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Everything posted by yosh56
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And you've made yourself irrelevant and annoying in one fell swoop. I'll admit the warm-up/grace period is a good idea for slow-loaders, but honestly defending APC rushes early on is a joke...If they've already got the teamwork to pool money, they've probably won anyway.
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...because throwing a remote C4 at 5 bunched up free engineers is soooo hard. Don't think I've ever been on a team that actually lost to an APC rush. Beaten teams with them, but never been dumb enough to lose to them. Especially if you know it's coming.
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....You're aware you have like 55 seconds to disarm a beacon, right? It just starts counting when it gets to 30.
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You're right, PICs do rely on manual aiming. Now exactly how hard is it to hit the wide side of a barn? Flame tanks, Stealth tanks, Meds and Lights all have pretty large profiles; you literally just have to click on them and get instant reward for it. As for the Obelisk having a charge-up time, well yeah...that actually makes a group of PICs come out even stronger, as their first shot requires no charge-up. I was just remarking at the fact that they recharge their shot faster than the Obelisk after shooting. I don't know if you're trying to argue in the Obelisk's favour, but tanks being able to run away to safety is more prevalent vs. an Obelisk. PICs can run your ass down if it's safe enough to do so. Ramjet kills artillery in 7 shots. PIC does it in 5. Light tanks go down in 8 shots, though 7 literally leaves it with 5hp. I'd assume that something else was shooting at it too though, so I'd bank on 7 shots. Again, the damage of PICs is kind of sensitive, but either letting them do a % more vs light armour or increasing the damage to an even 100 would make them better arty killers. Personally, I think they're still freakishly good as they are now. Look at Patch's DPS on vehicles, then you've got something that might need to be tweaked. Going through the math he can overpower a Hotwire's repairs by himself >_>. The only issue Insee with the PIC now is that tanks got a range buff, and they could probably use a small one to compensate.
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This could be something to look at, but not to the extreme of every beacon placed. If anything every beacon placed while another beacon is already down could get 5 or so seconds added to its countdown, but the first beacon placed shouldn't change at all. First off, since we survived all of OldRen without either air strikes or EMP nades, I can assure you that PICs and Ravs are more than just adequate to fight tanks. Secondly, we survived beta 2 without EMP nades, and honestly killing tank rushes isn't hard if you know they're coming. If you don't, then that's an oversight on your team. Thirdly, just to put it in perspective. A PIC does 85 damage to armour, from range, instantaneously. It can't be dodged in any way, and since it's all burst damage it means PICs already have the advantage of being able to duck in and out of safety while tanks get blasted. 4 PICs together are basically a mobile Obelisk with 40 more damage, and shoot faster than the Obelisk, not to mention can sit where tanks can't hit them easily. So, A) Buffing their damage is a slippery slope. At most make them do an even 100 to make them be able to kill artillery in one clip. A 50% damage buff is just outright ridiculous. You could 5-shot a Light tank by yourself. B)The Volt Rifle is better at base defence anyway, assuming they do rush by surprise. C)A group of 5 PICs can literally take the field from an armour column (sans artillery) by themselves if they play it right. I'm not making this up, 'The Mighty PICs of Justice' was a thing. D) The PIC and Rav are both instant/un-dodge able by vehicles. They've got enough advantages as is. ...I swear sometimes I wonder why I'm writing an extensive guide for this game...then I see things like that, and remember I literally have nothing to do where I am right now.
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That's not a bug, that's just the AGT being tall enough to do it. They could just raise the hill blocking sight of the AGT a bit so that the very top wasn't visible. Thats not an obi bug, thats the good old explosion/dmg bug. If your chin gets shot by a havoc a.e., sometimes the passengers get the "rest" dmg as well and die instant. I think thats what happens with the obi as well. Nope, not fixed in beta 3 either. Just watched a Livestreams where you could blatantly see the Obelisk rapidly switching between firing at an infantry unit and a vehicle.
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I've very vividly watched the Obelisk shoot an engineer and a tank at the same time actually...I don't know if it was ever mentioned or not, but that is just a wee bit game breaking.
