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xoham

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Everything posted by xoham

  1. Considering this mod is taking so long (10 years?), maybe you shouldn't be asking for new features. Camping, which might be better termed siege, is part of the game. To defeat it, you repair buildings until you can afford good, anti-vehicle infantry. Then you push them back and put the siege on them. Only if defenders are incompetent AND the game time is set too long is the siege a problem for me.
  2. QUOTE ((NE)Fobby(GEN) @ Dec 14 2009, 07:40 PM) <{POST_SNAPBACK}> 11pm to 5am or the other way?
  3. When I look at the servers, they are all empty, most of the time. I live in the U.S. in the Central time zone (-6 GMT). Do the bulk of players live in Europe?
  4. QUOTE (epicelite @ Dec 12 2009, 02:44 PM) <{POST_SNAPBACK}> It should be balanced in the same way as with the original game, because that game was great. We all played it so much, in part, because the balance was so good.
  5. - The run speed of infantry was too fast. - The fire rates of vehicles (art and small tank) was too fast - Damage didn't seem right - Red HUD was unreadable. - The UT highlighting of enemies I think should be turned off. - Harvester had no trouble getting around me. I'd prefer a server side option where all speeds, damage, and clip size are as the original game.
  6. QUOTE (Zeg @ Sep 30 2009, 05:08 PM) <{POST_SNAPBACK}> Put the text after the closing quotes.
  7. xoham

    Ranks?

    QUOTE (TsuScorpio @ Aug 12 2009, 12:15 PM) <{POST_SNAPBACK}> I was counting on them supporting a ladder, like the original game. Nothing kept people struggling to win (or keep from losing) more than maintaining their ladder score. I hope they can swing it without hacks or easy ways to game the system.
  8. It looks great and I can't wait to play. The outline of the enemies, visible even behind fire and cover, is something I don't like. In the vanilla renegade you could sometimes push back a siege with flame thrower troops because they could not tell if you were a flame tank or a just a flame soldier. The cone of flames obstructed the view of the enemy in other situations too.
  9. QUOTE (Jngdwe @ Jul 21 2009, 08:24 PM) <{POST_SNAPBACK}> Or at least make any changes server-side options.
  10. QUOTE (Demigan @ Mar 7 2009, 12:43 PM) <{POST_SNAPBACK}> Well said.
  11. I sure hope we can have a server-side setting to play with the original game weapon balance. If I thougth it was so unbalanced, I wouldn't have played it so much and longed for this mod. I'll be happy to roll over any imortal snipers in an APC if that makes everyone feel better.
  12. QUOTE (Jointn00b @ Feb 27 2009, 02:38 PM) <{POST_SNAPBACK}> I really liked the *boink* sound. That's a keeper.
  13. QUOTE (BLuel4bel @ Feb 4 2009, 08:30 AM) <{POST_SNAPBACK}> I agree. It is a bit overhelpful to the defenders to know which building is getting attacked the most. Many times you could do a lot of damage without being noticed because a different building was hit first and got the announcement. Good defenders will make use of voice chat anyway so I suppose it is a minor issue.
  14. QUOTE (Pr0eX @ Feb 2 2009, 11:42 AM) <{POST_SNAPBACK}> I got one of my wishes!
  15. In the HUD, is that a count of mines already deployed by your team? If so, I am very impressed.
  16. QUOTE (Demigan @ Jan 28 2009, 06:38 AM) <{POST_SNAPBACK}> I don't recall stanks leaving tank tracks in the original game. Did they? Will they in UT3? I'm concerned about anything that changes the mechanics of stealth. The W3d stealth shimmer was enough to find stanks and stoopers. That, and just firing where you think they are. Whatever criticism and concerns I voice, be sure I look forward to playing this mod.
  17. QUOTE (R315r4z0r @ Jan 23 2009, 07:51 PM) <{POST_SNAPBACK}> I agree. It seemed to me to be a legitimate strategy that was also easily countered by good base defense (artillery, tunnel infantry).
  18. Will there be a ladder and can you keep that hack-proof? The ladder was the key reason teams did not give up and just go to another server when they started to lose.
  19. Trailer is cool. The fire rates are not as fast as the in the trailer are they? They seemed to be about 50% faster in the trailer as in the original game; particularly the stank. Maybe I just haven't played in a long time.
  20. Renegade is a great game but needed: - better hack protection - better team play tools / voice chat / squad controls - better networking performance - some way to stop bad miners from trying to mine the entire world The really great diversity of units, maps, and tactics, all reasonably well balanced with fixes to the above issues will make for a fantastic game.
  21. I hope you guys figure a way to maintain a ladder. Keeping a high ladder position was a key reason people stayed in it until the bitter end or last minute victory. I flipped a loss to a win with a last minute stealth nuke.
  22. This looks great. How much is left to do? If I extrapolate from what's not in the video, which is nicely done and the Kane voiceover stuff is great, I would guess this: 1) Stealth effects 2) Animate infantry and inf weapons 3) Building destruction animations 4) Super weapons animations 5) Scoring 6) Deployed mine count - This is a nice-to-have feature to help players understand that all the mines are already deployed and that you should leave them alone. It would be nice to have some sort of help information explain mine strategy so people don't try to mine every square inch of the map or try to stop vehicles with them. 7) Repair effect for buildings and vehicles... wait does it work on infantry too? Yes I think it does. Oh and they clear out mines too. 8) Cash flow 9) Harvester 10) Vehicle deployments 11) Purchase consoles - must change based on available buildings and cash
  23. xoham

    Field

    This is really cool, but I don't recall this map being nighttime. Sometimes I would catch the shimmer of a stealth infantry running around the outer rim and I would run him over just before he planted his c4. Seems this would favor infantry more than the original map. Looks great.
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