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Everything posted by yosh56
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I posted that to basically say that you just gave an answer to half of the issues with the game as is. Basically stating that everyone could literally stop posting on the thread because we have the one true answer to all problems. And it won't be till like February till I'm around to making a tutorial video. As for building a tutorial map, I do believe someone had a good idea in kind of mimicking the OldRen tutorial, but obviously focusing on teaching multiplayer. Obviously I'm not a dev, but A)hopefully when I'm back with a computer I'll be able to work with a few mutator ideas running around my head B) Make a video out of the guide that I wrote/am still writing. C) Write out an outline of how a tutorial level for Renegade X should go.
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Actually, if I read that right! it would be a hack. He said he went to 100% while being shot at, and if it wasn't a crate that the Mendoza backed up into then that would most definitely be a hack.
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Defending is actually pretty easy. It's just most people don't want to do it. Honestly it can get boring depending on what the enemy does. Sticking one person in each building would pretty much stop all sneaky techs/hotties. You would also be able to call out ion/nuke positions instantly. If any sbh rushes tried to happen, you could just spam for help while throwing remotes and refilling. Based on current server sizes, that's 3-4 out of 20 players on a team. That's like nothing. Mostly all the others could go on offense as long as they understood to suicide/help out if something happened. Well, lots of things work in this game but just require people to do them and coordinate. I agree that losing the ref early is game ending. The other buildings you can deal with somewhat, but early ref loss is just terrible. Nothing like seeing your credits stuck around 350 when the ref dies. That's what I said. It doesn't take nearly as many people to defend as people make it out to. Dunno, Ref dying early is sort of the equivalent of having an idiot feeding right off the bat in LoL, it's going to put you behind a lot. It's unfortunate, but you can come back from it. The silo helps, but obviously it isn't on every map. --- Honestly, I've seen too many things work to agree with some mechanics issues. Adapting to availability of resources isn't really present in any other FPSs out there. The closest thing would be Planetside 2, but if you literally do not use vehicles you're barely affected by it, and replacing infantry points is usually fast enough that you'll barely notice them. If you do notice, you literally just wait 10 minutes and all is well. Adore the game to death, but half of the time many of its mechanics just become novelties instead of real game-changers. Not much in Renegade really goes down as a novelty, and that's one reason you actually NOTICE when you lose things. The way I'm seeing it, if we continue down this road we're about to end up taking the Battlefield route and splitting Renegade into Soft/Hardcore servers.
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So basically the same as OldRen. Walk em and you can take out damn near a whole door by yourself. I think the sprint key makes people forget these things. Like I said, I rarely disarm all mines as a Hotwire. Just need to get rid of 2/5 to walk into a building, no real need to use a wall, but it does help to limit your movement.
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Just stop right there. Needn't even say more.
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I'm actually fairly certain that the Refinery and Powerplant are ALWAYS the first things targeted by early rushes. I'll bet money on it. Reason for Nod teams losing after the HON is down probably has more to do with nobody actually knowing how to play Nod beyond SBHs and nukes. Nod's probably going to lose the moment GDI gets decent defenders. In reality, Nod's more cost-effective in the field than GDI is, but it requires the SLIGHTEST coordination to use Techs and Arts together, and when I say SLIGHTEST I mean you just have to randomly be in the same area. Bloody hell, it takes 3-4 people to completely lock down a base. That leaves 4/5-3/4 of the team or more to do other things. High player count servers generally didn't come about till later in Ren's life, and they only got really popular when the community started dying off so they weren't he only freakin servers with people on them when you'd log in. Gotta change my vote to sit with vlad on this one. 'lotta ideas, but perpetual stalemates seem inbound. As if they weren't already an issue. As for the inefficiency of mines, I'm fairly certain there's more topics on this board to counter that argument than support it.
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You rant as though using ADS helps you that much. All it's really good for is firing at a distance. Your accuracy when firing at the hip is still so far beyond adequate that using ADS is a joke for most situations. Try using it in a tunnel fight and watch your health drop. Again, they added ADS and recoil, but they also check and balanced themselves to make sure you can basically still play RenX just like OldRen. I can still switch between both games and feel virtually the same in terms of infantry fights, minus the sudden jerking motions in OldRen.