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To be unable to pop a refill in the enemy base while using C4 on the MCT. Engineers would be overpowering to destroy bases. They are unable to now and with the refill (personal use) they would, if C4's are also replennished (2 C4's total --> 1 C4 = 50% refill and enough to destroy that last 20% off a building) Another reason NOT to refill C4's is because it's easier to devide ammo into 5 uses of 10% Again, if it's not an engineer ability I don't see it being an issue. Depends which idea we're talking about here. The idea from the OP suggest it wouldn't even be completely feasible to plant a beacon inside the enemy base where they could just kill you and reap its benefits. Referring to using the more Planetside-ish box idea, I see that being bit more of a problem, but still only if it were tied to engineers themselves. If it isn't theirs, then they'd have to bring a 2nd infantry there to throw another timed C4 on the MCT anyway.
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Technically snipers are support classes, they just happen to be fairly good at CQC in Ren if you have the reflexes for it. But seriously, engineers are already useful enough. How many people do you see use an officer after the first 5 minutes of the game? Not many at all. Now how many run with a Hoty/Tech using a carbine? A helluva lot more. If it's a map with a tib-silo then it's a Hoty with a tib weapon that can basically negate the point of using anything other than a sniper or a PIC. A tech with a sidearm is both combat efficient, a building destroyer, and can do anything on the field. There's almost no reason to choose a tier 1/2 infantry unit, except the SBH for obvious reasons. Distribute SOME power, sheesh. Fair enough, the only reason I hinted the hotwire/tech to do this is because of the PS2 Technician. It's a supportive role, thats the only reason. Engineers can't solo a building with 2 remotes and a single timed C4, so perhaps it's the engineer's job then? I'd add to it that it wont replenish C4's though, only AMMO! I'll admit, this sounds like an ability best suited for a character instead of a free class. Free engineers are supposed to be useful but limited. They can already do everything a tech can do except mine. If it isn't tied directly to engineers, I also don't see why it shouldn't refill C4 as well.
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Totally agree with this one. Officers are rarely played but with that kind of power they might actually be usefull. Remember the OldRen singleplayer campaign? Didn't the Officers drop all kinds of goodies on parachutes? That's partly where the idea came from. I'm just hinting at making more than the chem-trooper and engineer have reasons to pick them aside from their single weapon.
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Honestly I was trying to stay away from giving engineers anymore power. They're already the only unit that can repair vehicles, repair structures, solo a structure silently, capture tech buildings, disarm mines, heal infantry, disarm beacons and plant mines. If the ability is tied to anyone, it'd make more sense to give the Officer classes some secondary use.
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I could see him being slower, Truxa. As of right now he's a powerhouse anyway, but I don't know if Id like to see his weapon nerfed. Nod's supposed to have the noticeable, but not unbeatable, infantry advantage so perhaps making him a little slower would allow him to maintain that position of extremely powerful, but not made for rushing through the tunnels so much. Kind of give him a guardian type feel.
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Just another idea that came about whilst watching bad teams complain about being bad. We currently have 2 beacons that are both offensive in nature, and just a little bit defensive if used that way. What we don't necessarily have is a utility beacon. I've also heard the argument that infantry have to go all the way back to base to get ammo, and technicians rarely turn around to replenish infantry health if there are injured vehicles on the field. What I was thinking is that a supply beacon be implemented. It could be set just like a regular beacon, have a countdown (not necessarily a broadcasted one) and on completion we could either have AI transport helicopters drop health/armour/ammo pickups or just limit it to a para drop from the sky. I favour the former idea as the transport helicopters would be able to be shot down, leading to it not being 100% safe to just sit on the Walls plateau and snipe forever, as the supply chopper would be very obvious and easy to shoot down. Just to differentiate it more from a regular beacon, it also would be nice if it was destroy able by more than just a repair gun. Overall, the idea is just to give infantry some form of staying power in the field, as many are opposed to infinite ammo, and others are opposed to this idea of having to always run away from battle to go get ammo. The beacon allows you to refill mid-field, but A) pick ups can be stolen and B) you have to find somewhere to sit in the field that isn't so hot that you'll die before you get your goods.
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One bug that really needs to die is the Obelisk shooting vehicles and infantry simultaneously. It can kill your Medium tank, then instantly kill you right afterward. I know I'm not the only one who's noticed this.
