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Everything posted by yosh56
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If you were referring to my post, I meant the AOE of tanks, not the VAR. They even upped the splash of tanks MORE in beta 3...'cuz you know, screw infantry. Personally I'll take a VAR over the carbine... other than the cost, it does kill faster.
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Um, no. It's a DPS weapon so requires at least some exposure on your part, making you an easy target for the ridiculous AOE tank damage currently in RenX. Honestly its range isn't that much of a handicap at all...I always thought it had too much >_> It can't sustain the field, but it DOES do well at breaking into it. I covered VAR rushing in a posted guide, and the numbers there are kind of staggering. They're almost as potent as flame tanks and have more range while taking up less space. The VAR's spread/recoil is barely noticeable, and only serves to make it feel like you're not firing a nerf gun. It can deal with infantry easy at any range from my experience, it's just always easier to aim at a target that's 10ft away. As has been said, it's a good defence weapon, and a good rush weapon, but it can't sustain itself in the field. However, grab a friend and tag-team the field with VARs. Just 2 of them is downright overpowering, but not nearly overpowered. Besides...the VAR has the single most useless thing on this entire game: that secondary fire.
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1. There is an audio cue for disarmed beacons, it's just weird that sometimes it plays and other times it doesn't. 2. Agree, though I've never had the problem. 3. .....TAB.
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We've already stated that we need a tutorial at some point here. It's a pretty well known fact.
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Infantry is its hard counter. Even a normal c4 loser rifleman. I never said it was OP...I just said it was broken, it can basically always beat a Mammoth 1v1.
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The Stank has been broken since beta 1...shocked it's not harped on more.
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Oddly enough, went back and played Halo last night, as it is a surprisingly good example of high TTK infantry combat. Paid mostly attention to good people with the sniper, and I gotta say that the only difference the sniper in Halo has vs the sniper in Ren is slightly lower rate of fire, and no one hit kills to the body. This IS doable, and honestly you move slower in Halo so it's easier to get capped in the chest. Moral of the story, nerf a bit of its ROF (I put an exact number in an analysis of the Ramjet posted here) and nix this OHKO to free infantry in the chest. Ramjet has no logical progression of damage like the 500 sniper, it's just 1 or 2 shots. I already explained how Overpowered the PIC is the moment a group of people start focusing fire with them. 4 PICs out damage the Obelisk, have an instant projectile, and shoot faster than the Obelisk. Then we have the fact that PICs do all of that damage in a burst, and have enough range that they can usually not be outrun. PIC and a Heavy pistol is possibly one of the most powerful combinations around. Saw a GDI team take the entire field back with just PICs...eventually needed tanks to sustain, but that's what tanks are for. Also took and held the field with just a team of PICs back in old Ren. They're fine, even if they could use 15 more damage vs light armour to be able to kill Artillery in 1 magazine...
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There is one, its called the Personal Ion Cannon and Rail Gun. Ive already been off on this researched and number-heavy tirade: the PIC and Railgun both are terrible at killing late game light vehicles, since they do the same damage to heavy and Light armour, but still have an abysmal rate of fire. That, and they're pretty easy to just out-range with Artillery. The more I think about it, the more Im just wondering why he bloody hell we need 2 sniper rifles in Renegade...All the Ramjet has EVER done is get flak as a n00b weapon.
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Think the biggest thing needed before aaa Steam release would be a game that updates its damn self x.X.
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Hopefully sometime after January. Nothing guaranteed yet, but you WILL know when The Yosh returns. You ALL will know.
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Who knows, Mass Effect 1 and 2 were on Steam, but 3 was only on Origin
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It's just been mentioned in other topics. Nothing centralised or official, but occasionally devs will respond with small tidbits about the more annoying issues
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First point: already added in beta 4 I believe, so no need to talk about it. Second point: That exact idea was modded into OldRen server-side, so I'm all for it making a comeback.