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Indeed. My only complaint is losing rocket soldiers, as there is no decent free AA. Toss in a buyable weapon good against light vehicles and I feel like we could solve most issues. Stalemates basically occur from players pretending that lone-wolfing is still an option after losing half of your base. Infantry wars are actually pretty intense. Had a round of Islands with just HON vs. Bar, but no money. You'd be amazed how constantly rushing in groups from both tunnel exits and the front can make you forget how much you don't have. Eventually even own with GDI with bringing all of Nod's attention to the tunnels whilst we just ran into the front. That entire time one person on GDI was calling it a stalemate, attempting to vote the map, and thought throwing timed C4 on the outside of the HON was useless. In short, while we all adapted, made money, and made progress towards an eventual victory, he made the game boring for himself. Again...people make stalemates, not necessarily the game. Even the AGT isn't unbeatable vs. actual groups of infantry. (Also think people are afraid of death crates too much. Death crate % should probably drop to 0 when both vehicle and infantry buildings are destroyed. It already raises the % for certain crates when buildings go down, so it's a system that's already implemented.)
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Don't need to park an APC anywhere. Literally just having traffic back there is usually enough to stop most nonsense, unless it's a group of people. Also, 'the mouth of the cave' can be A LOT of things. If it was behind that rock by the Bar then that's perfectly normal.
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Not sure how it hinders automatics anymore than random spread, which is how OldRen did it. If anything at least it makes sense that you missed, as opposed to missing because of a dice roll. 'Sides, automatics aren't that bad beside single shot weapons (ignoring n00bjet vs. free infantry), the mass of complaints about the Carbine is proof enough to that. Maybe at long range...but then again none of the automatics are built to do long range super effectively. Also, since they went ahead and added ADS that basically gives you 100% accuracy, at least they were smart enough to add some form of counterweight so that all weapons couldn't be used to full effectiveness as moderately long range sniper rifles. OldRen just did that by not having any way to affect your accuracy.
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...they barely do. There's less recoil added here than COD, and that's hard to do. It's just enough to make them 'feel' and not really fuck with your aim, especially after the last beta update.
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^Seconded. Not like beacons have some insane blast radius, beacon still has to be pretty damn close to the Bar
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...Shouldn't parachutes not be infinite? Shouldn't lasers that powerful be invisible? Shouldn't nukes wipe out entire bases? ...you get where this is going I hope.
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I just checked out of curiosity. Patch is actually decent against buildings too. Roughly 8% per magazine or 14% if shooting mct. Gonna start organizing Patch rushes. Maybe even mixed rushes of Patch and Gunner. That sounds terrifying. But let's all remember, the SBH is OP. I mention this somewhere in the guide, but when it happens to be fully coordinated GDI vs. fully coordinated Nod, it becomes obvious that GDI not only works 'better' from coordination, but they benefit from it more so than Nod in the end, just due to raw damage output from tanks and infantry. One person can shut down a small trickle of SBHs filtering into the front of your base. One person camping does not stop 5+ Gunners or Patches strolling in. I mean, C4 hurts, but unless they get the entire group, they're pretty boned.
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See so much variety from...being able to clear mines faster as a Hotwire, still carry a carbine (maps with high eco 350 is chump-change), and be able to solo a building? Dunno, but I think this does less to help and more to exacerbate the issue. Great, so I could be a Rocket soldier, or Officer and disarm mines slowly for 500 credits with a semi-decent weapon, or just wait for 200 extra to disarm mines way faster, be able to solo a building and carry an automatic weapon. Think I'll go with the latter...every single time. Weak repair gun under weapons tab isn't a terribly bad idea, but eating away mine health makes Techs even more useful than they already are. Also, SBHs would probably still just walk mines. It's a lot faster if you have even just 2 people.
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Ran a copious amount of boring math on reloads and distances and such. *hands you a victory cookie* Also edited the guide for it.