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A few issues with the settings in Beta 3
yosh56 replied to Darkraptor's topic in Feedback & Bug Reports
All decent issues, except the night vision one. Sniper rifles do have toggling night vision. Default is the 'N' key. -
Debatable. Field is definitely a map that takes teamwork and coordination, and after playing in in our Tmx lobby war the map makes WAY more sense in terms of how it was meant to be played. Then again, Renegade with full communication and actual good players is an entirely different game anyway. That being said, I think most of what Field could actually use is slightly wider base entrances, kind of like Under. As of right now, one or two Mammoths take up too much space, and while it's easy to rectify this with smart positioning, that requires non-idiots in Mammoths. Unfortunately, 9/10 Mammoth drivers turn out to be idiots. I've seen Field go well in public matches, but that still required an overwhelming majority of players to be from the days of yesteryear, on top of the fact that the GDI team had over half coordination. For general public play though, standard Field is just too much of a headache for the general populace. Perhaps having a Field and FieldX wouldn't be so bad, as in lobby/clan wars Field is actually a viable map requiring economy control, some tunnel-watching for defence, the ability to infantry rush base defences from the tunnels (even the AGT), and some tactical terrain for vehicle wars. Again, I see where you're coming from, but I also know where others are coming from. We can't just cater to the low level players all the time and bow our heads to them. There are plenty of maps that do this like like walls and whiteout but this game is most fun when its army vs. army not a couple of players sneaking around and then a few playing their mega-420-quicscope-sniper wars with their semi-decent twitch aim. I can see your point by making the entrances just SLIGHTLY bigger (especially nod's) but don't allow infantry to just sneak in all by them selves or some shit. Players need to LEARN this game, not just be lazy and sit afk as SBH while waiting to get nukes from their refinery being up. I can't fucking stand seeing players planting nukes with 12 points to their name 12 minutes into the game. How do they even find that fun? It's like playing a shitty version of THIEF:TDP. I wouldn't want them to change much about the tunnels honestly. You can already infantry rush from the tunnels, and both sides can get within beacon range of 2 buildings. The only time the tunnels are annoying is when they start getting mined too much when the mine limit is some ridiculously high number. Still, I don't know why the early game engineer rush isn't more common from the tunnels. Granted everyone gets accused of hacking when they do it, as I'd not think most people know how few people you need to make it to the AGT. This is only partially true. I've seen plenty of public games where team chat was enough. Voice wasn't necessary in OldRen to get larger groups coordinated, and in-game voice probably would just get muted or ignored by those who are already ignoring the team-play aspect in favour of uselessly sniping people uselessly running around as free infantry. It'll take time perhaps, but lone-wolfs will give way to team players. You have to remember beta 3 gave way to an influx of idi-- new players. Hell if any of them knew they were downloading a game involving more than just shooting at people to make it happen. I've already seen several Livestreams and recordings with new players that never read the chat the entire time they're playing. When they finally did, it's because they started getting their asses handed to them in infantry wars when they tried 1v3ing the other team. It may not have immediately turned them into a team player, but that frustration is step 1 towards them figuring out that 1 soldier doesn't make the difference in a 20v20......unless you're The Yosh. But still, even The Yosh pays attention to planning and battlefield updates. Then again, I'm from the old school of Ren, so reading everything that's said is just 2nd nature. Also...you can tell they just need to play more when they don't know all of their abbreviations yet. Nobody smart uses complete sentences in Ren, dammit.
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Debatable. Field is definitely a map that takes teamwork and coordination, and after playing in in our Tmx lobby war the map makes WAY more sense in terms of how it was meant to be played. Then again, Renegade with full communication and actual good players is an entirely different game anyway. That being said, I think most of what Field could actually use is slightly wider base entrances, kind of like Under. As of right now, one or two Mammoths take up too much space, and while it's easy to rectify this with smart positioning, that requires non-idiots in Mammoths. Unfortunately, 9/10 Mammoth drivers turn out to be idiots. I've seen Field go well in public matches, but that still required an overwhelming majority of players to be from the days of yesteryear, on top of the fact that the GDI team had over half coordination. For general public play though, standard Field is just too much of a headache for the general populace. Perhaps having a Field and FieldX wouldn't be so bad, as in lobby/clan wars Field is actually a viable map requiring economy control, some tunnel-watching for defence, the ability to infantry rush base defences from the tunnels (even the AGT), and some tactical terrain for vehicle wars. Again, I see where you're coming from, but I also know where others are coming from.
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Was wondering about this one too. As for others: -Just EMP disrupting stealth. -Ladder bug fix >_> -Something, anything at all, done to help Field be less of that map that makes people quit. -Probably something else obvious as time goes on.
