Jump to content

Action Hank

Closed Beta Testers
  • Posts

    44
  • Joined

  • Last visited

Everything posted by Action Hank

  1. Nice, that titan is way better than the CNC3 one. I feel like my own attempt will be much worse. I dont feel too bad though, because ive been very busy with finishing my education. I spent very little time on my own attempt hehe. Sorry ruud
  2. About importing the fbx model into the SDK. How would you recommend importing the animations. One fbx with multiple animation on the timeline? (example, frames 1-10 for idle & frames 12-48 for walking) or seperate fbx with each animation? I never really worked with udk.
  3. Hey guys Ruud provided me this Titan and asked me to get it working in RenX I got the Titan skinned on the existing skeleton + animation This thread will be used for progres, feedback and help. Walking I have been thinking about how to get it working in the SDK. My idea was to create invisible set of wheels that the Titan rides on. The walking legs are more or less just flailing for the illusion of walking. Technically its just a normal tank with a walking animation. Ofcourse would be nice if the walkinganimation speed is linked to the speed of the Titan itself. Pic for illustration Will this setup work in RenX SDK or any other ideas? I dont want it to be too complex, im not a tech man, just a 3d artist
  4. Yay, awesome havoc Cant wait
  5. Hey Havoc Still working on your vehicle tutorial? Ive been asked to import a vehicle into renx. Tutorial is always nice for a starting point, because I dont have much experience in UDK. I know 3d modeling, but to get it actually working ingame is another beast
  6. Tibsun has my favorite atmosphere. Earth felt like an alien planet. Cool campaign (I will never forget the Core Defender in the final Firestorm mission) and unique weapons and vehicles. While cnc 3 was great, it never felt like a real sequel, more like a reboot or something. But I can understand not everybody likes the tibsun style.
  7. Voice commands have low volume now. I can hardly hear them. They need to be louder, just like beta3.
  8. I would like to see something like xmountain in size, but more open base options and basedefence. Usually basedefence maps have 1 or sometimes 2 tank entrances, why not more. Less funneling. Basedefences should keep the easy baseacces somewhat down.
  9. Great idea, altough I prefer total biscuit. Buttt. Wait for a better and more balanced betabuild or even a 1.0 release. Give the devs enough time to get a great working build and some tutorials etc. Otherwise lots of new guys join and leave pretty soon, because game is rough and may not be clear to them. Renx getting patches instead of new builds is already a great step foward.
  10. Great work guys! Looking foward to the maps and tweaks
  11. Would love to see some kind of weapon/tank air drop you can use if wf/air is destroyed. You buy them in the terminal with increased price ofcourse. Should be somewhat limited, but gives the team some possibilities. Maybe only light units (hummer, apc, arty) enough to push somewhat back and do some apc rushes, but not enough so the winning team cant finish off the losing team. And nerf the carbine or even remove it. It breaks the entire infantry tier system. Guardtower @ xmountain Removal of the EMP grenade, I prefer something with smoke. Are AT mines ever used? not sure. Ramjet should do 99% hp dmg to free inf with 1 hit (hs is kill ofcourse).But the dmg vs light vehicles shoudnt be nerfed too much. It may be annoying for aircraft, but otherwise the game will turn in air domination. About AA.. Once you lose bar/hon its very hard to defend yourself vs air units. There needs to be a way for somewhat decent AA. Heavy pistol works decent, but people never buy it. Detroying buildings should give more points. Farming buildings should give less points, expecially for arty. 10min of farming give a MASSIVE point lead that is almost impossible to match. And farming is pretty comming. And ofcourse keep up the good work
  12. Doesn't the med have the same problem? All tanks should have a headshot multiplier with one shot to the head being a kill. Now there's no reward for skillfully headshotting moving players. I believe all vehicles have HS damage, even the flametanks. The Light tank doesnt have enough firepower to kill T3 units.. not sure about T2. Med/mammy/arty can kill every unit with 1 hs. Although mammy is more difficult, because the barrels are not centered. Unlike the original renagede stealth tank, the new stank cant ever get a hs with its inaccurate missiles.
  13. Interesting. Not sure if I like it yet, but hey we need to playtest it and give it a chance. Cave was a big farm, although I fear the cave might become somewhat useless now. Also I kinda like vehicles inside the cave tbh. Oh well, I need to play it a couple of times before any real feedback.