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Suggestions-gunplay,units balance, armor regen and more
yosh56 replied to Axesor's topic in Feedback & Bug Reports
And that's about it. Even OldRen had indicators for directions you were being damaged from. Can't go overboard with this though, as was mentioned in another topic it's a disadvantage to have your HUD going through too many damn animations and starting to get in the way. As for TTK: A) Most snipers suck, and only the really good ones are annoying. The n00bjet is and always has been a bit on the overpowered side, we just don't know what to do with it to not break it down the being totally useless. B) Can't agree with any of that. The basic auto rifle kills free infantry in under a second with head shots. If you're exclusively aiming for the body then you're literally trying to play a different game. Lucky enough that they buffed the hell out of body-shots for RenX, as in Renegade body shots did about a 1/3rd of what they do now. C) I've seen plenty of new people pick up the game and claim that guns seem too weak, then accuse anyone good with them of cheating. Generally it just comes down to the fact that games with higher TTK just require you to have more than 1 skill to win a fight. Low TTK just needs with reflexes. High TTK requires twitch reflexes to get the first shot off, and then sustained aim on top of pattern reading. Seriously. The average player here basically just moves side to side or barely at all, making it obvious where you should be shooting. As for items, they're gradually being added...though I personally despise the method in which they're being implemented. ...And if you ever mention regenerating health on these boards again I'm fairly certain you will be run off by an angry mob. -
I like how it is easier to exit after the game ends
yosh56 replied to isupreme's topic in Renegade X
It was much easier to leave in beta 2...hell, the game usually just did it for you =p -
Do my eyes deceive me, or does that mean B4 is the last time we'll have to download a full release? I mean, if so, I can probably get at least a few more people playing this again.
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Because it isn't a coordinated strike. Field's design just forces it to look like a team is coordinated when in reality there's just 10 lone-wolves funneled into a tight area.
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32 AC-130s or 96 A-10s? Who would have money to invest such large number for a single small battlefield? The same people that use weapons of mass destruction to destroy one single building...
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....I wouldn't call a character that can out out damage Gunner vs. vehicles, kill multiple infantry in a single clip, and do decent damage to a building's MCT alone a one-dimensional. Under-utilised, yes, but that's about it. Also, McFarland isn't even close to being 'broken' anymore...the hell game are you playing? Also, I'm 90% sure that the explosive resistances of the Flamethrower and Chem Trooper didn't make it over to RenX unless they snuck them in at some point. Spam a Marksman maybe? Marksman doesn't even need to aim that well...just spray in most Sak's general direction and they'll either move or retreat. Just don't be the dumbass that tries to head-up fight a Sakura with the Marksman then complain they're OP. #WhereDaGunnerRush #PatchOP
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It's hard to name-lock when you can change your name on Steam. Maybe not allow you to use 'set name' in-game though. As for wiping the leaderboards, I wouldn't care. I'm The Yosh...it'd only be fair to give everyone else a head start.
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Yep, you sure won that fight with an assumption. Anyway, it's not about earning credits, that's not hard, it's about the fact that this shit is extremely overpowered and is basically able to snipe freakin' Mammoths in its current state for little to no cash. Already has an incoming nerf through a change intended to alter something else, so doesn't need too much more discussion of its present state.
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Considering Airstrikes are also used to surpress engineers repairing vehicles, Airstrikes also help break vehicle-camping stalemates. They aren't THAT cheap, and honestly they do just enough damage to vehicles now to be considered a support weapon, not to mention they give snipers something to shoot at. Having a movement penalty in scope: I remember there being one in OldRen, but then again I never used the scope, just like I rarely bother with it in X. I do t think it having a movement penalty is all that big of a deal though. You don't slow an entire game down by having something optional slow movement, it just gave scoping a very simplistic advantage vs. disadvantage. If you sprint and jump at the same time the jump penalty isn't really that big of a deal. If anything jumping made you easier to hit in OldRen anyway, especially by snipers. The one thing I agree with is that AOE got way too much of a buff on tanks and it feels like remote C4 as well. And yes, it got buffed for some god awful reason in beta 3, as if killing infantry in tanks wasn't already easy enough. Next we'll get directional armour...then double tank damage to infantry... Newer maps aren't all done however, and Goldrush doesn't have tunnels because it has an entire field dedicated to infantry. XMountain is one I noticed that could use tunnels, or a more intricate infantry path. Whiteout just isn't a finished map, and I'm not sure why it's in game in its unfinished state. I'd still overall after playing OldRen beside X, X definitely feels faster paced, and not just from sprinting. Tunnel fights between non-snipers don't seem to drag on as it isn't a complete waste of a bullet to accidentally hit someone in the chest, and it never feels like someone is completely in-hittable (e.g snipers vibrating in OldRen). The only thing I really see that slowed X down is the addition of EMP nades. Rushing was hard enough, so what logic was there to make it harder? At least adding Airstrikes helps break sieges (albeit completely imbalanced in its initial incarnation). I feel like current mechanics aren't considered well enough before some changes get made. The Ramjet already kind of suffers from the 'doubling' mechanic in Renegade that applies some places but not others. For instance, the Adv. Repair gun is DOUBLE the normal one. It could have very well been a 50% increase and still been worth it without being as partially game-breaking as it is. It's not too bad, but it does seem like a bit of an undeserved jump. The Ramjet could also have been a 50% increase and still been a 'better' sniper rifle made for those who can't headshot worth a damn.
