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Boomer

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Posts posted by Boomer

  1. Dec 17:

    Team @CampinJeff 2 - 2 Team @Quincy

    1. Lakeside (non-flying): Team @Quincy (Nod) did a stank rush that Team @CampinJeff just could not resist.

    2. Walls: Team @CampinJeff (Nod) destroyed the 1st Harvester of Team @Quincy. GDI kept trying sneaking but all of the sneakers got denied. Apache rush destroyed Barracks and PP then it's GG.

    3. Goldrush: Team @CampinJeff (GDI) destroyed Airstrip with the 1st wave APC rush. Med rush destroyed Obelisk. Team @Quincy tried many waves of inf rush but all of them got denied. After losing Refinery it's GG. (I'm so worried about Rocket Soldier rush but it didn't happen.)

    4. Fort: Team @Quincy (GDI) got better vehicles and launched heavy attack on Nod Refinery, forcing me to abandon HON and save ref. (Is it a proper decision? Fort is a high income map like Islands.) After that Team @CampinJeff still cannot resist the vehicular attack and lose.

    • Like 1
  2. 4 hours ago, yosh56 said:

    Odd, as @Boomer runs at 4k 60FPS. 

    In fact it was over one year ago that I run at 4k.

    Since last year, I run at 5k (5120 * 2880) with Ultra preset. I've posted at least one 5k screenshot on the forums.

    My FPS is between 30 - 60.

    Still, the biggest problem is that the crosshair does not have proper scaling. On 27' monitor, 5k resolution, the crosshair of shotgun is around the same size as regular weapons on 27' monitor with 1080p resolution. Console text and in-game scoreboard cannot scale properly either, but these are minor issues to gameplay. Consider the long life of classic Renegade, we need fixes to make Renegade X future proof, up to 8k and even higher resolution.

  3. Sunday PUG:

    @CampinJeff 4 - 1 @Quincy

    Lakeside (non-flying): Nod (Team @CampinJeff) kept using vehicles while GDI sneakers were all denied. WF got taken down by stank rush.

    Volcano: Nod (Team @Quincy) won by early rush to GDI PP. With Nod having the extra credits and veterancy, GDI could not do anything.

    Tomb: Nod (Team @CampinJeff) won by first wave flame trooper rush via Tiberium field to GDI Refinery. GDI infantries were denied in both tunnels and silo route.

    Field: Nod (Team @Quincy) got pinned down in base. Confuser tried SBH nuke GDI PP but got disarmed. At the same time GDI tanks took down Nod PP.

    Under: Nod (Team @CampinJeff) established solid field control. 2-way rush (vehicle at front to AGT, 2 Raveshaw + 2 Technician to GDI PP) destroyed GDI PP. Respawned Nod players cleared GDI sneakers in Nod PP and then Airstrip.

     

    • Like 1
  4. This Sunday PUG ended with @Quincy ragequitting, the reason is that teams are 100% unbalanced. Team 1 is better at each and every aspect than Team 2. I don't know how teams are picked but you can compare with last Sunday PUG, which had balanced teams, resulting very high quality matches and everyone was satisfied no matter win or lose.

    • Like 1
  5. 30 minutes ago, ThommyK0104 said:

    Nod starting to get artys, which were killed by meds I believe.

    Besides meds, I destroyed 2-3 arties with 1 humvee. It is super effective.

     

    31 minutes ago, ThommyK0104 said:

    The nod PP was heavily camped but one time, Poi killed all the campers, entered the pp and I assisted him with killing it.

    It is because at the same time 4 meds rushed in and ob was took to 1 hp. Nod tried to saved ob but lost pp.

  6. I always wonder why Canyon is a Nod map now. Before Beta 5 nobody wants to play Canyon as Nod just like nobody wants to play Volcano as GDI now. At least 90% of Canyon games ended with strip end ion + meds. @CampinJeff says the primary reason is because that Nod has a hole in the rocks that allow them to jump to field in the same fashion as GDI.

    Volcano is ruined by the adjustments in game balance. For quite a long time after Volcano was introduced, it is balanced really well that both teams have equal chance to win. Now even in PUG, by no means that GDI can win Volcano.

    • Like 1
  7. Last 3 games were too short.

    Canyon - What I did: after start, jump to tib field with shotgunner, killing a few. Tried to C4 GDI harv but it was saved. Nod harv died when I respawn in base. Started mining when I got 350. GDI got 7 meds with repairs after 1st harv dump but they got defeated by like 3 or 4 arty with repairs. This happened just in the short period of time that I finished mining. GDI failed to destroy any Nod harv after the 1st one, and GDI got no harv dump after 1st one.

    Goldrush - All but 1 GDI player used their initial credits for McFarland rush. By the time GDI reached Nod bridge, Nod already had 1 LCG and 1 SBH. I don't know why they refused to buy APC or even tech. If that player bought APC instead of LCG, AGT would be down, or McFarlands might be forced to suicide in order to try save AGT. Worse scenario but likely to happen is that even McFarlands suicide before they can destroy any Nod building, they couldn't save AGT since base is too large.

    Tunnels - Confuser2188 bought APC right after start, even before harv reached tib field. I think it should be a 200 credits crate. I started to mine base at the exact time I got 350, but base is too large. Since I spawned in air tower after died guarding harv, I mined air -> pp -> ref, but hon was already c4'd when I was in ref. However, bar and wf were already gone, and game ended with lt rush.

  8. In classical Renegade:

    No refinery: earn every cent the hard way

    No power plant: double price

    However, people even made comebacks after they lost both.

    This is why some classical Renegade players call Renegade X players cry babies...

