Jump to content

yosh56

Totem Arts Staff
  • Posts

    2467
  • Joined

  • Last visited

Everything posted by yosh56

  1. Of course I approve, we've already had this 'exact' suggestion and conversation happen before =p
  2. It was shot down. Think it's roughly the same as it was in B3 <10 damage
  3. OldRen was also significantly harder to hit/stay on target due to lag and random jumpiness. Aiming in RenX is significantly easier, not to mention all of the weapons do significantly more damage to the body in RenX.
  4. Was something in OldRen, and would be nice to have back. Not really a top priority though.
  5. Yes I am reading and taking suggestions. I'm not ignoring posts, I'm just waiting until beta4 drops before I make any amends/additions.
  6. I don't usually make posts like this but... you are aware that you can let go of the mouse-button at any time, right? Autorifle is actually pretty accurate already, and 100% acc when ADS.
  7. Good teamwork means nothing if you don't know what options are at your disposal, or how to go about carrying out those options. Still too much, pick 3 mildly descriptive adjectives for me Teamwork, knowledge good. (Like one of those is an adjective)
  8. Good teamwork means nothing if you don't know what options are at your disposal, or how to go about carrying out those options.
  9. Oh thank God that was typo on Tranquility's behalf >_> I was searching for where it said that it did 20%, a that would throw more than enough people off. It DOES happen when there's enough people coordinated. I also mention doing it out of a Transport helicopter, though that comes with the terror of being kicked/banned for possibly throwing C4 that can't be reached. But yes, you can use 10 timed to kill a building from the outside. That's the entire contents of a Transport helicopter full of Hotwires/Techs, or an APC filled with them. In all reality, if people did it more, I'm pretty sure it would be considered overpowered. Already have plans to add on to it once B4 is released.
  10. Just gotta' get creative (and a little bit lucky) with spies. Hell, I've flown a stolen Apache into Nod's base backward before and NOBODY noticed. This was a 20v20 and this wasn't exactly a completely derpy Nod team. Also, it helps if you walk backward into the base during a good deal of chaos, so that way nobody is really paying attention to subtle details.
  11. Ah thanks for that second one. The Patch one I actually just noticed when I glanced at the guide a few minutes ago. So that's fixed already. Mucho appreciado.
  12. ...Ever try walking into a base entrance backwards? Dead... serious.
  13. The sad part is, when I went back and formatted, I realised quite a few things I left out. I actually thought about it before. I may take you up on that, but it won't be till after Beta 4 drops.
  14. So, because The Yosh was not kidding when he said he had nothing better to do in the desert than write 30,000 words pertaining to Renegade X, here is this overly complicated guide to just about everything in Renegade X beta 3(EDIT: 4). This is a bit of a mouthful, so hopefully once I get my desktop up and running, I'll be turning this into a string of videos (or actually poke Glacious and just hop in with him on that) The Mostly Comprehensive Guide to Renegade X EDIT: Updated to Beta 4; should only be revisions for patches/errors and beautification efforts from here on out. REV.0: ------- +Moved and centered the table of contents heading, as it was positioned weirdly at the bottom of the page. ------- -Added attachments for spies, smoke grenades and countering proximity mines, since they seem to be some of the least understood objects in the game for players. -Updated values for rocket soldier/PIC and the other weapons that were changed against vehicles. -Added a title picture that's up for debate -Added multiple hyperlinks to images to help clarify ideas and suggestions better, and will be adding more as time goes on. +Added one mention of vandammge --------- To Do List: +Add attachment to showcase ALL infantry (will be done hand-in-hand with updating the wiki) +Add attachment to showcase ALL vehicles (will be done hand-in-hand with updating the wiki) +Add a separate "Proper mining" attachment, or possibly just integrate it into the mining sections of both sides. +Commence video tutorials which will undoubtedly be linked to in this guide to clarify text even further, and help break up the monotony of text. +Beautify the guide with backgrounds, watermarks, etc to make it more appealing and professional looking. +Learn Japanese instead of always playing Renegade and working on this guide........ --------------- If anyone is willing to just take screenshots of various interesting things (Rushes, infiltration paths, etc) I may be willing to use them. They don't have to even really reference anything, as I do plan on just adding some random (but relevant) pictures about to break up the massive wall-o-text.
