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Tytonium

Phase 5 Beta Testers
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Posts posted by Tytonium

  1. I think if SBH were able to just regen health and not armor that would be pretty cool. I can't tell u the amount of times I have accidentally fell off a 5 foot drop and taken fall damage, leaving me with less than 51 health and stranded in the middle of a firefight completely exposed and utterly screwed.

    I don't think being able to regen armor would be fair though, as a single SBH without a rep gun could slowly whittle away at mines in a building without ever having to uncloak. If a sbh only regened health, they cannot just tank mines repeatedly and would need to carry a rep gun.

  2. I've always thought that being able to heal infantry health and armor with a rep gun is kinda strange. I mean armor sure, but if you have a gun capable of healing broken bones and severe bullet wounds you just solved literally every medical problem in the world. I don't think rep guns should heal health. Go get a refill or a health pickup.

    • Like 4
  3. Dude, there's only 4 maps that I actually like in this game anymore.

    Daybreak- funnest vehicle combat

     

    Lakeside- for D̵̳͉͇̘̱̜̯̪͓̭̹̑̌̀͊̈́̏̔̀͆̿͌͜ͅr̵̨͍̦̈̉̓͂̈́̒͝ë̵̡̧̡̗̦̬̘̠̦̳̠̝͖͙́̐̆̈́̄̓̋̾͝ả̶̡̧̡͚̦̲͚̟̥͎̼̟̆̈́̔̍͑̚͘ḏ̴̡̲̫͂̃̀́͗͌̈́͑́̅̒͆̀e̶̬̜͝d̷͇̲̳̗͆̿͌͐͑̈́͑̅̋̾͑͑͐͝ ̶͇̮̠̦͓͖͙̙̦̓͗̐͆̽̚͘͝C̷͎̑̔̎̈̄͝a̵̯̙̙̠̹̱̎̓̈́̎̓̊͝͝ṿ̷̢̛̻̜̟̄̏͌̉̔͐͒̋̓̂̐̾̅͒ẹ̷̦͚̟̭̼̓̑̓̿̔̽̀͐̈́͜ ̵̡̡̨̘̺͚̪̼̺͖̪̹̟͛̽͒̽A̸̯̤̬͉̬͍̦̗̖̬̲̥͐͝p̴̟̓̎̿͊̑͒͌̍̈́͑͗͘á̸͈͈͇͖͍̦̣̋̂c̷̠͔͖͗̈́̅́̅̓̇͋̔̄̀͋h̵̡̤̜̾͑̋̈́̔̏̌́̈́͠ȩ̴̨̮̲̳͉͚̮̫͓͒̋͐͛̀̏s̵̮͉̈́̋̔͒͑̎̽͗́̌

     

    Desolation- Because it is one of the rare examples of a map with a fun vehicle path and infantry path. Plus no one side has a major advantage. Some of the funnest matches in latest memory have been on Desolation. PLUS LASER FENCES THAT DRAIN THE POWER BILL!

    Steppe- The one match I did play of it was incredible and I want to see more of it immensely.

     

    I am absolutely sick of the usual RenX map rotation being Field-Walls-Islands-Field-Under-Under-Field-Islands-Field. You breathe new life into this game and it needs it. The developers and you should really be coordinating to introduce your map in one of their major updates that way everyone will have the map.

    But if you wanna take a break, I can't blame you, but just know that the majority of players will probably agree with me in the fact that we want new great maps, but are unable to play them in matches due to server admins, and the worlds slowest download times.

    As with other players goodbyes, here is your complimentary Renegade X vacation meme package.

    Unlike other players packages, I hope to see you soon.

     

    • Like 2
    • Haha 2
  4. Hell yes it should be allowed and even implored!

    It is the absolutely most powerful tactic in Renegade X to be able to pull off. It has only two downsides, and they are big ones, time and manpower.

    It is the most powerful means to break stalemates in this game when all else fails, and can be used in both defensive and offensive positions, and both are a fair means to break a stalemate.

    In a defensive position, the commander must sacrifice time in order to gather the cp to initiate this strategy, and time is usually against the defending team. Any little slip up can result in a building lost and a quick GG/BG on most matches. If however the commander of the losing teams decides to save cp while also managing to fight of the offending team, there is no one to blame but the offending team for doing a shit job at being... offensive. Then of course the commander of the losing team must find the right opportunity to use this strategy in an effective means. Rushing means less people being able to defend.

    So if a team with a competent commander is able to fight off the enemy for a long enough time without the help of cp, while also managing to gather a good majority of the team for a rush without the defense collapsing, while ALSO being able to fight their way to the enemy base with the enemy controlling the map (usually the infantry path), and above all actually being able to get both buffs off in an effective way that actually manages to destroy a building, I would say they have absolutely earned it. Point being the offensive team should have done more, and they have no one to blame but themselves for being unable to defend and offend properly as a team, especially given the fact they were winning.