  9. 37 minutes ago, Maestro said:

    I did a full reinstall and all is working great. Excluding the performance issue on 4k. But I am really just happy it launches the game. Did a reinstall and custom maps work too. I guess it was something with the versions not matching. Thanks !

    I used 4 x GTX Titan before. After mid-2015, Renegade-X does not support SLi anymore due to updated UDK version. I suggest that you sell the 980's and get a single Titan X (Pascal).

  10. 2 hours ago, Madkill40 said:

    So how many times did you try to vote surrender during the PUG? When one building was destroyed as per usual? xD

    I only vote surrender when team is bad. This is not a usual situation in PUG... Even when Jeff considered surrender I didn't.

    • Like 1
  11. Played Sunday PUG. Team Jeff 3 - Team Quincy 1

    This is why I seldom play on server with less than 30 people - too hard to defend against sneakers. Base is too empty without 40 players.

    By the way, Team Quincy won Eyes due to Team Jeff played something unusual. If Team Jeff just did meds + orcas I don't believe Team Quincy had much chance to win.

  12. 24 minutes ago, Gliven said:

    it also makes its a semi mandatory purchase.

    That makes people think more about their strategy.

     

    For example, if GDI players want to get Railgun upgrade as quickly as possible, they will have to mass 4000 credits - which is definitely a lot, and definitely changes the way people play, and definitely changes the outcome of battles.

     

    Also, it is not uncommon to see Nod players sell their Construction Yard very early to rush upgrade Tiberium Core Missiles and get a few Recon Bikes to hunt down all enemy Harvesters, forcing their opponents to surrender. (Does not apply to Renegade since Harvester is free like Dune.)

  13. I remembered that people discussed about a credit sinkhole feature.

     

    We already have veterancy now, what about adding purchasable upgrades next?

     

    This would even more useful in marathon games, and people need to carefully plan their strategy since the upgrades would be very expensive.

     

    Upgrades works the same as veterancy - vehicles only become upgraded if the current driver purchased the upgrade.

     

    For GDI:

    AP Ammo - 2000 credits. Shiny bullets. Increases damage for Humvee, APC, Wolverine, and maybe officer. Bullets become effective vs heavy armor and buildings, and travel faster if they are not hitscan before upgrade.

    Railgun - 4000 credits. Warheads leave trails. Increases damage for Medium Tank, Titan, and Mammoth Tank. Main cannon becomes hitscan.

     

    For Nod:

    Tiberium Core Missiles - 2500 credits. Slightly improves visual effects. Increases damage for Rocket Soldier, Recon Bike, and Stealth Tank.

    Purifying Flame - 3000 credits. Blue flame. Slightly increases damage for Flame Trooper. Since they are in fact expensive in RTS version but totally free in Renegade, we must not upgrade them too much. Increases damage for Flame Tank.

     

    Also, we can enable Tiberium Core Missiles for Apache if we enable AP Ammo for Orca at the same time.

  14. In classic Renegade Stealth Tank is the 2nd most effective vehicle vs buildings.

    Many years ago people did tests. 1 vehicle vs 1 full HP building.

    #1 is Mammoth Tank secondary fire (Tusk Missile). Destroy building in like 26 seconds.

    #2 is Stealth Tank. Destroy building within 30 seconds, but a little longer than Mammoth Tank.

    Other vehicles like Flame Tank, Mobile Artillery / MLRS, etc. destroy building using more than 30 seconds.

    Basically it means 3 Stealth Tanks in classic Renegade destroy a single building within 10 seconds. Therefore Stealth Tank rush was very very very popular. In Renegade-X, only in few cases we can see Stealth Tank rushes.

    By the way, Stealth Tank can do 1 vs 1 (stand still and shoot each other) on Medium Tank in classic Renegade. Consider it is $100 more expensive and 1/2 HP, the damage is reasonable.

  15. In classic Renegade I think the probability for people to spawn at each PT is equal.

    This is a key factor in classic Renegade that makes single Hotwire / Technician sneaking in or SBH C4 rush not very effective. People may spawn anytime at any PT and stop the infiltration.

    Currently in Renegade-X, people are very likely to spawn at PTs "close to battlefield".

    For example, in Walls_Flying, after the beginning, people seldom spawn at Refinery and Power Plant. In original Renegade people spawn at these locations a lot.

    In Lakeside, even in the beginning, you are really not likely to spawn in Nod Refinery.

    So can we make the probability of spawning location equal for all PTs?

  16. Think about the bigger picture guys. Instead of being hostile towards players mining incorrectly, why not try and educate them? In the long run, what's is it that is really ruining the game more? Incorrectly placed mines, that might change the outcome of a single match, or driving away new players, and having empty servers?

    I think one of the biggest issues is that there's NO tutorial whatsoever with this game. New people hop in and have no idea what they're doing and start mining the front, tunnels, etc.

    The Ren X website needs some materials on it to educate people and hell the game itself needs some sort of tutorial section where McFart runs a player around and teaches them stuff.

    In classic Renegade the tutorial is run by Logan who just lose his job since Havoc comes to the team.

    So should the first part of the tutorial be Take an English class?

    Also in classic Renegade the game including the tutorial is localized in many languages even including Chinese and Korean. Back to the old days there are many good players and servers from China and Korea. Also you can type in Chinese and Korean, which is not supported by current version of Renegade X.

  17. My opinion is, getting high up on the list because of building-spam, is what is worse!

    kills should give you at least 1/10 a unit's value

    That's exactly what happens in classical Renegade, everything you kill gives you 1/10 of the original cost as points (= credits), except free infantry gives 3 points / credits and buildings give 750 points / credits.

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