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Novilan

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Everything posted by Novilan

  1. How did that WF infiltration work by the way? It was fully mined, when I defused my mines later at the backdoor. Was someone inside, while it was remined or was it outside C4? Also I played matches, which took 2-3 hours on marathon server, compared to that Fort was a piece of cake.
  2. It just shows, that it's not impossible for the other team to win some matches against you guys, but we knew that before. At this point it sounds more like you guys are really desperate to play together all the time. By the way after Goldrush a few people already considered quitting on our side.
  3. Servers? *cough* Unfortunately it's mostly just one full server and maybe some very low populated ones.
  4. There was also no chitchat on our team though, but it looks like jeff is a bit ahead of Quincy making decisions and skill-wise and then there is also poi with no real competitor around at the moment. Though in previous PUGs, when jeff wasn't around but Quincy, it was mostly his team dominating. I remember a saturday PUG comparable to this saturday, when jeff wasn't around, the team with Quincy won 3 matches in a row. Then he changed the team and then the other team won the next 2 rounds. Final score 3-2 and 5-0 for Quincy. Also compared to last sunday at least Boomer, Schmitzenbergh and Thommy switched teams with Confuser and me. Last time those three people lost 0-3, now they won 4-1 and the other way around for Confuser and me, so no real game-changing factors here.
  5. @Boomer 4-1, you forgot Tomb.
  6. Well, the most matches lately remind me of this: boi and poi vs. the rest Since I like statistics, I took a look back to about mid august (didn't feel like looking back further ^^). Since then the teams with jeff (boi) won 65 out of 86 matches overall, resulting in an win/loss-ratio of about 3-1. Though jeff teaming up with poi resulted in an extra boost lately, 15-2 since saturday last week. In order to balance teams, since jeff and poi seem to be in a league of their own at the moment and to insist on always playing together in the same team, I would suggest a handicap to their team in terms of picking players at the start. So right at the start jeff and poi get assigned to one team, then the opposing commander (or whoever) is allowed to pick for example 4 players straightly. This ususally should result in more good players to counterbalance them. Then it goes on like before, picking one by one until one team has half of the players, then the rest gets assigned to jeff's team to balance the playercount. If that's not enough, we could rise the handicap even more to like 6 players. That's just the normal way like everywhere, when more people get involved. More people require more organisation, otherwise it results in chaos, which probably isn't enjoyable for anyone.
  7. Still nice seeing @Quincy smashed by a meteor though. Looking forward to episode 4.
  8. Well, since we are at Beta 5 now, why bother with updating from Beta 3? You're probably better off with downloading and installing the latest version directly from the download section. Because it looks like the folder structure has changed a bit since then. There is no folder named "APathBeyond" anymore, the files there are now located in a folder named "RedAlert", that's why you're getting an error.
  9. Well, at least this thread is about whether or not to implement an already preinstalled re-active building-defense-system and how to do that and so simplifying the current system. Besides that I think everybody here knows, what you mean. But defending the base for an unknown, maybe long time will never make more fun than being in the field fighting, despite gun emplacements or whatever.
  10. Yes, that's about right. But well, the only reason people are playing is for fun and for the most people it's no fun to stand in the base the whole time, which can be hours on a marathon game, waiting and looking out for somebody sneaking into the base at some time. Therefore a re-active system is probably already the best regarding that issue.
  11. Mainly because there is a consent that it's most efficient to protect the most important and vulnerable parts in the game directly, the buildings and especially the MCT of each building. There are different threats like sneakers, spies and infantry from vehicles like apcs. For example a Mendoza-spy can easily destroy a building with his C4 and/or shooting the MCT, when nobody is around.
  12. Yeah, I think that would really make it easier for commanders to assemble the teams. We could start with something simple like everybody on Teamspeak puts his preferred role or in what he's good at in brackets behind his nickname. Main roles would be: sniper, tanker, sneaker, defender, supporter For example: Poi (sniper) Denuvian (tanker) ThommyK0104 (sneaker) TONY-STARK (solonuker) and so on...
  13. Hm, maybe not all files have been extracted or your download is still corrupted. The folder structure should look like this with the "Renegade X Launcher": And like this with the "UDK.exe":
  14. You can either launch the game directly via the "UDK.exe" in the folder ...\Binaries\Win32 or via the "Renegade X Launcher.exe" in the folder "Launcher". Just create a shortcut of one of these files to your desktop for an easier access.
