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Trap

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Everything posted by Trap

  1. Madkill and Havoc are better tankers than most of the players you've mentioned for highest tier. LavaDr4gon is one of the most versatile RenX players and maybe you haven't seen him tanking... personally I consider him as S (tanker) and not A (based on your full player list)
  2. @Neutron try holding down mouse1 - the Railgun / PIC both have a charge-up time. -> delayed shot (150ms if I remember correctly). it's piercing several vehicles though. this was introduced to make ravers / sydneys less OP against infantry
  3. @RelentlessChaos if you can open the launcher, go to settings -> reset game. if you can't open the launcher -> delete the game again -> manually delete any folders / files left-> use a registry cleaner to delete any leftovers of RenX download & install again.
  4. Depends on the veterancy level of both you and your enemy. If both of you are "Recruit" and you're fighting a Sakura with a Deadeye, I believe you cannot one-tap her in the head. She'll survive with like... 5%? A 1k sniper char can one-tap anything in the head expect for LCG mantanks (ignoring above mentioned veterancy levels). Oh, I guess you should. A 1k sniper duo can take down Apache / Orca with ease. Or if you're a solo sniper your extra dmg might be just enough to take down an enemy vehicle before it can get to cover. And even 500 snipers can annoy light armored vehicles such as Arty / MRLS a lot - especially if they don't have any field repair with them. ...but which one is better? 1k char - more dmg per shot --- visible bullet path --- better side arm 500 char - more sneaky compared to ramjet // Sidenote - if you get a Havoc or Sakura Spy crate you can easily sabotage an enemy building if you get the chance to infiltrate the MCT. Timed C4 + Ramjet to MCT deals enough dmg to at least get a decent armor break or even destroy it completely.
  5. In theory - yes. In reality we know that this is not working with 5-6 people (3 tanks) at that spot. Flamer needs to be in range. Arty / LT need to move around.
  6. how is Nod supposed to counter this bs? duo MRLS insta arty / LT and almost insta flamers as well. GDI pressed hard on Tib side.... MRLS are 100% blindfiring
  7. There is literally no reason for this function. In my personal opinion it's the most abused new feature added recently to RenX. On every map there are spots where MRLS can barrage cruise missile nod units without behing able to see them at all. MRLS require 0,00% skill - it has an auto-aimbit function - which can be dodged, but makes the MRLS the easiest vehicle to handle. using artilleries on the other hand requires experience and knowledge on long range fights. Arty shells have a huge drop, which makes it possible to arc-kill GDI behind cover, but even then the arty can actually SEE where the enemy is. MRLS on the other side are blind-firing. #remove the abused function
  8. Trap

    Updates...

    uuhhm, guess I misunerstood you. download the game launcher - it has an update feature.
  9. Trap

    Updates...

    @Thirsty welcome to RenX. The ModDB site is not maintained (by any RenX dev). There used to be a community download archive but apparently @iTweek. doesn't maintain that either anylonger. Maybe one of the developers can help out if you really wish to play the different versions :/ the ModDB stage is way different from the current game ;)
  10. I'm pretty sure that this problem exists for a while already. @Agent promised to fix that. (can't find the post though) Maybe @Cronus can help?
  11. Trap

    Mining Re-Design

    Rather difficult topic. Most oldschool Renegade players (such as I am) will want to keep the current mine system. But ofc it has it's huge downsides for new / unexperienced players. If a "mine box / PT" is added, don't make mines too expansive. And if Hotwires & Technicians keep some proxies (which was suggested during the post-PUG discussion), don''t make them spam-able. Maybe 3 max / player (to use them for sneaking / attacking). Or add claymore mines for Hotties / Techies as @Havoc89 suggested (on Discord).
  12. Trap

    Economy Changes

    Changes to the economy will have a huge impact on the gameplay. Even in ways that are not expected at all. I don't know if there are statistics about current unit / vehicle picks, but it would be pretty interesting to see how these would change after a possibly economy change. Generally speaking I'm fond of @boxes suggestions, but as others mentioned it has to be set for most maps separately, as harvy dump times (and amount) are different on all maps. Also the harvy dump itself should not become irrelevant, as teams might start to deactivate their harvester as soon as a map starts (to deny the enemy team VP). With 150 initial credits [3 credits / second tickrate] GDI would have to wait 216 seconds (3,6 mins) to buy medium tanks - even without doing anything at all and no harvester dump (which both is rather unlikely). Nod has the same time for flame tanks, but can afford artilleries after 100 seconds (1,6 min). Now it depends on the map design and the teams how much impact these figures have....
  13. Trap

    Mining Re-Design

    No, it's a discussion topic for changes to get implemented for everyone via a patch.
  14. yeah, all the maps with fog are so..... damn annoying
  15. Hi guys, just want to give some feedback on CNC-Horologue. At the current stage this map is - in my personal opinion - a bad joke. The hill is extremely in favour of GDI as Nod Artilleries can't fire / target properly while at the steep hill. MRLS just use their lock-on feature, while Arty drivers have to figure out how to hit targets up the hill. And any tanker knows what I mean... Arty firing up a steep hill is just... difficult. Unless you got the perfect spot. And yes... Artys can target GDI units from their base, but that's by no means a way to push GDI back efficiently. What do you think about Horologue?
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