  14. Even if it disabled one tank, it still kills rushes. Entrances of bases are pretty cramped. People will bump into each other if the leader freezes. Because of the physics, tanks tend to stick together if you hit them., making it very hard to drive around the frozen leader. Even if you take your distance, you usally get bumped from behind and get pushed towards the frozen leader. One might argue, well everyone should take care how they drive, sure its true. However its not viable on a pub server. Besides, sometimes people hit some wierd hitbox a rock (eventhough you didnt visually hit the rock) and get completly stuck. Small things like this can kill a rush completly. Think what an emp can do. Its very hard to anticipate sudden changes with 6+ vehicles. Even if there are absolutly no collison issues, it still kills rushes, because driving around a tank gives the defending team a lot more time to kill a rush and because everyone cant rush in easily and attack a building together.
  15. Love what you did with the Missile Emplacement. Keeps the spirit of hourglass. Cant wait to try this map. Hopefully teams can focus more on offense and make the map a bit less campy. Tunnel looks awesome btw
  16. While generally gdi tanks are stronger, gdi cant ever get out to repair. This is a big disadvantage. So gdi and nod are decently balanced in battle. I want maps to encourage teams to get on offence and get in their base, not camp behind hills and safe spots. I dont mind exposed buildings, although I would like to see a map with only 1 building exposed, the obi/agt. See how that works. *edit* Ofcourse with enough entrances for vehicles and special backdoor entrances for inf. Dont want a funnel of death.
  17. Yeah that was my point, like abraxus said. Should not be impossible, but there should be some risk and fair for both teams. Also field has one unfair spot. Nod arty can camp behind the gdi bunker while shooting at wf. He cant be hit from the entrance side. While gdi cant hide behind the nod bunker when shooting hon. Mesa, goldrush for example are decently fair with arty spots. Walls kinda. nod can shoot ref and wf, while gdi can only do hon. But arty/mrls are pretty vunerable in those positions, not really problem with an active team.
  18. OK a list from me, bit late (who cares ) Would like some changes in maps to prevent stalemates and artywhoring. Too many safe places where you hold the firebutton for 30min and farm tons and tons of points without any effort. Field should have a more open entrance. Whiteout doesnt work at all, terrible balance. I understand you wanted to change hourglass in something less campy, but unfortunatly changes made it worse. Good thing you are going to change some promising things. Looking forward for it. Good luck, its not an easy map to balance. Xmountain is also a bit broken, but fixable. Add 1 guard tower in the base. So gdi can focus on the field. I really like the field in xmoutain, really fun to play. Some collision issues and ladder bug. Maybe the entrance should be more open. Its a bit of a funnel. The carbine you can buy is OP. Pretty much no reason not to buy it. I also want to see a slight increase in price for the tiberian weapons. Laserminigun does too much headshot dmg. It was very good in beta2, didnt need a buff. Slightly less splash on all vehicles guns, except stank. Way too easy to kill inf with tanks. Stank missiles are still terrible, very hard to hit anyting. dmg is good, but you cant hit anything. Original stank was really good, but in renx its not worth the effort (only works in certain maps). I think stank needs 500 hp, worth a try. Sometimes the game changes your c4 into grenades, really annoying and gamebreaking. You dont noticed this, until you want to place a c4 on mct. I would like to see a smokestrike. Kinda like airstrike, but with smoke. The is effect already there after the emp. Change or remove EMP, doesnt add anything, apart from stalemates. Pretty sure I forgot couple of things, but other people in this thread made some good suggestions. Anyway keep up the good work devs, I really appriciate it.
  19. Finally voted No I dont like them. For me they dont add anything to the gameplay, infact imo, they only hurt gameplay. Succesful rushes are hard enough to pull off. EMP makes them even harder or in some cases impossible. They only promote stalemates. Linking back to my previous post I would like to see smokescreens. This will add more tactics than emp.
  20. The teambalancing needs to be looked at yes, because teams usually stay unfair even after map change.
  21. well if you have no teamwork, you are going to lose anyway. Might as well lose quickly and get to the next match. But i agree, 0 teamwork can be very frustrating. 1 person can screw up for the whole team. I ragequit plenty
  22. Early APC rushes were only a problem when there were still crashes, because half your team was gone. Now its not a big problem. Protip: You should always scout enemy tactics (its like an actual rts) When you see an APC, shout "APC INC", suicide (you are a free inf anyway), spawn in base and defend. 9 out of 10 times the rush will fail.
  23. I was referring to the OP. Should of made it more clear. But the multiplier idea might be interessting, subtle but might help some unbalance in points. Or maybe killing a building should also give points (or more points, not sure if you get points for the actual destruction.) Example like a 1000 points for a destroyed building. killing 4 would give a 4000 advantage, should be enough to get the upperhand, you can still win as defender if you manage points well.
×
×
  • Create New...