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The addition of sprinting is awesome, no doubt about it, and it's had some odd side-effects that were never felt in OldRen (Rushing down vehicles with c4 and being able to storm into buildings under the gaze of the Obelisk where you couldn't do at normal speeds). Of course we also have a few questionable scenarios that stem from it, namely SBHs being able to sprint, and engineers are basically the end-all-be-all of vehicles in a base. Sprinting has definitely changed a lot in RenX, and I'd say it was for the better. Of course, since I first got the question from a friend who'd never played Ren, I have always wondered if it was possible to further differentiate character classes by how much sprint they had, or even how fast they sprinted. Perhaps even just factor in their base run speeds. Engineers, for example, have been occasionally accused of being overpowered in RenX and I can see how, though I may not agree with all points. Remote C4 is a lot more powerful when you can virtually guarantee being able to catch up to somebody and throw it on their face. It even makes engineers a bit more viable vs. vehicles than they honestly should be, though I won't say I would take remotes over a PIC or a Railgun. Either way, it felt like engineers were a great deal more nestled into their niche back in OldRen, as if you were stuck in a hallway fight you couldn't just throw away the pistol and chuck C4 for an almost guaranteed kill; people were usually smart enough to move out of the way, or just keep their distance. RenX makes it easily possible to just fall back on remotes since you can sprint just as fast as the other guy, and for just as long, meaning he's actually got the lesser chance of winning this fight if you're willing to c4-suicide. Why exactly is this bad? Because engineers aren't supposed to be a goto combat unit. Considering I'm usually the one throwing the C4, I can attest to having one too many easy kills with the engi class. While it may be fine and make sense that remotes are great for throwing in the inside of a building or setting traps at corners, it doesn't mean they should be just as viable outside of where the engineer is supposed to shine. Where is all of this going? Why, it's going down good ol' controversy lane. My thoughts have always been that Infantry classes never seemed to really be differentiated enough in OldRen. In a server with drop weapons, I didn't see a reason to buy anything beyond a 2nd tier infantry, or Hotwire because I just needed to not be a one hit kill to Ramjets. Weapons were the only real deciding factor, as I wasn't too concerned with paying 500 more credits just to get 50 more health. (Yes that 50 health lets you survive the Obelisk, but that's really still not worth it IMO.) This is where one of the reasons I liked Red Alert: APB as much as I did. They factored in how fast characters moved into their classes, and it fits perfectly with the CnC RTS. We already have differentiation in vehicle movement, why not let infantry be a bit different? Just as a few examples of what could be changed for the 'better' here. Engineers: Engineers with a noticeably slower run/sprint speed than normal soldiers, making engis feel more like they belong in a support role even with bought side arms. It would also mean soldiers could effectively keep their distance from engineers in tunnel fights, as opposed to having to just hope the engineer throws too early. On the downside, getting to beacons may be harder if they're across the base. Stealth Black Hands: Considering the SBH is already getting as much flak as it is, I'm fairly certain it's on the road to being nerfed into oblivion. It was suggested already that their sprint be either removed or nerfed. I personally think if they had a slower sprint speed, and maybe a smaller stamina pool, they wouldn't be as much of a hassle. If shooting is enough to force them to unstealth, perhaps sprinting more than a very short distance would be too much of a strain for the Lazarus shield to keep up 'perfect' stealth, so they would be limited to MUCH shorter sprints than other infantry. The downside? ...SBHs might have to actually be stealthy and use proper positioning and foresight to get all the way to the back of GDIs base? That doesn't sound that bad at all. Havoc and Sakura: I love the n00bjet. I rarely use it, but I'm fine with a 1k credit unit one hit KOing free infantry. However, I believe they are a bit on the line with being able to CQC so well. A suggestion on the lines of this topic would be to reduce their movement speed slightly, and maybe even their sprint. On second thought, reduced 'jog' speed but allow their 1000 credit selves to sprint faster. Make them fit into the role of power sniper, shoot from afar and be able to quickly change position while not retaliating, but in close quarters their decreased agility makes them a lot easier to tear into and score hits on than an average soldier. ...they're snipers, let them be proficient at that. Patch: I don't know if I'm crazy, but wasn't Patch slightly faster than other infantry in OldRen? I always felt like he was. I'd love for him to be slightly faster, or have a longer sprint, as right now he's just good for having an I-can-damage-anything rifle. LCG BH: I only bring him up because I brought up Patch. Frankly this guy is a lot bigger, so I don't think he's really worth making faster. Actually he's cool just the way he is. The best even. ------- This is mostly just food for thought, as I feel like infantry combat always had a better feel in APB than in OldRen, not to mention OldRen isn't a game that got to get patched for years on end. There was still plenty that could have been added/changed, and I personally think any way to make infantry seem more differentiated by role would be a nice alteration.