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How on Earth has RenX slowed down Renegade at all. Head shots and body shots now actually do significant damage, and between added sprinting and Airstrikes RenX is definitely faster. Have you played OldRen lately? It is significantly more sluggish feeling. Also, the no-fire bug is hit-or-miss; I notice it sometimes, but often you can get away without it ever happening. When everything works as according the Ramjet does actually shoot pretty damn fast. Nobody sounds at all like they want to slow the game down much at all. Snipers are, and always have been, sitting on the overpowered side of the spectrum. Yeah they're an aim/skill class, but body-shotting with the ramjet takes about the average aim of a COD player. Watch anyone half-decent with a Ramjet. If you can twitch, you can win any fight at any range, ever. Trust me, I'm not saying this because I hate snipers. Hell, I don't even zoom in for long range shots half of the time, as all i do is shoot for the top of the dot I'm aiming at in the distance. I won't agree immediately with taking away hip-fire, as any one-shot gun with random spread doesn't fit anything about Ren, but snipers are/were broken in Ren. Tunnel wars basically become 'that guy who's good with this one gun'. If you can headshot consistently, great, I already mentioned the 500 being pretty well balanced for what it does, and it follows a logical progression for body shots while giving full reward if you can hit someone in the face. The Ramjet kind of just...gives you kills so long as you can put your crosshairs in someone's general direction. It follows no real progression like the 500 sniper. It's just 1 shot free infantry, 2 for everyone else, and beats automatics while firing at centre of mass. Trust me, killing the ROF on the Ramjet just a hair won't slow the game down. If anything it'll speed it up, as that one person just picking off CQC infantry in CQC will no longer be hampering everything by himself. Half of Renegae's mechanics are about not giving one player ungodly amounts of power. Snipers have always sort of broken that mould, right behind Technicians. I say this as one who basically grabs a Havoc with the sole purpose of being annoying in the tunnels when I know my aim is on point.
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Of Exploits, Balance and Logical Implementation
yosh56 replied to yosh56's topic in Feedback & Bug Reports
Need 3 remotes to have a patrolling APC be destroyable when necessary, but that's about it. Also trolling is different from exploiting something overpowered. Flaming vehicles will get you kicked, but isn't serious enough to make us ban or kick someone without at least a warning. It's a part of the game, so it's expected that people will eventually catch on and half of them don't even know what a flaming vehicle is. Give them a warning that the tactic isn't allowed and then it's punishable. Outright team-hampering is a different story. Then you KNOW you're doing it on purpose from the beginning (unless it's a noob mining, then they get a warning). There's things you should just know are going to get you kicked, and flaming vehicles isn't exactly obvious for new people. Some servers may even allow it. -
Of Exploits, Balance and Logical Implementation
yosh56 replied to yosh56's topic in Feedback & Bug Reports
We have a vote kick option for a reason, and I've got a ban-hammer the moment anyone abuses anything. There's lots of trolling in many games, and frankly it's easier to troll with spamming proximity mines than it is to troll with something you have to pay for over and over. Also, it isn't confirmed that you'll only be able to plant 2 remotes. Thought about making it a separate vehicle, and while it could work, it'd also require even less effort than having to add to the unit. Kind of relies on it needing to be a bit time consuming to prepare to avoid things like donating to suicide rush Harvesters, or just buying suicide units when the enemy is in your base.