  15. Yeah, I suggested the left side, just because you can quickly switch target from wf to bar and the opposing harvester is no obstacle on this route. I already saw too many rushes struggling with the harvester blocking the way to the enemy base. But after looking at Gliven's ingame footage, they implicated a "scary light tank rush" very early on, because they saw them dropping at the airstrip. And they were already maxed out with vehicles (mostly med tanks) heading towards the field from all sides, when we went out with light tanks. So the result probably would have been the same either way. Also despite I know we were in a hurry, you guys went out a bit too hasty, there were still at least 2 light tanks dropping at the airstrip and struggling to keep up with the main rush (including me). Therefore it wasn't a rush with full strength. In retrospect a few early artys to kill their harvester and keep them busy, then flame tank rush might have been the better option.
  16. Looks like we were too predictable. And you guys had a good defense though, took us a lot more time to win a match. and a 5-0 for Quincy
  17. Well, I think that all verhicles except mammoths should fit through it, so that there are more paths for tank rushes. That is especially important for NOD with their stank rushes, when GDI is dominating the field, while there are also some tanks on the bridge. I remember that paths being used a lot that way in the original game.
  18. And I think it will very likely turn out like Under/Field with GDI being the dominant force in the field. Flametanks are nearly useless on Lakeside, because of their low-range they are very vulnerable on long routes with no cover. Except of some early pressure, if NOD throws tanks on GDI and some stank rushes, GDI will dominate the field on Lakeside with meds, mrls and mammoths. So if Lakeside turns into a non-flying map, it will probably need some adjustments to the field like more rocks for cover, so that NOD stands a chance there.
  19. There are some interesting ideas overall. The current mining-system is like a love-hate to me. It's very unique and belongs to the game for me, since the times I played the original game. But it can be a pain in the ass, if someone isn't mining in 'the right way', so the current most efficient way to guard the base. Some adjustments already improved the use of the proximity mines in my opinion, they can't be thrown anymore and that there are less mines to be placed (3 instead of 5 per door). For me it comes down to two options at the moment: If we stay with the current system and make more adjustments regarding the 'wrong' placement of mines, I would go for the 'designated mining areas' with a limited number of mines inside these areas. The use of proximity mines would be very restricted then and some things won't be possible anymore, but I think that would be the most convenient way to solve that issue. If we want to get rid of the whole base mining system, I would go for the 'door protectors', which have to be destroyed or 'hacked' with some kind of alarm system. I prefer that option for now, because most people like to play offensively and there are a lot of people, who don't seem to care about base defence anyway. And I'm also curious, how that will work out. My thoughts about some other options: If proximity mines would be purchasable only, the defence will probably lack even more, because most people like to play offensively. Especially at the begininng of a game, when the harvester or the refinery gets destroyed and the team has to deal with a low income. This will likely lead to more very short games. On the other side if there should be also no mine limit, the bases can become a mine hell, the longer the game lasts. The commander should be able to disarm all mines, because people put trust in him and mostly is one of the regular players with enough game experience. The option that every player would be able to disarm every mine will probably be abused intentionally by some players from time to time. I also agree, if we stick to the current mine-system, that the mine counter could be more prominent and highlighted, when the mine-count drops.
  20. Well, then that's the way to go in my opinion. I don't think anyone cares that much about the lights if we can get rid of this glitch.
  21. And what about removing the runway lights? But I'm at the point where I would even accept the clipping.
  22. Opinion-biased? Ok, then I will try to be more objectively, lol. Is it logical that only an APC and only backwards can drive that fast? NO... Is it logical that you can place a static object like a beacon in another static object like a specific rock or a lamp? NO... I think it's not fair, because it provides an advantage due to its illogicality, especially regarding unexperienced players. There are always people here talking about attracting new players to the game and to keep people playing it for a higher playerbase, but bugs/glitches like these which are exploited a lot surely won't help, because people will think that it's "stupid". And I already mentioned above that I think it should be fixed game-wise, so that It's not possible to do anymore, because there will always be players exploiting these as long as it's possible.
  23. I think most of the items on Quincy's list, especially the collision related glitches, should be fixed as soon as possible, because they can often take the fun out of a game. And in conclusion no moderation would be needed anymore. In my opinion these 'tricks' are utterly stupid and just annoying.
  24. Er sagte doch, dass es in der 5.25 Version nicht mehr funktioniert, also dürfte es wohl bis zum neuesten Patch funktioniert haben und der Rechner gut genug sein. An den Spieleanforderungen dürfte sich wohl mit dem Patch nichts geändert haben. ^^ Ansonsten war bei mir eine Neuinstallation des Spiels auch immer unumgänglich, hat dann aber immer wieder funktioniert.
  25. Yes, I think a video tutorial like this in the game itself would be a sufficient and relatively easy way to introduce people to the game. It just has to be updated to the latest state of the game and the base mining has to be added.
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