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Bam Ham City

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  1. I saw on the Discord explosive tiberium is not possible in UDK. Oh well. But how possible is depleting/regenerating tiberium in UDK? If it is possible, then are there plans to implement it in Firestorm X? And if it is not possible, then is one plan for pushing harvester players outside of their starting base placing blue tiberium near contestable outposts?
  2. I see from Dev Talks there are drivable harvesters in Firestorm. You'll have to buy player driven harvesters from the War Factory, so be sure to save your credits. Also I'm curious about seeing the implementation of pushing harvester players out of their starting tib fields. I suppose the easiest way is to put the more valuable all blue tiberium near commonly contested outposts. Though it'd be awesome if depleting/regenerating tib fields and explosive blue tiberium are additional features harvester players have to think about.
  3. I hope Firestorm's squads one day make it to Renegade X. Squads would do wonders for organizing what the team is doing and where they're doing it. I think squads depressurize the Commander position since the Commander would talk to maybe around 6 Squad Leaders instead of herding 31 players. And giving players pre-defined map objectives by Squad Leaders focuses players in a game that can seem overwhelming at times from how many places on the map a team needs to control for victory. I too feel squads would completely change Renegade X's meta due to restructuring the game's information flow between players. There could be more opportunities for subtlety in strategy and tactics. And less "Putting all the eggs in one basket." with giant rushes that have the large weaknesses of giving up map control for free, taking a long time to organize, and lacking information on the opponent's defensive Engineer locations.
  4. While I don't have an 800 DPI mouse, and I'll have to continue playing around with adjustments, turning down my sensitivity to low amounts is already noticeably helping me with hitting infantry targets as another infantry class.
  5. What is your mouse sensitivity? If it wouldn't work for many players, knowing what doesn't work could still be valuable information to players finding their own mouse sensitivity sweet spot.
  6. In my opinion, demonstration videos of advanced tactics and knowledge is the most useful thing to show new players by far. For I'm new myself, yet I feel there are so many topics to keep in the back of your mind, topics which also change depending on your current map part location, and topics which also end up being the tipping point between winning and losing, that I believe "Advanced Tactics" in this game are truly Basic Essentials every player ought to know. It never occurs to me GDI can sneak, for example. My new player logic says "GDI = No stealth units = No sneaking without spy crates." But, though some luck was involved, the above video fully demonstrates the opposite. Or what to do with air vehicles, because they die so fast to so many things. A second, two part example is first, the effects of more veterancy vs. less veterancy, and the effects of crate farming second. Because I remember a game where one speedy Mendoza more or less singlehandedly locked down infantry tunnels for the rest of the match due to having Tier 4 veterancy, from what I partly assume was lucky crate farming, vs. everyone else's Tier 2 veterancy. Team vehicle compositions and identifying what class/vehicle to bring to a baselock is a third, but by no means final example. I've seen many times where Nod tries to baselock on GDI's front door with Artillery and many repairs, only to suffer a prompt smashing from GDI's more powerful vehicles and the Artillery's weak armor. It wasn't a matter of Nod not having enough money for other vehicles either, because I like to watch team credit counts for donation purposes. For my own recommendation to new players, begin learning the game by exclusively playing Advanced Engineer for supporting vehicles in field. Offensive repairing is a fantastic way to climb into your team's top 5 players, in addition to easy veterancy points that very commonly build to Tier 3 veterancy that you can then use on a rushing class when the Commander calls for a rush. So far I like this playstyle so much I want to stay with it for the foreseeable future.
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