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I think he's going more for having sprint be infinite as opposed to limited. I'm fairly certain he's not suggested always-on sprint, but either way I voted no. Sprinting was added, and it already has shown its extreme utility. You can rush down vehicles as infantry, run right up to the Obelisk on maps like field where it would have been impossible without it, and even the new larger maps have paths that don't take too terribly long to navigate as is. Having sprint be limited just adds somewhat of a tactical side to using it, and it's the only thing that's currently offsetting all of its benefits. Don't get me started on an SBH with infinite sprint =\
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Slippery slope buffing a weapon that already pwns as is. It has 100 rounds in a mag, and can kill very easily with head shots...I'd avoid touching it too much.
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TWO SUGGESTIONS: supply pack drops + Dedicated grenade slot.
yosh56 replied to GatsuFox's topic in Feedback & Bug Reports
Not a huge fan of the grenade slot, but I'm definitely behind letting infantry drop ammo. Especially with classes like the officer, you're guaranteed to need to refill if you survive more than a minute in the field. Percentage sounds nice, or if it works out easier we could have it add a magazine for automatic weapons, then a set number for small-mag weapons like railguns and rocket launchers. Say 6 rockets. Aside from the EMP nades, I personally just find the grenades oddly out of place in RenX. It's one thing they could probably remove and not even have people bring up. -
I'm with Gozy on this one, but I have to ask why the hell defender should ever get more of an advantage than they already have ? Repairing already gives more points than it did in vanilla Ren IIRC. I think it was 50% of the points for repairing the same damage that the attacker dealt. RenX is more like 66%+. This is the worst idea ever for AOW. People already repair, at least those that have noticed that you actually need buildings to do things in this game. If anything, we already have enough instances of too many engine, not enough people actually eliminating threats. Defender already has enough advantages, and the team actively attempting to win shouldn't be punished because somebody is out grabbing a beer while they afk repair the MCT. Repairing should be what keeps you from losing, but in no way is it what should win you the game. If that were the case, there'd be no point whatsoever to sieges, and we'd just have an even greater stalemate problem than there already is. If anything decrease points for repping buildings, and slightly increase points for repping vehicles. Seriously though, with the onset of EMP Nades and AT mines, I see camping becoming 1000x more effective than attacking, even against a skilled team of attacking.
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Not Canyon, it was Glacier. I'm still for an earlier suggestion on the forums about there being tech structures in infantry-only paths. That way tunnel wars would have a bit more impact, though as of right now they do matter. That, and a structure in the tunnels of like Whiteout or Field would be easily accessed by either side already. Even make Field tech buildings more impactful to infantry, and tunnel tech buildings impact vehicles more; that way a team would actually need to hold both to have an all around advantage, as opposed to the silo right now that gives a full advantage while only needing field control to do so.
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I dig a good portion of this. The autorifle buff is a bit disturbing, as you can already beat most other classes if you just spray and pray your damn-near-infinite magazine in the direction of someone's head. We'll see how that plays out though. Shotguns: I like that we get actual headshot damage now (unobservant sniper punish now?). My only thing is that I would love to see the spread be less randomly generated. As of now I can completely miss somebody and take away half of their bar, though when I put a shot right in their chest I may take off a 10th of their health. I personally could care less about the PT refill timer, as 1.5 seconds isn't all that much. I'd even be okay with it being longer. Sniper reticles are iffy. I'm fine with them not having a dot for the sake of making them seem a BIT nerfed, but then again I've heard the counter argument of it giving unfair advantage to those who cheat with a dot on screen. Artillery getting a splash increase? How about.... no? They're already capable of cost-effectively beating just about anything else in the field, and that just sounds like it will make it better against infantry using cover. I'd love to see Mcfarland get nerfed, and possibly the chem trooper. Seriously, the word 'broken' does not begin to describe GDI's new guy. Stealth detection ranges being increased is something I'm iffy on. Unless it's also applied to light vehicles (buggy and hummvee) I feel like it will be a bit useless. Not to mention, seeing SBH's is only really hard on light maps. The biggest offender, as we all know, is Whiteout. Seriously, either make the effect a bit different, or just make Whiteout a darker map (Like later in the day, but not necessarily night) New launcher looks nice, and hopefully we'll have the crashes figured out. Looking forward to it all, even if I likely won't be around to play it for quite some time.