they are GOOD at infiltrating, its what the class is balanced towards. The arguments i perceive from you are: 1. Its called Lazarus, so it should have healing. Where is that reference in C&C lore? if its a reference to the bible because of how Kane might be Cain, then let me remind everyone that BOTH C&C DAWN AND RA2 HAS DINOSAURS. Yeah... think about that one for a while, that rabbit hole goes deep. 2. Going back to refill, finding a player with a rep tool is a pain in the ass. Its a pain the in ass for all classes to heal if they are alone, go find your sbh buddy. 3. Infiltrating bases should be more forgiving, especially with high population. On very small maps, with alot of players, yes i agree sneaking or fighting your way in can be next to impossible at certain chokepoints. Should it be made easier? Not with a buff that only helps 1 type of unit and carries over to all the situations where it isn't hard to sneak in. Some even like it that way judging by how often small maps gets voted with high population, i don't like the spam but on some maps it becomes meta after reaching a certain number of players. Having an easily defended base is nice though, means that less time and players can be devoted to defense. Less scanning for sbhs needed, an extremely boring job in Renegade X. You gotta take all this from a hottys perspective to. It all depends on map and population, which is why i think buffing sbhs overall with regeneration like that would be: 1. An ineffective fix to crowded maps where they cant get past defenses, player waves and spam anyway. 2. Unnecessary cuddling of the sbh class overall. 3. Promoting the idea of sbhs playing solo and WAITING for health instead of teaming up with other sbhs or joining up with friendly forces. 4. Promoting the idea of sbhs being able to tank hits over time rather than NOT BEING DETECTED AND PLAYING CAREFULLY. I think you want the sbh class to be something it isn't, not fully realising that its a highly specialized unit with a delicate balance, nor the full scope of implications that will follow from having self generating sbhs, wether they be useless crate campers or crawling around in enemy base.
  23. How can i not rant about this, damn sbhs... Why sbhs? Why should sbhs have health regeneration from recruit while no other classes have it? The mam is a massive 1500$ vehicle while the sbh costs 400 and has stealth to begin with, to add regeneration on top of that wouldn't be fair to all the other classes. For any realistic balance, all infantry would have to be given regeneration from recruit and up, also consider that the regeneration can't be so good that it devalues the repair gun/tool, medics is a thing even if it isn't called that. If its only suggested because of some reference to the name lazarus then there is more to pick from, we can give sbhs magic powers and make them guard Diablos lair. A solo sbh is a useless sbh, some very few are good at trolling with them, maybe taking out a hotty or a sniper, holding a tech building etc... Only thing is, YOU DONT NEED A SBH FOR ANY OF THAT, they are supposed to be infiltration units. Whatever other task you can think of another class or vehicle can already do better and faster than an sbh waiting for the perfect moment that never comes. They have low health and low firepower (laser rifle is versatile but pewpew...), they are weak. Giving sbhs regeneration won't change any of that at the start of a firefight, but if they survive an encounter it would encourage them to camp or at least stay out of trouble until their health fills up. (insert picture of Nod team being rekt while sbh watches) Sbhs strength lies in not being detected obviously, the average player however isn't competent enough to translate that strength into teamplay and offense, rather they focus so much on not being seen that they end up doing next to nothing, even if his teammates are dying right in front of him. (its better to go find a crate, those win games? im more important than the entire front line so why risk it.) Bottomline is that if a sbh doesn't cooperate with other sbhs and aims for building kills then they are fools who play sbhs just for the novelty of being invisible. Know your strengths, know the meta. Regardless of how much of a regeneration tick sbhs would get, it would make them more resilient towards mines, more resilient towards all the units that are scanning around for them. Just as stated, 2 sbhs can already repair eachother with tools, this in addition to the regeneration. If they aren't going for buildings and by some small chance want to assist on the front lines then they can go find repairs just like every other unit there, just being able to cross the field invisible to reach a medic is a distinct advantage already. Im sure someone is gonna be like "but what about really wounded buildings? sbh can solo those reeely good." True they can, just like a tech, lcg, rav, dosa, flame tank, stank, arty and ofc the best tank in the game LIGHT TANK!!!
  24. Are you crazy!? This will make them even MORE passive and prone to stand around doing nothing. I would rather see them spontaniosly catch fire if they fail to accomplish anything within a set amount of time.
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