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Everything posted by yosh56
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Veterancy with 10 levels would still follow the same rules as veterancy with three levels. That being new joins would start with an average. Would also not be as extreme as three levels in terms of advantages per level. Walker Assault honestly sounds like it was made for Tiberian Sun. I said that shit since the day EAs Battlefront 1 opened for beta. Actually, objective modes in general might be nice. Even multi-objective maps.
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Funny enough, that was going to be one of my next points, but I didn't have time to add it, and still currently don't in detail. I honestly think minor secondary objectives like tech buildings keep the neutral game more interesting. AOW by default had a secondary objective, which is one reason it had more fun moments, but honestly since marathon's started averaging 30m-1hr I haven't felt the neutral game was THAT bad till it hits a true stalemate when you're locked in your base (Nod on Under is a good example). So for specifically CnC-Mode: Secondary objectives that act as a natural time limit. I think maps with tiberium/silo control being used as a "score" would fit fine, as it would still fit into map control, but base destruction still has its place as a primary objective. Every other mode can also have a natural time limit, or a real one. Probably more on that later.
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I just kind of want to start a mostly theoretical discussion about what would/could be done differently in rebuilding CnC-Mode (Or Ren in general) from the ground up. Maybe it'll manifest into something physical later, or maybe this will just be another one of those discussions that goes for too many pages and never has any ideas see the light of day. Who knows. Anyway, me personally: Base Defense: I'd start by not having proximity mines be the primary mode of base defense. It's weird to say the least. Giving buildings their own, weak, automated defense systems (ala the OldRen campaign) with cameras/alarms/ceiling turrets would be ideal in replacing that guy doing figure 8s in his Humvee whilst staring at the mine count. This in affect, would help reduce some of the tedium of base defense, as well as make it easier to defend during low population matches. Infantry: I'd wholly drop the time-to-kill for infantry, but only by reducing the asinine differences between head-shot damage and body shot damage that is just expected by Ren vets, but turns off the majority of new players (It's virtually always the 1st complaint). I'd never take head-damage out, but I'd kill off any differences higher than 3x damage (sans sniper rifles). 2x damage, sure, but head-shots should be more of a high-skill thing, not an outright requirement. I'd also probably nerf the acceleration on sprint, and add back rolling (like was 'supposed' to be in both OldRen and RenX at a point). Think something akin to SW: Battlefront 2 (2018)'s infantry system. Differentiate infantry classes more with full loadouts, as opposed to just one weapon swap and a little health. The biggest issue I had with Reborn/A Path Beyond is how restricted infantry felt. The classes were maybe a little faster, or tougher, but aside from that most just had one weapon... which started feeling EXTREMELY boring to fire when you ran across something you couldn't fight at all. Varied? Yes. Entertaining for more than 10 minutes? No. I think RenX/OldRen did better at this, with at least throwing the timed C4 on units, and X adding in abilities. I'd definitely add more abilities/'nade types, and just things to keep characters from feeling like one-tricks. Vehicles: At most, vehicles seem like the one thing CnC-Mode's fine on. Maybe add directional armour to add more tactical appeal to it, but that's about as far as I'd go. The worst thing I can think of about vehicles, is that they suffer the same syndrome as APB/Reborn's infantry, with feeling a bit too much like one-tricks, and only having singular weapons. Would likely have more multi-weapon units, or vehicle abilities to make it feel like you're doing more than being a left-click champion. Repairs: Break it down to ONE repair gun class, and place its repair rate right between the current normal and advanced repair gun's speeds. Then make a worse one that's buy-able by any class, but more on that later. Buy-able weapons: Definitely think there's a place for these, but only things such as beacons/mines(AT and the like), and maybe some other fancy gadgets (like repair tools) Veterancy: Would definitely like to go from 3 vet levels to something like 10, just for the progressive feel. Game Modes: Assuming infantry combat is made more engaging for everyone, I think Ren(X) could pull off more game modes that centre around infantry warfare. Control points/Black Hand vs. GDI SF/etc. ---- There's probably more, but I should probably stop typing for now and go to work. Just wanted to get the discussion rolling. Deez boards lookin' dead, yo.
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I still find the minimap useful for a lot of reasons.. It's the only thing that let's me know the harvester is about to jam itself up my ass, not to mention it let's you track people easily after they're spotted.
