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Demigan

Closed Beta Testers
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Everything posted by Demigan

  1. I always enjoy playing on servers with an INCREDIBLE player count. But as the HUD shows money, time, mines and vehicles to the right, the amount of players shown would be cut even shorter then it already is possible. I should think that that has to be moved to the bottom, and the 'player killed player' back to the upper left or as someone said right above the rader in smaller print. Theres just enough room for it below the building images. Also, the building images with their health: 1: They are quite big on the HUD, what if you play a match with a powerplant, repair facility and construction yard along with it? 2: I'm not sure if they will improve the gameplay, or destroy it. Keeping track of building status by checking them with your reticle (or pressing 'J' has become a rather important feature in renegade. How else can you sneakily destroy buildings with just a medium tank, or a mobile artillery for that matter, if they can see a building is being damaged the moment it happens? I always took some pride in keeping track of building health at all times, just in case someone managed to invade my base and destroy a building from outside. Or the rather hard tactic of destroying a building with 2 SBH by placing C4 on it and shooting the MCT with laser rifles at the right time to draw the least attention and deal enough damage to destroy it. Edit: Other than that, I love the update. I think that the scorpion hunters map has great potential. Especially with the chokepoints offered. And what I'm seeing is that a chokepoint also is a crossroad for an alternate route, that uses a bridge to cross over it. That would make a very interesting gameplay: you can defend a chokepoint, and while you can't actually stop enemies physically from using the alternate route, you can give them a good punishment for trying to pass. Otherwise, they could use the alternate route to break your hold on the chokepoint, and even reverse the situation that they are suddenly holding the chokepoint or pushing through. Yours sincerely, Demigan.
  2. While reading this I thought at first 'am I supposed to understand this or was he high'. But reading it again and seeing the pictures, I got the point (was thinking about a ranking ladder). I think the way you have it in Renegade is good enough. In other games that have a 'run against it and you go up' ladder, you can find problems with brushing against a ladder and suddenly moving upwards a bit (see games like Unreal 2 for that kind of thing). This is only annoying and a bit unrealistic (who climbs a ladder during a full run only to jump off again before you are halfway?) Yours sincerely, Demigan.
  3. Oh, the rain is noticable. In the map 'downtown' there is a continuous downpour. But while the rain is pretty obvious when you watch for all the beautiful details, it doesn't hamper seeing enemies one bit. It doesn't matter if they are far away or close by. When you playing, keeping an eye out for enemy movement, you just don't notice the rain, or the billboards, or the cranes moving in the background. I think it will be the same in Renegade-X. Even when you are watching for possible splashes of rain on stanks, I think you would have a far easier time spotting stanks using the pistol or another weapon then spotting it through rain. And I'm not sure what you mean with 'the repair gun shouldn't do physical damage'. Do you mean he only deals damage against armor? Yours sincerely, Demigan.
  4. Repair gun: From what I read I understand that you guys are thinking of having the gizmo repair friendly, and always damage enemy people. How about having the primary fire repair things, and the secondary damage things? As in, primary fire supply's energy to repair, secondary dissasembles enemies? That way you will still repair enemies and not damage them if they run into your repair beam (to block off the beacon or just because they place c4). Ofcourse, it shouldn't heal much damage. Rain feature: I've been playing UT3, and the rain itself isn't very obstructive or even noticable during the game (I even started a map sometimes and then thought 'oh, there's rain on this map?' . The rain splashing on a stealth tank would be so unnoticable that you would see the stealth distortions before you can admire the rain splash effect (if you don't get to admire the tank-tracks first). Yours sincerely, Demigan.
  5. I would like to know what kind of people are generally looking into this mod. There are lots of ways nowadays to trip over this mod as the media platoon does it's job to help people get to know it. I found renegade-x because I was looking if they would ever start a new Renegade-2. I play a lot of renegade because of it's unique Multiplayer. That said, what's your reason you found it, and your reason to be interested? Yours sincerely, Demigan.
  6. The ion cannon on moddb was, well, it was somewhat like renegade with the beams closing in. But the ion beam in the HD trailer. That's not just your everyday death ray out of the sky, that's an ion cannon fireing at work! Yours sincerely, Demigan.
  7. It's hard enough already to use the stealth tank, no need to add more ways to spot it then we already have. The splash thingy for SBH: It does it now and then when you walk normally on sand etc. Just walk behind an SBH for a while and you will see that it splashes even when he doesn't jump. That's how I spot far distanced SBH usually. Something I forgot to mention: The scorpion is missing in the trailer! Yours sincerely, Demigan.
  8. Allright, I actually missed all this untill I read the reply on one of the threads (asking about updates ) I watched those rocks pass, the road showed for only the tiniest part and even before the words came out I just knew what I was about to see those first seconds. Marvellous. In the trailer, most of the tank turrets seemed to turn as they should, except the mammoth tank. Otherwise, I must say your camara skills have improved tremendously since the previous trailer. While the first trailer gave a far better feel of 'Let's go pawn some suckers' this trailer really does it with the slo-motion, fast forward and following of tanks, rockets and infantry across the field at sometimes almost haphazard ways. The trailer also shows very clearly what I hadn't seen clearly before: The stealth animation (talk about a paradox). It's quite realistic, and nicely done. My only fears will be that if a stank keeps spraying all that sand when riding over a beach while stealthed, will it even matter it's got a lazarus shield on board? Islands seems finished, don't add any more to it. Otherwise I'll be goggling at the environment and get shot by every noob in game. Last but not least: those engineers are ready to get dirty in some APC rushes if I had my way. Yours sincerely, Demigan.
  9. Jeez people. These people don't do this for a living, they do it for fun. They aren't compelled to finish it, they could stop right now if they wanted too. You can't make demands of them. At most you can give suggestions. So just let them finish the mod at a pace that they still enjoy making it, and be thankful that you get any progress updates at all. And please wait up from jumping from a bridge, it wouldn't be fun if I couldn't pawn you in game... Yours sincerely, Demigan.
  10. Demigan

    Fanart?