  15. Think i posted a topic before about trying something that seems like it'd be much simpler to code. Idea revolved around scrapping any complicated maps/commands, and simply giving 1 (maybe 2, 1 for field 1 for tunnels) people the ability to be 'commanders'. Simply having them have access to certain commands that were built back in OldRen (!Blockharv forinstance), and perhaps give them a few more options when they hold down spot with Q (E.G -destroy that vehicle-, which would actually add a more noticeable marker to the vehicle targeted, visually communicating to even those who don't read that they should be focusing down THAT vehicle). From what I can tell, you guys already have methods to, A) Make particular messages show up in noticeably different text B) Draw symbols over things when spotted that only show up to particular players. Mentioned in the last topic I posted about it that most of the ideas presented about commanders always get blown out of proportion. Why not try to make something simpler 1st that isn't stretching too far from what we already have.
  16. Wait, a dev did say they would be red, and that was particularly an important change as white maps make them invisible even if they were flickering their tongue against your neck, and red stands out on every background of map as well as emphasizes "this is a Nod unit". I've frequently noticed SBHs when I defended as GDI on Whiteout. It is significantly harder however, and most who do SBH searching will agree. Whiteout is hampered more by the amount of useless space behind buildings and behind the Barracks for GDI. It gives stealth units A LOT of room to maneuver around and avoid detection, and with the excessively large width of the entrance it makes them a definite pain. Add in the fact that they are undoubtedly harder to see against bright white snow, and you can see why Whiteout is generally regarded as a 'Nod Map'. In reality, GDI completely owns Whiteout if they're good and take the hill/field, whilst having a few good people defending. I always thought that maybe just changing the time of day on Whiteout would probably help. Not necessarily making it a night map, as we get enough of that with Field/Mesa2, but perhaps having it be early morning/late afternoon, and have the sun be setting on the Nod-side. This would cast the GDI base in quite a bit of shadow, negating the exceptional brightness that makes it so easy for SBHs to get lost in.
  17. Wouldn't making airstrikes queue up be a bit of a better solution? Right now one of the biggest issues is that multiple airstrikes all just come down at the same damn time. Perhaps actually have them only be able to come down one at a time in sequential order.
  18. ...Done is multiple times, yes. It's less 'sneaky' because the Obelisk does get a shot in, but you can still just run right up to it from the barrier at the Airstrip. Not from the tunnel, mind you, but from the barrier. Still a sneaky way to plant a beacon at the Ob if nobody on Nod is paying attention. EDIT: AND you can get all the way around the Airstrip tower in this same manner.
  19. I've seen all of two people complain about airstrikes since they finally got their damage tweaked to something that feels balanced. I don't think it'll hurt the game's popularity much at all. If anything, it just gives snipers something to shoot at, and aids in giving some form of briefly nullifying repairs on a horde of tanks just outside whoring the base. You still have to have the rest of the team actually push out and kill things.
  20. Good stuff, though I REALLY hope you mentioned that bug with the Obelisk doing ridiculous amounts of damage to a dev. I noticed a lot of the sneaking paths that worked in Ren died off in X as well, especially those in Field. From what I've been able to gather from the changes they say they're making to it, I have to agree wholeheartedly that it'll only make Field more of a stalemate with more mines blocking tunnels, and more people camping. Also, Nod can't harv-walk on Field (or they couldn't last 3-4 times I tried to in beta 1-2), the AGT missile just shoots over the harvester no matter how close you hug it. On the note of tall things, I became aware of The Obelisk's blind-spot change recently. I was a Gunner, they had the Obelisk mined heavily to the point where the mines were even outside, so I backed up all of 10ft and still got shot by the damn thing. Seriously, the minimum range is more-or-less non-existent.
  21. Just random tired musings of The Yosh. I know we kinda' dropped the topic, and the RNG was shot down (for good reason), but did they ever consider giving sniper rifles heavier recoil? Throwing off your aim after the first shot fits into the 'Punishment for missing' category, but still rewards those who can aim to begin with, and even moreso those who can aim and re-aim.
  22. Remember we have a small unpaid dev-team. More people means more complaints to sort through. Let them get something stable/balanced-feeling before we try to get a MASSIVE influx of players. As much as we don't have a very LARGE playerbase, we have a fairly diverse one in terms of new players vs. old players.
  23. Umm, you truly weren't around for B1. Like Gatsu said, hacking was very abundant back then, and even now we have some hackers about. I personally haven't seen any since I've come back, but I do know in beta 2 we had a rather notorious aim-bot crew. Just another reason the game does need to be ported to Steam (when it's ready though) so that a true release can have better anti-cheat measures.
  24. Good to hear. It's not so much the sound itself, just the fact that it doesn't seem to pan at all. I can be across the map and it still sounds like it's right on top of me.
×
×
  • Create New...