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ace_striker

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  1. Well, I will HAVE to use one of those. TBH, I love Combine's sig pic- maybe just because I've been that engineer sometimes. I'd love to see some pics, though, with the main characters. Preferably the Doc or Sydney Mobius, or at least a Dead Six, but the Nod chars would be awesome too. I think more people like the Nod chars better anyway, I'm prolly the minority.
  2. One of the problems trying to "fix" anything in Renegade is that it's a slippery slope. You "fix" one thing; why not "fix" something else? And that thing over there everyone complains about (unless they're using it right)? And this thing, I always hated this thing.... So maybe there is a legitimate issue, balance-wise, with the n00bjet. Where does it end? I thought about it and thought about it, and the responses throughout this thread hold a common theme; everyone complaining that n00bjets are OP are describing situations that stem from a few (or even just one) lone wolves buying them and camping out. Almost everyone saying snipers are easy to deal with are describing team tactics to bring them down. Lone wolves are much more common on public servers; and people tend to think that only a sniper can beat a sniper. When you've got opportunistic grunts who buy up the n00bjets and harass the other team, the other team can over-react, and their own lone wolves ALL decide to go out and play silly buggers with the first set of n00bjets. Then the remaining opportunistic grunts on the first team see an empty base and rush. GG, go report. The problem isn't really the n00bjets- it's how people react to them and not to their teammates. (I call them n00bjets, btw, because I myself am a tank driver, and hate snipers with a burning passion. Not that I get killed often by snipers; my K/D on them is quite high, but then I'm always in a tank. I see a sniper, I kill it. If it's in the tunnels, I ignore it and kill their base. GG.) When Bungie put the Forge into Halo 3, they were worried that once the game came out, people would "fix" their maps. You know, change the placement of items, weapons, start locs, whatever. Eventually they decided maybe that's not such a bad thing. If lots of people want to complain "change this" or "change that", then I support the idea to just include mutators or make the numbers mutable through txt bins. After all, you guys have taken it upon yourselves to, as you've said, translate- not remake- C&C Renegade. If someone else thinks they can "rebalance" the game, that's all fine and well, and they can go about their business without complaining to you ever again. Instead, they can all bitch out each other because 95% of them will be the whiney engineer cowering in a building because a sniper was picking on him.
  3. QUOTE (DXR_13KE @ Feb 27 2009, 10:58 AM) <{POST_SNAPBACK}> kind of remembers me of tentacle rape... [/b] FFS, you noobs... Evil Dead. It's Evil friggin Dead! Bruce Campbell? Shotguns? Sam Raimi? Evil Dead! BAH. FAIL.
  4. You know, I had this whole book I was gonna post about how much I hated Glacier, how horrible it was, and I realized wtf do I think I'm doing? How much people liked the map and why, it doesn't matter all THAT much. (Unless so many people hated it, but it doesn't look that way.) However, it's a valid point that the map played differently, and built into that map was the exploitation of bugs that Renegade kind of lived with. The base layouts didn't make sense, purposefully put down that way to allow people sneaking around. The map required large crews and good teamplay, or a quick, decisive strike to cripple the enemy. I never really saw large teams, so my experience on it was just a race of attrition. And I do mean "race". Glacier wasn't like the other maps. They were basically C&C Tib Dawn multiplay maps with a few tunnels thrown in; Glacier was all about the tunnels. There's nothing inherently wrong with that, despite what I think. So, instead, I'm thinking why not make a few more like it? People who hate Glacier might like a map done in the same style; as in, large teams with lots of different, separate routes to the enemy base. Or, if people just like that style of map, it could almost be a different gametype, apart from the traditional style maps where tank battles are the norm. I know some of the maps released later on had no tanks at all, and were just team slayer with a tib ref and barracks. I'm happy with just the original ten maps. Hell, I played the beta and never stopped loving Under. And maybe I'm just missing the point with Glacier and haven't had the right experience. I'm actually betting the improved net code of the Unreal3 engine larger game sizes will play out more smoothly. Maybe Glacier, this time around, could be fun. The one thing I didn't understand about the map... the mines teleporting. OK, so you set up the map to be sneaky, to walk around tunnels and avoid being seen... laying mines in tunnels was the defense for sneaky. I didn't understand why the map was made so that you couldn't mine up tunnels. That was what you did when some idgit was playing silly buggers in the tunnels. Can anyone explain that to me?
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