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This isn't a problem with the armors. This is a problem with the sheer numbers of the game. Someone didn't do math when balancing characters and some ended up with unuseable dps. The hung is, Patch's weapon was designed with being 'kinda good at everything' in mind. It's fine for it to just barely out do a repair gun, as he costs more than a Tech anyway. Gunner's damage to heavy vehicles is alright as is, for he does at least cost less than all heavy vehicles. The issue is that Gunner hitting a buggy with a rocket vs. a Stank with a rocket doesn't make much sense to have the same damage be dealt, especially when you look at what a repair gun can do. Gunner doesn't really need to be a godly answer to higher tier armour, as Patch loses much of his extra damage when he reloads anyway. What Gunner could benefit from, is actually doing slightly more to light armour to make it seem like he's actually a tier 2 anti-vehicle solution. Goes for pretty much all anti-vehicle weapons that do the same damage to heavy and Light.
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Indeed, I was just referring to the splash damage anyway. I remember the GDI Shotgunners also having an explosion resistance for some reason, but that's just something someone said and I don't know for a fact. Also, the fact that their armour blocked more damage than their health is an interesting concept. Should think about having armour be more a part of the game than just the same as health and bypassed by only Tiberium weaponry.
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Sheesh, I could keep this forum alive by my damn self at this rate. This is more of something I noticed and mostly just wanted to ask about, but are there any plans to use Renegade's explosion resistant armours for infantry? I had mentioned it in a topic about mines, but I think it's worth blatantly bringing up in a topic of its own. For those unaware, the Nod FlameThrower and Chem Trooper had 50% damage reduction to explosions. I personally think this is a system that could have gone further and been better suited to other infantry as well, but I'm more concerned with whether or not there are any plans to implement the special armour again (And maybe not even JUST on those two infantry)?
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Obviously it's unplayable, 'cuz we all can't play it...
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Oddly enough (on the note of Arty-Tech vs. Med-Tech) once they hit a certain number (around 7-8) Meds come out on top both tactically and on pure brute force. It's almost like we should be spamming Meds. You know, the thing I've yelled in every game of Islands ever.
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There's a reason rushes with Med tanks look like they do more damage than a stack of Meds sitting back bombarding a building. Travel time and projectile speed have a lot to do with kill-time buildings. No you don't change the DPS per say, but when a building is taking 2.4 damage every time the mouse is clicked as opposed to every time the mouse is clicked, then the shell travels for a second is big. It may not seem like much when a building is not being repaired, but the delay quickly adds up when you throw on just one Engineer. It's hard to explain without a video putting them side-by-side, but generally being closer overpowers repairs far greater than bombarding. I know what you're looking at though. EDIT: This actually hits Gunner harder if you have to reload, as first rocket takes full travel time into consideration.
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Planetside 2 is a testament to the fact that no matter how freakishly bad at aiming your team is, 10-15 people firing automatic weapons in someone's general direction is just plain overpowering. And yes, Grenadiers are basically easy-cash units on Volcano
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Well that's sort of the point of losing buildings: you lose the ability to do things. That's why Hotwires and Techs need to know that they're very high priority targets once the Bar is down. Can't agree with mines being OP at all. I literally just disarm 2/5 in a doorway then walk through the last 3. It's faster and if you don't throw your body at them you take a lot of reduced splash damage. Still under the impression that mine/explosive resistance should be looked into for certain classes. We had some of it in OldRen, but I've got a feeling it was one of those concepts that never was able to come to full fruition before the game lost support(Like CnC Glacier's Repair pad and the very-rushed Aircraft). It already feels like infantry take more splash damage from tanks in X vs. OldRen, and it's not like resistances to explosions/mines suddenly make them OP or anything (so long as it's the right classes that have it). It just kind of makes them able to supplement infantry rushes better. Think LCG Blackhand with all that armour, and perhaps all of the TRUE Anti-tank infantry.
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RoF is the same regardless of how far away you are, dps doesn't change with distance. The rocket soldier's rockets travel pretty slowly. There definitely is a difference between there being 3 seconds of travel time between rockets hitting, and being point blank so that their ROF is the exact amount of time between damage. He seriously is capable of doing much anything, aside from takin down Aircraft. Seriously Patch rushes need to become a thing on maps with no defences. ...well of course it isn't bad in YOUR hands. You basically own with any infantry weapon you use =p. Also, I need to update that figured then.