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Novilan

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Everything posted by Novilan

  1. Yes, looks like you were right about your graphics card then. Unless it's just an overheating issue due to dust or something like that, you can plan on getting a new one now.
  2. Alright, sounds good. Yeah, I also don't think that your GPU can handle much more, if you don't lower some other settings at the same time.
  3. Yeah, you have to be lucky then, because overall I would assume, especially if there are more people like that on a low player count, that there are more matches lost due to this behaviour than won. That priority speaker was at least at the start of yesterday's PUG kind of inconvenient. We could barely hear each other sometimes. I don't know, how Thommy handled that later on, maybe he got the hang of it or he just talked less. But it also doesn't really eliminate that information from other people gets missing, while there is a lot chit-chat, unless the commander tells people to shut up. I would like to suggest that when your are commanding, the other commander should usually get the first two picks to counterbalance you, regarding that you are already more skilled than most other players functioning as commander.
  4. I presume that this also shows the idling state, regarding that it looks perfectly normal to me. So it would be interesting to see now, how it looks under heavy load like your gaming and recording scenario. Maybe the graphics card throttles itself there. Btw what recording software are you using, nVidia shadowplay? Apart from your graphics card I would check the video settings of Renegade X and the settings of your recording software, whether something has changed there due to an update. Maybe there is a setting, which your already older graphics card can't handle.
  5. Can you post kind of the same video with the GPU-load below instead of the GPU temperature and maybe also a video under heavy load? Besides switching to the high power state and back for some reason I don't see any unusual behaviour by your graphics card here or any sign of it dying.
  6. For my taste there is too much trash-talk going on again lately, so important information gets missing and it's likely more difficult to command. It's also remarkable that there are often people, who for example shout out to get tanks, don't get tanks themselves and instead do something else like going solo-inf and therefore are of little help. How people are ignoring orders can also be seen in some of Thommy's latest ingame footages (Volcano). Just my 2 cents regarding the latest PUGs.
  7. I would say, that's what you get for running into curtain fire, a higher chance in general getting a hit to the head. But even then the chance getting sniped is probably higher than getting a tank headshot. So I don't see a big frustration potential there getting a headshot by a tank once in a while. I remember, it was a lot easier in the original game to get a (directed) headshot by a tank and you also got more damage overall by tanks. If I would change something, then that tanks deal more damage to infantry again. From an infantry-perspective you should consider yourself lucky already, that it's not like in the orginal game, otherwise you would probably die much more often due to tanks. So I wouldn't remove tank headshots, even if it's often just coincidence, that are massive tank shells after all. Very sympathetic and that coming from you...
  8. @LavaDr4gon Actually it was Thommy vs Ryz. Yosh was busy building a wall.
  9. I think the cannons of the mammoth tank are fine damage-wise, but the rockets feel kind of lousy in comparison. So I'm up for an increased splash radius of the rockets! And like DarkSn4ke mentioned: Sometimes it's also like the cannons don't do any damage at all, despite I'm clearly hitting the target.
  10. I would like to suggest to increase the cooldown period between airstrikes from currently 30 seconds to at least 60 seconds. On some maps like Islands with a high economy and with its narrow design, airstrikes get spamed quite often from both factions to push back the opposing tanks. Sometimes there are multiple airstrikes per minute for a longer time period, so that the field-fight is severely limited, because you constantly have to take cover from an airstrike or well otherwise your tank gets destroyed or you die.
  11. Aww, but probably wouldn't have made a difference anyway, we already had that kind of one-sided PUGs before. Eww, that reminds me of that South Park WoW episode...
  12. I’m with Kaiser and Xeon and fine with the game for the most part. In general I’m tending more to the original gameplay. Well, due to the veterancy system and other changes the matches mostly don‘t last that long anymore, so long-lasting boring stalemates are less likely as the enemy gets overwhelmed at some point. I think changes to increase the possibilty of comebacks will probably work against this, so matches will most likely just last longer and cause more stalemates again. Last week I already saw quite a few comebacks, so I don’t see that much of a need for changes here. Also as it stands now, regarding comebacks in terms of infantry availability, hotwires and techs would probably make the most difference, if they would be still available after the destruction of hon/bar. But regarding the hot/tech nerf thread, do we want that? And I would probably hate to see a lot of 1k characters or sbhs still being around after hon/bar is destroyed, despite the ones from crates. Airdrops, at least for all vehicles, was a change for the worse in my opinion. Combined with the higher credit income of Renegade X it was like the other team didn’t lose the wf/airstrip after a while, so it already got reverted to just humvees and APCs. I think it would be ok to make chinooks available for airdrops on flying maps, as they are like APCs and about the same for both teams. In contrast to that the other vehicles of GDI and NOD are just too different and would probably cause balance issues, when only some of them would be available.
