Jump to content

TigerXtrm

Closed Beta Testers
  • Posts

    177
  • Joined

  • Last visited

Posts posted by TigerXtrm

  1. Now that the mod is released I have a few questions which more people are probably wondering:

    1. Is the movement of infantry and vehicles already as you want it or is there still a lot of tweaking to be done to get it as close to the original as possible? Especially for vehicles I sometimes feel like the difference in speed, momentum and turn rate very negatively affect the lethality of a vehicle. (on Field for example, it's hard to do an effective flame rush because there is a slope at the entrance to the GDI base. Because of that slope the tank slows down, while slopes had much fewer effect on tanks in original Renegade).

    2. Is there a specific reason you guys decided to go with an outline of characters and vehicles as opposed to the old fashioned Renegade box-around-object.

    3. Are you planning on custom loading/ending screens for the mod?

    4. Certain map glitches from the original Renegade apparently made it into Renegade X (B2B on Islands is still possible, dodging the AGT behind the GDI ref on Field). Did you leave these glitches in on purpose or did they simply sneak in because you were making exact replica's of the maps, without alteration to counter those glitches?

    5. I personally have the impression that the glitch concerning GDI having a Nod ref on Field and Islands is a glitch that could have and should have been detected and fixed before the release of the beta. Base structures are obviously a big part of the game. Why was this glitch left in the initial beta?

  2. Shotguns are indeed way to powerful in my opinion (compared to the shit they used to be in Renegade). Other then that I think the balance is pretty good. There are some bugs here and there that give a certain faction a certain advantage but even those cancel each other out I guess.

  3. First impression is really good. Graphics look great, buildings look great, gameplay is pretty awesome!

    Of course there are bugs, that's to be expected and while they do annoy me I can live with them until the first critical patch. Few important issues you might want to address ASAP:

    - GDI having a Nod refinery glitch. Sometimes the entire Nod base can be destroyed and the game wil continue.

    - Weapon damage does indeed need to be tweaked by quite a bit. Whenever I'm in an infantry fight it doesn't feel like the gun's accuracy is true to the reticule, like it was in the original. It's still kinda going everywhere.

    - Repairing units or structures seems to go slower as well (not sure of this since I haven't played Ren in a long long time).

    - It also seems to me like I can't disarm C4 or beacons. Either the health bar doesn't go down or it really doesn't have any effect.

    - And a few more small things like PT purchase being a bit wacky (double clicking fast doesn't buy and it's kinda unclear if you actually bought a vehicle aside from looking at your money), character animation and the fact that GDI has red nametags and Nod has yellow (which is extremely confusing).

    All in all for a first public beta it's a very awesome mod and I hope you guys will keep working on it for years to come! :D

×
×
  • Create New...