Jump to content

PermaGrin

Former Developers
  • Posts

    759
  • Joined

  • Last visited

Everything posted by PermaGrin

  1. Server moderation will be the best solution for most of this in the end. There is no way we can keep up with hacks/cheats existing or new for too long.
  2. We are looking at adding the name entry option into the in game menus.
  3. I always remote my own vehicle most of the time. MRLS are a great example. With a hotwire and remotes on my vehicle, I can hop out and quickly repair up. If a SBH takes it, I simply get the kill points by detonating the remotes and maybe even get the SBH exposed enough to kill him.
  4. There are no "PTs" (purchase terminals) on the tech buildings / silo. Only "MCTs" (master control terminals). PTs are for buying stuff, MCTs are for repairing and damaging buildings. As mentioned, you use the Repair gun to neutralize / capture the silo. Once the silo is captured you gain access to extra technology. At the moment this tech only consists of a few extra guns. We hope to add more stuff in the future. Keep in mind, the accessing of extra tech firearms it currently bugged. Losing access to the extra weapons is currently not working as intended. Capturing the silo also rewards you with extra income/credits trickle.
  5. I think we should look into making the beacon place where you are standing rather than where you are aiming, this might help with some of these problem areas. I will bring this up / pass this on to the team. At the same time...SOME of these areas mentioned look to just be "good" places. Just because it is "hard" to disarm, does not mean it was "easy" to plant.
  6. Back in the day when GDI would get pinned in by Artys, I would always try to help the push out with suicide runs. Buy a shotgunner. Buy an APC. As I go to hop in the APC, toss timed on the front. Dont let go of "W". If lucky with timing, timed can get some thing. If not, you do some damage, they kill the apc, then you are right next to them with a shotgun that can do decent VS Artys. All of this sometimes created enough of a distraction/disturbance to allow the team to break the lines.
  7. PermaGrin

    Flying?

    Jump (space) to go up. Crouch © to go down.
  8. Radio command visuals, both in the world and on the minimap are both on the list of "things-to-do".
  9. Also since they are bots, you can hop in the vehicle and hit "1" to take over the driver's seat.
  10. I also noticed this from the other side. As playing Nod, I removed all of the bots. When I drove through the field I found/seen several cloaked stealth tanks.
  11. Should be fixed in next patch.
  12. Thanks for playing and enjoying. Spread with word, so more can find it as you did.
  13. This is a known bug where the 1st person arms sometimes appear like that. This can happen to any character, not specific to Gunner. Toggle back in and out of 1st person and they should go away.
  14. Doubt it. Personally those larger building interiors would just add to the confusion in navigation and would become a pain in finding beacons.
  15. 1. Spotting beacons might actually be something that is done. 2. Favorites has been brought up and noted. Yet neither I can promise "next" exactly.
  16. While a dream is adding a commander mode, at the moment something to this extent is not even on the plate.
  17. Longer we kept it behind closed doors the more we were afraid of losing steam/drive/motivation, from both the devs and the fan base. Personally I would have rather another 4-6 months.
  18. Most of these we are aware of. I believe once the option is added to allow tech buildings or not is added, that is when the barn will come back.
  19. I think dynamic boundaries based on player count selected could be neat, but I do not recall that as something we have ever looked into. Not sure of how easy or possible it would be. I know BF has had that type of function with their maps. So I could certainly ask.
  20. I understand that, what I am getting at is, overtime as servers player cap numbers and more maps come out to accommodate larger players, the better it will become. Setting player count to max is not exactly the fault of the designer. Say we make field great for 64 player, once someone figures out how to do 128, that then the maps fault for not supporting the player count? To agree with you more, the corridor stalemate war is why I hated Field and Under in the original. But again, in the start of Renegade, Field/Under probably was not design for 32 on 32, more like 12 on 12.
×
×
  • Create New...