  13. @Ruud033 @Schmitzenbergh Hey guys, on Arctic Stronghold it's possible for (at least) a stank to climb up the hill besides the GDI Base to get on the infantry path and also further out of the map. See the images below: It takes some time to get there, because you have to sprint at the right angle, but someone on the marathon server exploited that today. I would appreciate it, if you guys could block this path. Regards, Denuvian
  14. If possible then I would also like to see the wobbling of the artillery reduced, it's extreme sometimes. #makeartysgreatagain lol
  15. Hm, I don't remember light tanks being more field-relevant in the old Renegade than it is now in Renegade X. In my opinion light tanks are fine for 600 credits compared to med tanks for 800 credits, which are slower but do more damage. A slight damage boost would be ok maybe, like 5-10 % more damage per shot or something like that. They already got a speed boost in one of the latest patches and while sprinting they are quite fast for a tank by now. So I don't see any need for them to be even faster. I don't know the exact numbers, but I think a tick tank as it is now is even superior to a med tank.
  16. Yeah, right, still not used to it...
  17. Some MRLs would work well as mobile AA-towers up there.
  18. Players on our team also got sniped a lot by Trouper on Complex around the airstrip, including me 2 times. But probably less as if certain other snipers would have been around.
  19. @poi ❄ Message for you, from Kryp with love! Maybe you already saw that.
  20. Probably was that Walls match from last night, but I was on GDI. If I would have been on NOD, I probably would have voted against the surrender aswell all the time. NOD had the advantage for most of the time, due to some really good teamwork (different kind of sbh rushes). And the sbh outside C4 rush on the bar nearly sealed the deal for NOD. Yeah, the match took some time, but that's part of the marathon server. Partly there was some really good teamwork going on by NOD. I already experienced a lot more boring matches than this one. So a map-change vote would have been at least more appropriate than a surrender and after two times you should have called it a day. I don't know, if I would have voted to kick you, but like Yosh already said, normally kick votes don't pass through easily. I remember some votes of mine to kick some AFK players and they didn't even pass... (Maybe there were some cheesy players on the opposite team, who wanted to keep it like that as an advantage. <.<) But yes there are also some idiots like everywhere else and I also get salty from time to time. But then I just leave and come back later or I do something else.
  21. Other people did the same and stopped playing, so the playerbase shrinked a lot over time. Currently there is usually just one server really populated anymore.
  22. The Renegade version looks more appealing to me, because the additional cooling tower looks better integrated into the building than in the Tiberian Dawn version.
  23. Despite thinking that sneaking into a base and successfully infiltrating a building is really exciting, I think that hotwires/techs are too versatile. They have good defensive, supportive and also offensive abilities in terms of infiltrating and destroying a building on their own. They are also quite cheap, but since they are very crucial in terms of defense (mining the base), the price shouldn't be increased at this point. So regarding a simple solution I would favorize to get rid of one timed C4 of the hotwire/tech, so such cheap characters can't destroy a building on their own anymore. If we're going with only 1 timed C4 for the hotwire/tech either a bit more team effort would be needed, which I think would be good, like the hotwire/tech has to team up with someone or otherwise they have to try some more times. Maybe regarding stalemates the second timed C4 could be given back to them on elite or heroic level. Or the abilities should be split up into different characters like Steelpoint suggested.
  24. Oh well, on WallsNF we probably saw one of the biggest fails of a PUG so far. Worth a laugh. GDI-side: Somebody bought an early APC, it got filled up, but Quincy wanted to drive it, so players began changing seats. Around that time a NOD APC was already on the way and Quincy wanted our APC to block it at the base entrance. But apparently nobody really knew at that moment, who was in the driving seat. So the NOD APC was able to enter the base smoothly, which then led to the destruction of our PP.
  25. Gameplay-wise Fort is like Under without the agt/obi and some gimmicks added (tech buildings). I like it though. Well, this comes down to only one vehicle entrance to each base, being a bottleneck, which can be camped/defended easily. The same goes for old Field, Canyon, Islands, etc. With more vehicle entrances it would be more like Tomb or Complex. Oh, I wouldn't swap these buildings, the matches will probably be over very quickly then. Bar and Hon are too crucial and if destroyed, it's practically game over, especially when they are that exposed like the ref on Fort and the buildings are that far apart from each other.
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