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crazfulla

Phase 5 Beta Testers
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Everything posted by crazfulla

  1. Yep there are Survival servers in the normal server list. Everyone gets put on GDI and you have to defend against waves of Nod attackers. Is receiving generally positive feedback as far as I have seen in game.
  2. I feel the MRLS' advantage is at range. Close up it will fail against an arty, an sbh, even a flame trooper unless you can splash damage it or run it over somehow. Up close Artys have a better chance against most thing they will encounter. Also worth noting, Arty can lob shots over the top of cover using "gravity" to curve the trajectory. Do we need to change this also?
  3. So the new Survival mode is proving popular, what are everyone's thoughts on it? I'm not the one making it BTW, just asking people's opinions. I would think that it could benefit from having the number of bots that spawn (or the bot difficulty or something) scale to the number of players. For example, when there are only 2 or 3 people on (lets be real this is a lot of the time in RenX) it is virtually impossible to win all 12 waves. But when you have 20 odd people, it seems too easy (just camp the bar entrance in a mammy).
  4. What on earth happened to this map? Not sure how to feel about the recent changes.
  5. Yep the Sydney in power armour (fallout reference) is an "Epic Character". Nod has mutant Raveshaw in her place. You get them from crates, albeit a very rare chance. It is similar to the "God crate" in C&C Renegade all those years ago.
  6. The new Hud is a yikes from me... everything is moved around.... what was even wrong with the old one?
  7. Smaller player counts are more fun... they are less of a slug fest and one bad decision can lead to your quick demise. You really need to weigh things up and think much more quickly because you can't cover every possible avenue of attack like you can in 64 player games. On the plus side though, smaller games means less people to try and co-ordinate. XD
  8. Allowing people to build guard towers would be amazing, but would probably be a little OP. Maybe leave that to Hande's survival map. Maybe instead of making it auto repair buildings (which was always kinda pointless) perhaps it could allow a team to repair perma damage. This way, taking out the construction yard would actually become more of a priority as once eliminated, it would render the rest of the base easier to destroy. In the original renegade, there was pretty much no benefit to having those extra structures. I presume that's why the Communications Centres have been made into a tech building in Ren-X. They served no meaningful purpose.
  9. True that. Being the boss is a lot of reaponsibility. Some places I have worked I wouldn't have wanted to be the supervisor lol. So the same logic applies both in-game and IRL. I have been comm a few times now, other people have even started voting me rather than me just sticking my hand up. Was com on your survival server just before and for the first time that I'm aware of, we beat all 12 waves. I gotta take my hat off to the team though, I forget their names. They functioned really well and responded quickly to the /c pop ups I was doing. It isn't all about the commander, you need a team that functions well together and in public games (even sometimes in PUGs) that can be difficult to find.
  10. The default renegade maps (field, under etc) were small byu design. Probably either because the devs had little time to dedicate to map creation, or due to system limitations of the time. I don't think they were ever designed to support 64 players and I don't understand how people can find such games enjoyable. What is an ideal player count though depends on map size. A lot of fan made maps for the original renegade were larger. Some were several times larger. And those large ones were played regularly, despite low player counts on "Fan-Map" servers due to the absence of an auto downloader.
  11. Team stacking has always been a thing. I remember in the HazTeam community in the original Renegade the clan members would sometimes invade their public server and have a "HT vs all" match. Which was kinda stupid for a couple of reasons. One, it frustrated the regular players as they had little chance of winning. Two, it presented little challenge to the clan members so there was little chance of them actually improving and competing on the level of other clans. I remember one specific match on field where I basically led the "n00b" team (as it was often referred to) and we managed to hold them off for an hour or two before we lost, which I think was quite an achievement. Most matches ended swiftly, considering they all were on teamspeak when our team wasn't, and the skill level of the two teams was stark contrast. In the PUGs I think the point should always be to establish balanced teams, those matches seem to be more for fun than for determining who is the better player (many here already know which handful are better than most). Public matches on the other hand are a bit random and players can switch teams if they wish (and someone else wants to trade places with them). If a tournament goes ahead (I started a thread on this here) I am kinda on the fence about whether or not the teams should be balanced as the point would be to find the best players - though I guess it depends on what players want else noobody would sign up. End of the day you can do one of two things when you encounter team stacking. One, complain incessantly. Tap furiously at your keyboard hoping that somebody will sympathise with you (though even if someone does it won't change anything). Or two, look at your own performance and ask yourself what you could have done better in a particular situation. Develop quicker reactions and the ability to out-think your opponents, because in RenX just like in real life warfare, the element of surprise and misdirection are overpowered.
  12. This (same as airstrikes). Or remove the bit where the beacon can't be disarmed (the last 10 seconds or so).
  13. Limiting ions based on player count is fine in smaller numbers but 24 players is still quite a big game. In the original Renegade I don't recall people having a probvlem with nukes/ions. Only a minority thought pedistal beacons were cheap, but that was always a server option which could be disabled. What I don't like about beacons however is that they have a segment where they are invulnerable, IE cannot be disarmed (the last 10 seconds or so). I think a better solution that would keep most people happy would be to remove that feature, making beacons easier to disarm. Also consider increasing the benefit from disarming them. More XP or something to make people think twice about using them. I remember in original renegade SBH would spam beacons but 99% of the time they were disarmed, achieving nothing other than gifting GDI points.
  14. Sounds decent. Turrets are (imo) more of an anti vehicle defence so they would be more useful up front. Though I wonder how easy it will be for sbh to sneak past them. For the sake of balance, take a glance at the positioning of rocks people can use as cover when shooting the GTs. GDI side, from memory, has less cover than Nod side. Moving the GT may increase the line of sight so maytbe add some extra cover.
  15. Also a crate for normal RenX that spawns a Tiberium Fiend
  16. The strategy from the days of C&C renegade was always to hit building A once (so it announces to the enemy team "Building A under attack" then focus down building B. A little misdirection usually worked well in public games.
  17. CS:GO is not a game I was ever interested in... so I can't really draw much of a comparison. RenX may have less players but I'm not talking about a pro tournament. Those things can bring out the worst in people. This is a close knit community who play more for fun, so although a tournament would be a step up from the PUGs, it will still likely be a far cry from pro league. That isn't what I said. There is always room for improvement, even at the top level. As I said, everyone makes mistakes. In the Zero hour world series recently, a player that seems to be considered the equivelent of "global elite" was knocked out in round one. My final point was that people lack the ability to self scrutinise. Without that ability, then no, they will never attain a higher level of skill.
  18. Recon bikes were included for purchase in some maps in the original game, such as C&C_BunkersTS. But this is a very different game, and they had much lower DPM. Recon bikes are very powerful, particularly in smaller pop games. I don't care what you compare them to. Games on Toxicity are often dominated by them - though at least both sides have access to equal and limited number. The only way I would agree to including them in the mainstream purchase menu is if the DPM was nerfed considerably and GDI was given a unit of similar value.
  19. few people were having this issue, myself included. I see 2 servers now (FPI and cynthias)
  20. On the launcher or in the in-game multiplayer screen. What could be causing it? Already tried restarting and reinstalling. Had this before and it just went away randomly, but now it's back.
  21. One repairing, one in a MRLS shelling tunel entrance? Guess it depends how many dozas. Also there is this thing called CQC 😲
  22. It happens regardless, mostly to players on defence. And therein lies the problem for OP I suspect. Couple of vet hotties won't stop an elite/heroic doza rush, say on the GDI PP on Under.
  23. This is 2019, if a rrecon bike wants to identify itself as an infantry unit it can! 🤣 That being said I don't fancy their chances against a mob / doza.
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