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ErroR

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Posts posted by ErroR

  1. On the server I played on the spy crate always turned you into a enemy soldier. Only.

    The targeting box always gave you away but depending on the map you could sneak in and nuke a building. It wasn't easy, you needed your team to assist you somehow, either by rushing in or covering the beacon by shooting at it from outside of the base. It was way more teamplay oriented.

    In renx if you get lucky and get turned into a tech then you can get a building depending on the map but I think the notification kind makes the enemy expect it so it's kind of pointless altogether.

    There was also a stealth crate that would give your character the ability to cloak like the sbh, it did not protect you from base defenses though.

  2. Pretty sure this goes into the "Everything else" section.

    I don't know very much about titan fall except that it's on the source engine (which is easily moddable, so that means easily ripped models etc) and that's it's a fps with mechs.

    I'm not exactly sure if it's fair to compare every first person shooter to cod if it's generic, it's trying to do at least something different.

  3. The crosshair is pretty useful to help aim at a distance with the lobbing shells. Please don't change it.

    As a guide at first maybe but once you get used to the projectile's arc it only serves as an annoyance. Perhaps be able to turn off "helper" crosshairs?

    I too would love customizable crosshairs. I couldn't care less about sniper crosshairs, make those unable to be changed if you must.

  4. If it really is a problem, the easiest solution would be to simply reduce the rate at which an individual engi/tech repairs a building.

    How about reducing the repairing effectiveness of each individual the more of them are repairing at the same time. That way a single engie trying to repair when nobody else cares wouldn't be punished by that while 5 engineers repairing one building wouldn't be as effective as they are now.

  5. Firstly I'd like to be able to rebind the buttons for voice commands. I like having crouch on ctrl and I don't like having to crouch or walk to bring up the voice commands.

    Secondly some commands are hard to reach. I have to stop what i'm doing to reach ctrl+7 to say affirmative (as thanks in many cases).

    My suggestion here would be to move the commands to z x and c just like (and it's brought up again) in tf2. Instead of it being push and hold they should be a toggleable menu that disappears when you select a command, press the button again or after a few seconds of not doing anything.

    7mppC.jpg

  6. Mesa 2 and Field.

    Mesa looks great and is quite fun.

    Field because it's an old map that I remember.

    Both maps have base defenses which makes them more interesting to play imo.

    While field is often a stalemate because one team camps the base entrance of the enemy all the time it's because people don't push in.

  7. I actually quite enjoyed the original Hourglass. I think Whiteout is lacking the tunnel combat. Maybe move the Silo underground to give it a purpose?

    I agree. I think the silos should stay out of the field in general, where they can't get covered by the team who dominates the field with vehicles and gives both teams equal chance to capture them at any time.

    In general I think RenX needs more maps with base defenses. For me that's the real C&C and it feels like there are more maps without defenses at the moment. Not sure if that's the case though.

    I'd rather play mesa or field 24/7 instead of walls or lakeside. Islands I do enjoy however since there's an independent infantry route.

  8. So many times I've wished there as a melee button though =P

    Yeah, those "Im going to sneak up and knife you just to humiliate you" kills can really make a game.

    "BigBob killed with knife by Imaghost"

    Whelp, thats a n00b.

    A few shots with a silenced pistol to the back of the head can count as melee here.

  9. I don't think airstrikes should get a price increase only. I think they should be a tool for temporary area denial rather than completely wiping it. Once it's called in you get the choice to stay in the area and take the hit, risking death from repeated strikes or retreat and remain unharmed. Aistrikes should probably be less instant kill and more "oh shit, time to get out of here, quick".

    That's what I usually do when I see an explosion caused by an airstrike nearby but it's usually done it's damage.

    So what about a longer duration but less direct damage?

    Think spitter acid in left 4 dead, molotovs in counterstrike go etc.

  10. I thought there was a solution posted against the speed hack.

    As did I.

    And BTW everyone, there is no IP ban yet (that Im aware of). Implementing a "Require Steam" feature or an IP ban will mostly fix this issue, both of which are planned in the future.

    People can create infinite alt accounts on steam. That won't fix the problem.

    Try sticking to servers that are moderated.

  11. You wouldn't be placing a beacon up there....the killzones are for tops of buildings that are not easily accessible from the ground (there was one in renegade on the top of the barracks on ground maps, for example). Wall hopping is removed, but parachuting remains. Building top killzones are necessary.

    I'd also be for the at feet placement as well. Makes more sense that way, really.

    Iran, can you hopelessly evaluate me next using 15+ falacies?

    I'd rather have you slide off the top of buildings like the wf pipes, a simple insibile /\ shaped wall will ensure you fall off. The refinery has a bunch of places you slide off and can't place becons on.

    Top building death zones are a bad idea. The powerplant does that but it makes sense because you're falling into a huge fan at least.

  12. I don't think killzones are the right way to go. You could create a completely new entity of no-beacon-zones instead. You shouldn't be punished for ending up in a place you're not supposed to be in because chances are it's a very very rare occurrence and those break the monotony of gameplay.

    There are a lot of killzones on islands at water level and while they're doing their job it's a bit unfortunate if you somehow end up in one in a real game. You can only find out where one is by dying to it.

    Let's say you can get up here:

    BA24606DAF254A79F2240994D3C4EC83DEFB0A5A

    It's a place you're not supposed to be in. A deathzone in this place would be confusing and just wrong. Instead you should just make sure you can't climb up the wall that lets you get up there.

  13. Repair guns take *forever* to remove mines. Way more than enough time for your team to respond. If a team of characters is attacking then you should need a team of characters to defend, this is entirely reasonable.
    But people disarmed them in renegade and it worked well didn't it? Or did you just turn around when you saw mines.
    hahaha, what? This is literally what mining was designed to do. Next I expect you'll complain about armor being OP and then say that using anti tank weapons is just a bandaid "fix".

    I never "complained" about anything being op and this isn't a very good analogy. But whatever, good point.

    You can see a SBH at short range. Not a problem. And a SBH sneaking through hardly dooms your entire game. This is going to scare you but there are entire maps where SBH can sneak everywhere.

    They usually carry nukes.

    It's a terrible position to be in when a sakura is camping the bridge as there's only one exit.

    Get a Marksman and shoot her then? I smell free points.

    Good luck throwing rocks at a tank. You're doing next to no damage while they can one shot you.

    Please find me which page of the Holy Handbook of Renegade this is stated on.

    There is no written rule but that's what happened in all the vanilla maps and isn't that kind of the point?

    Spies - Yes, you have eyes don't you?

    I'm sorry that I'm not patrolling the base 24/7

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