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JoeBrogan7

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  1. It's about a 50/50 split according to the poll I linked. So ≤ 40 isn't a majority, either. That was my point. So to say something like "devs should focus on x instead of placating a couple of players" is a bit disingenuous and dismissive, and ignores the reality that the community is quite evenly split on the issue.
  2. Interesting choice of words. Take a poll in-game and see what players prefer. The last few that were taken that I can remember, most players voted for >40. According to this poll, people who prefer 40 players or less is at 49%. So your position isn't even in the clear majority. Calling our position "a couple people" is misleading at best.
  3. I think it does matter. Re-read Ty's first post. Specifically this bit: Obscene demand? 64 players has been the norm across multiple servers for 2+ years. I don't see how asking to go back to that is obscene. Besides, if you wanted to alleviate network overflows, a server owner might consider dropping to 62, 60, or 58 players to see at what point it becomes acceptable. Dropping instantly down to 48 players (a 25% decrease) seems like quite a heavy-handed and arbitrary approach to take.
  4. No need for anybody to imagine this. I'm sure we all do it on a pretty regular basis
  5. I agree Ty, and you did a much better job than I would have making the point. I've barely played the past week because of the 48 player cap. Those games are just not as fun and feel very lonely. I've griped about it a few times in the RenX discord, but I'm going to stop so as not to be too annoying. Regardless, I see myself playing a lot less if 64 players goes away.
  6. How about make the ob shot "jump" through 3 or 4 infantry units if they are in close proximity to each other. Direct hit = 100% damage, first jump 75% damage, 2nd jump 50% damage and third jump 25% damage. Sort of unrelated but I'd like to see LCGs be able to charge the obelisk for a more powerful shot, akin to how Tesla Troopers can charge a Tesla Coil in RA2.
  7. I'm just gonna repost something I wrote about this a few weeks ago...(bolded the most relevant part)
  8. Tytonium goes back to school for one week and he's already turned crazy.
  9. How dare you. But I agree, 64 players is optimal and less than 40 players is quite lonely and boring most of the time.
  10. The gravity arc of arties is both a pro and a con, though. There are many instances/maps where an arty is trying to hit a target at short/medium range with a slight difference in elevation....and it can't hit it. Either the shell hits the ground right in front, or it completely sails right over the target and hits the ground 100 yards away. Contrast that to MRLS curving which can essentially be turned on or off by the player. That may help, but personally I feel the the worst aspect of MRLS curving is not hitting buildings, it's hitting the area at the front of the base where techs/ravs/LCGs are typically gathered while trying to push out. On Under on Saturday, I was utterly ineffective with my Rav because there were 2 or 3 MRLS curving their rockets just in front of the Obelisk. By the time I got to the front to peak out and shoot a tank, my armor was almost completely gone already. I feel like this is a game-breaking aspect of MRLS curving because it can entirely neutralize Nod's infantry support during sieges. It's almost like having a permanent enemy air strike at the front of your base.
  11. ...you see a cardboard box IRL and your first reaction is to run through it to see what you get.
  12. Shpetim - to relentlessly taunt the other team Slow - to hog commander for his own benefit Tytonium - to control all the spooky caves Ryz - to complain about the team not participating so much that it drives us to band together and win just to end the game and his complaining Roweboat - for his endless cruise missiles once he wrests control of Commander from slow I am an Owl - to frustrate enemies in the tunnels as much as he frustrates me when I play against him Kaunas - because I feel like I can never understand wtf he's talking about but he's always entertaining Schrott - so he can stand in the same spot for 45 minutes trying to pad his k/d with a sakura Mariusz - because there is nobody more effective and annoying than Mariusz with a stank And Confuser - because while the rest of us are farking around, he will go on and destroy the enemy's base all by himself with a McFarland or something
  13. But it is. You said "It ruins the whole event when people stack teams, but ragequitting changes nothing. People simply need to improve on their own skill and work themselves up to the same level." In the context of a RenX tournament, it is unrealistic to expect players to simply improve their own skill so that they stack up comparably to an elite player. It's never going to happen. So my point is (again, in the context of a RenX tournament) we would need to go with Xeon's approach of manually balancing teams/elite players rather than RNG method.
  14. The "just get better" or "try harder" argument doesn't really hold up, especially in the context of Xeon's post. There will always be elite players. They are considered elite precisely because they're playing at a level that is simply unattainable for most others. If it were only a matter of trying harder or practicing more, there would be a heck of a lot more elite players, which means they wouldn't be considered elite in the first place.
  15. Let's be honest. The vast majority of players have nowhere near the skill of person X and Y, and they never will, no matter how hard they try. I often switch away from the stack whenever I can. And, despite my best efforts, I'm on the losing team the overwhelming majority of the time. Just because people complain about stacking doesn't mean they've stopped playing. You can do both at the same time. It just means people are tired of getting killed 20 times in a row by the same two people, and no amount of "trying harder" is going to change that.
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