     

    On the other side of the coin I also see it as being fair to use this strategy for the offensive team as a means of breaking a stalemate. Sometimes the defensive team will use scummy tactics to defend as a last resort (arty/mrls spamming tuns, bitch mines, c4 traps, T-posing snipers headglitching to show their dominance, etc...). So if an offensive team is able to maintain their offensive and lock an enemy team in base while also not using cp to help them, they deserve to use that cp in order to give them an overwhelming edge for a rush. Point being that the defensive team should have been able to break out while the offensive team was not using cp, and especially while the offensive team was gathering for a rush. The defending team have no one to blame for their defeat but themselves for their inability to push out.

     

    I believe it is a completely fair tactic to use, and one that is filled with MAJOR downsides. If however it is pulled off successfully, it is because the enemy team and their commander did bad and were not defending/offending properly. At the end of the day both teams are able to use this tactic if they so choose, but it takes a bit of luck in relying on your enemy to be ineffective in battle, and that is what makes this strategy a sort of gambit in a way. It is up to the commander to decide whether or not the risk is worth it.

    • Like 2
    • Thanks 1
  5. It would be so freaking dope if we could pick our own personal color of SBH, LCG, and mobious weapon colors. I get that could be confusing so I would make it so that the colors only apply at Heroic Rank.

    Cmon, you know you wanna have a squad of SBH with one each having a different color of a rainbow.

    • Like 4
  6. 1 hour ago, RypeL said:

     

    That its just lastround score leads to players that just connected dont having a score for the balancer to take into account etc. So a first step to improve this could be to persist like the average score from the last three matches for every player so the balancer always has something to go by.

    That is a very intriguing idea, and I like it. It would certainly be interesting to see how matches play out with a system in place like this.

    • Like 2
  7. 1 hour ago, roweboat said:

    I think it does come down to the nature of the gameplay. One of its strengths is also its faults.

     

    8 hours ago, Rups said:

    Once you lose a building everything just spirals downwards even further. Losing bar/hon usually effectively ends the game.

     

    8 hours ago, TomUjain said:

    Team balance is a tricky thing to get right, and even a manual shuffle fails to perfect it at times. The fault, I believe is how the game is designed. In a nut shell: a bad team is more likely to lose a key building, further and permanently handicaping the already bad team.

    I suppose I spent a bit too much time on that topic.

    You are all absolutely correct. There is a snowballing effect in this game, but it typically happens during the mid-game. The early game though is really just a sort of all out anarchy type of situation for both teams. Maybe kill the harv, or take a silo or course, but in the early game players will get the majority of their points from just killing other people. That essentially stops at about 5 minutes and the mid-game starts, and that is where the snowballing begins.

    My stats deal with the early game pretty much entirely and allow for you to predict the chances of success. So in essence, I can figure out if the teams are notably unbalanced due to one team being higher on the scoreboard (indicating one team is overwhelmingly better than the other by sheer skill in infantry combat, and usually this will mean all forms of combat and better game sense).

    Now this issue CAN be resolved if a proper balancing method is found and implemented.

    I absolutely understand that this game helps the winning team along during the mid-game and can lead to an easier time achieving victory, and I am fine with that. The mid-game is often times my favorite part of a match. What I do have a problem with is the fact that a game is essentially over in about 3-5 minutes just by looking at the scoreboard.

    "Oh look at that, NOD is overwhelmingly at the top of the scoreboard and it has been 4 minutes! Looks like I have roughly a 7% of winning this game, very nic- GDI INFANTRY BARRACK DESTROYED"

    I dunno, I just feel like something can be done to make matches more balanced for a bit longer if the teams are balanced properly. Eventually one team will always get the upper hand, but having one team be inherently advantaged (having better players) at beginning of the match is a bit saddening.

     

    • Like 1
  8. Being a commander in this game can either lead to feeling immense gratification or complete and utter misery. You are expected to lead your entire team to victory, and no matter what the end result of the match is, people will blame the defeat or victory upon you.

    Believe me I hate that it is like that but it is the reality. I don't think it's fair to blame the commander a lot of the time because they are always limited by two things, their team and the map. There is only so much a commander can do for organized rushes that are viable during a match. So I'm sure you understand it probably isn't your fault if you are commanding a gdi team with infantry players that are not as good as NODs, and you end up losing on islands. There is only so much a shitty little rush down a narrow choke point filled tunnel is going to be able to get done, but I mean what other options do you have on Islands besides holding the field and hoping to God SBH's don't get away with something stupid.

    As a commander you have one job. You are the one that needs to decide IF you should rush, not when you should rush. It is your job to seek out a weakness in the enemy's defense and then construct a plan around it.

    Do not let team mates organize a rush just for the sake of rushing or defeat will be imminent. People might start getting angry at you for a supposed lack of command, but you can't give in to their demands for a rush that isn't going to work.

    Trust your guts commander, act on instinct, and do what YOU think will work. If your team doesn't help you do your rushes, then it is their defeat, not yours.