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*A- Personnel Carriers / Solution to GDI early-game veh issue?
yosh56 replied to Madkill40's topic in Feedback & Bug Reports
In OldRen yes. RenX, both use the gatling guns to avoid just being redundant with buggies/humvees. Also... you can put pretty much any heavy machine gun on a pedestal with 360 degrees of of fire. The only reason you'd have such a limited cone of fire is if you were propped on a biped in an MG next/bunker.... which obviously it's not, since it's jerry-rigged into a turret-type setup for OldRen. ..... A) It already rapes flak infantry and B) .... ummm, Madkill.......... It's already hit-scan O.o ? It can't go any faster Seems... very odd. --- APCs probably could do with some handling changes, though I'm just thankful for the GDI APC no longer being classified as a borderline aircraft with how easily it used to take flight. ... That's a strong NO. It's an armoured vehicle sure, but so is pretty much everything else on the battlefield. --------------- To be fair, the only map I remember really ever succesfully doing APC rushes on (with any consistency) in OldRen was City.... and that just because you had A LOT of room to move around, as the chokepoint wasn't that large going toward the powerplant, and it was a VERY short distance if you cut to the path behind the HON. I don't think EMPs really stop APC rushes that often. Not the ones that do like they're supposed to and come out of scenic nowhere. At best, a handling change on the Nod APC might be in order... but honestly I think they serve their purposes well enough. They're both really good anti-infantry/aircraft/light-vehicle, and very early game they make some unpleasantly dangerous rushes if not spotted. Also... needing more than 1 APC for a decoy isn't really some sort of disadvantage... it's just tactics. -
Command and Conquer: Rivals – Official Reveal Trailer
yosh56 replied to Ninja955's topic in Renegade X
#NotMyCnC This required admin abuse -
If you don't change, RenX is just another dead-end street
yosh56 replied to ex_member's topic in Renegade X
I don't even know what's being complained about at this point. Infantry movement was jacked up because of a debug command getting overlooked and not being obvious without 2 people running around in a specific situation. The out of video memory thing still doesn't have a really traceable path, but is known to happen in UE3/4 games apparently. If you only just now started getting it, count yourself lucky. I still don't ever get it personally. -
Should only be a few specific updates that actually target system settings... At least it doesn't reset mine every time. Voice audio slider is probably just reset and louder than what you had it. Personally keep mine at 40% since for some reason there's this huge jump between like 30-50 iirc Known. Fixed.
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No real release date set for this, and as with all preliminary lists it is subject to change.
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https://www.google.co.jp/amp/s/windowsreport.com/pubg-video-memory-error-fix/amp/ Anyone tried number 4 off that list? I don't ever get the error, so I don't really have anything to go off of.
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Considering UE3 physics are what spawned the MAKO in Mass Effect 1, I'd say this is about as good as it gets. And that game you had to BUY.
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As long as the field has space, I prefer having tank BATTLES as opposed to just rocking back and forth in a choke point.
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The Renegade X install in Program Files x86 has a tendency to get lost in bad permissions sometimes. I still have this issue on my desktop from old versions that were Uninstalled a long time ago.
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Destroyed PowerPlant - Change effects?
yosh56 replied to Madkill40's topic in Feedback & Bug Reports
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The Discord should be under the 'Social' TAB running across the nav menu of the website.
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Honestly I don't even see that many stalemate that coordinated heroics can't break. 8 heroic rocket soldiers getting a bead on..... Anything, is pretty much a guaranteed kill.
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Everything seems so.... randomly spread out. Like the GDI silo being half a mile from their base
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Wait wait wait... I'ma let you finish..... But this post just made me realize that Command and Conquer: Sole Survivor was the first actual Battle Royal game......
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On Tanking: Why you should get out of your tank more.
yosh56 replied to Xeon Wraith's topic in Renegade X
Seriously.... I get out of my tank constantly to repair.. If you keep it to under 2 seconds, you're still removing ~80 damage, and making it hard as hell to jack your vehicle -
@Agent Even though we somehow got backlash when we suggested making actual accounts.
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Are you still using satellite net? Most of your issues look like excessive packet loss tbh
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Recruit chain gun is 150 mag size
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Is known. Like Eyes and Cliffside having issues.
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Can I just... Join dragon now x. X?