    I suppose the point of all of this is just ignore the angerous screaming people. Always realize what you can/could do to be better when commanding but also know when a defeat is not the result of your commanding.

     

     

     

     

     

    Also read the Art of War by Sun Tzu, a ton of stuff is absolutely relevant with commanding in this game.

    • Like 2
  9. There is nothing more fun in this game than when each team has lost a building.

    When you are on the losing team but still manage to somehow destroy a building through some ridiculous string of events that had no right working. As soon as this happens I know a real match is about to begin. Both teams suddenly start trying as hard as they can and commanders step up their game with more complicated rushes. It is no secret that the funnest games tend to be ones where the teams are balanced skill-wise and building-wise/option-wise.

    Unfortunately I am seeing very little of these types of matches these days.

    Give me some time and I can prove to the community that most matches are over in 5 minutes. I am doing some statistics that analyze just how likely it is to estimate which team will win at the 5-minute mark. I am at 67/100 matches. So just give me some more matches with a good player count and another month and we can all take a look at these stats.

    Let me just say this, from the stats that I have gathered so far, it is very very evident that there is a problem. But more on that at a later time.

    • Like 2
    • Thanks 6
  10. I think the problem here is not beacon spam, it is unbalanced chokepointy map designed along with shoving way too many players into a certain selection of small maps. The only time beacon spam tends to be a problem is on Snow, Oasis, and Field. It's almost like 64 players weren't meant to be shoved into a map meant for smaller player counts.

    Just vote for bigger maps when you have a bigger player count and the problem disappears.

    • Like 1
  11. Alot of people say the flame trooper has become unbalanced because of the cqc mod. I don't really agree. Sure, the flame trooper will absofreakinglutely shred your HP in a second if you get near him, but your mistake was getting near the man with a flamethrower in the first place. The flame trooper shines at what he should be used for, extremely close quartered combat centered around ambushing your opponent. He is now capable of winning pretty much any engagement against tier 1 infantry provided you hit the majority of your fuel tank and are up close and personal. Above tier 1 inf, and you will likely have not killed your enemy provided they were at full health and you didn't hit every single fuel unit. This is the perfect balance for this infantry in my opinion. You are unsurpassed in close quarters combat against tier 1 inf and you need to avoid higher tiered inf unless they are already weakened.

    Above all else, I actually enjoy using flame troopers with this mod. I never used them before.

    On a side note the soldier infantry feels like heaven to use as well with this mod.

    In general, and after having given this mod some time, I think it is pretty much perfect.

    Just look at the before and after pictures of flamethowers, I think we can all agree it's a good change.

     

     

    n1.jpg

    2018-02-01-image-4.jpg

    • Haha 2
  12. Had a weird glitch happen to me on Under where I went..... under.....the ground for a second and it counted that as out of bounds, but with no kill timer on the map it just gave me the no color filter. This would keep going even after I died so I got some cool screenshots of the map with it.

    20191026140034_1.jpg

    20191026140056_1.jpg

    20191026140157_1.jpg

    20191026140216_1.jpg

    • Like 1
    • Haha 1
  13. Oh what the crudspula. You're right!

    But my game disables it literally any time I enter into a match so I've never seen this stuff before, it also resets my graphics to normal instead of running it on ultra like I tell it too. No wonder my game has been nasty looking lately.

    Still despite my broken settings, I want blood and ashification of people killed by lazors

  14. I like the idea of holding down the Q button to bring up an expanded list of options. If you go down that route be sure to include some for enemies and enemy structures. For example have one for "Please God don't fire at the airstrip because I am currently waiting for my C4 to blow up and if you start shooting at it you will compromise me and doom all of us you fools!"

    • Like 2
    • Haha 1
  15. On a serious note I would love to see people vaporize/disintegrate and turn into a pile of ash if killed by Laser weaponry. Something like EVE for Fallout games if you have ever seen that. Or burning corpses after being killed by weapons that inflict burn damage. Disintegrating into a pile of goo or leaving just the skeleton after being killed by a tiberium weapon. Give us blood as well. And head shots should result in a total decapitation when shot by the ramjet rifle.

    I know so edgy, but cmon that stuff is cool. This is a game literally based on warfare and I wanna have the option to glorify my violence.parental-advisory-extreme-content-png-20.png.b13c2837ba3f6bbb8aab4d31bdfc7343.png

     

    • Like 3
  16. I like the idea behind the mod. To give a fair chance to every player when you are right next to your enemy. I feel as if this can balance things out between god-tier players and noobs such as myself, as a hit up close can spell doom for either side. One of the most important distinctions between this game and others is the fact that the time to kill is much higher in RenX. Having the ability to decimate health is a welcome change for myself as it really does give a chance to kill some of the super good players.

    With that being said, there are certainly some balance changes that need to be changed with certain infantry classes, but give it time for the mod to adjust and I am sure it will be a permanent good change for the game.

    • Like 1
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