    QUOTE (Mighty BOB! @ Dec 30 2008, 11:31 PM) <{POST_SNAPBACK}> Just my personal opinion, but I always enjoy reading what kind of bugs you are having to fix. It tells of some funny situations and gives the onlookers a better idea of what you are trying to do. Don't keep up the work and enjoy your holidays! Yours sincerely, Demigan.
  11. Q: How can you make a shotgun that ISN'T badass? A: Make it kickass!
  12. The chem trooper is a moving object, and his helmet can get bullet holes in it, even in multiplayer! (I always look at the holes in that when I shoot it). Yours sincerely, Demigan.
  13. QUOTE (a000clown @ Dec 7 2008, 12:15 AM) <{POST_SNAPBACK}> Awesome, I should have an amazing coffin by then. Then again, we would have a game that would still rock, even for the graphix and stuff we would have then. I wonder if I have to buy an emulater to play UT3 then...
  14. Nope, says renegade-x here. Edit: I see what you mean. All the devs and special members have the same 'R' with a 07 worked in it.
  15. For beacons: I think the idea of having concrete in between buildings and grass and the like is the best solution. But what will be more problematic will be the mines. Mines could be very well hidden between the grass. Would that be completely fair? We cannot just put a big light on top of those mines, because spotting mines in time on your own is the whole trick, and placing mines somewhere where people run into it before they see them is a whole tactic too. But hiding them in the grass goes a little too far I think. Perhaps you could, although I think it might be a lot of programming, have the grass bend down and make easy to spot openings in the grass. This way mines can be spotted while it's in the grass, but it still makes you walk on your toes when you enter it. And while I'm at it, you let snow leave footprints, as well as muddy riverbanks and tall grass could leave trails where someone walked had a tour in a vehicle. Yours sincerely, Demigan.
  16. I prefer playing with the radar in that default state then having all enemies show up too. It's too easy to track down beacons, or see if someone is sneaking up on you. But in this default state, you can still use it pretty good, as I expained earlier. It takes a little practice and logical thinking on the spot, but it works for me. Yours sincerely, Demigan.
  17. QUOTE (epicelite @ Nov 27 2008, 06:25 AM) <{POST_SNAPBACK}> Before Renegade-X comes out, you should really try to use the radar. It is the way to check if that guy that just entered a building was an enemy or not, the way to check which enemy buildings are currently being infiltrated by friendlies and which probably could use a helping hand, it's the way to keep track of where your backup is. If blibs suddenly dissapear off the screen, I am usually the victor in the following battle as I wasn't surprise attacked. It is also the way I gather people for APC rushes, checking in which buildings friendlies are hidden, and then trying to give them the hint by hovering near them. The radar right now is already very handy if you know how to use it, and with Renegade-X improving it, it will really be a valuable tool throughout the game. Yours sincerely, Demigan.
  18. QUOTE (epicelite @ Nov 24 2008, 07:21 PM) <{POST_SNAPBACK}> They are already working on something for the radar that if you target someone, or something, that it will appear on your teammates radar. So targeting beacons would indeed help (I think). Yours sincerely, Demigan.
  19. There have to be a new infantry unit, a new vehicle and a new building if these features will arrive: A vehicle laundrette, A sweeper infantry, A sweeper vehicle. both to clean the buildings from inside and out, and to clean the vehicles themselves. Makes me wonder, will infantry get dirtier and more haggard looking over time too? Anyways, It's a good update, and I'm waiting for the real one to come. Yours sincerely, Demigan.
  20. Getting hit and death. When you die by base defences in renegade, you die in a specific way from where you were hit last. If you were hit in your arm and died, you would make a strange turn. Hit in your head would mean you fall right backwards, and getting hit in your crotch would make you slowly sag to the ground. Question is, will this be in the mod too? or will you use the Unreal way of dieing (I.e. body's flying about etc.) You've probably done the same thing sometime: You see a sniper on a rock and he doesn't see you. You sneak up to him and grab your best weapon: the autorifle. Now if you keep hitting him in the head from this range, you can kill him in less then a second! But, the moment you hit him, he will bent double because he's hit, forcing you to move your mouse carefully to keep hitting that head, and praying you hit him enough that he doesn't get the time to turn and kill you. Will this stay in the mod too? or will it be handled differently? Yours sincerely, Demigan.
  21. What attracts me most? First of all, I thought 'that will make all the people who didn't like the graphix return to a great game'. The graphix have always been a bit appalling. Second, I never thought of it untill you said it, but if it hadn't had a C&C mode, I wouldn't even have considered keeping track of this mod. The fact that you will be adding new modes and levels is just an increase in the replay factor. Thirdly, I was so glad to hear that all the glitches such as backwards obi-walking, wallhugging and such were removed. And last, the fact that some weapons will get an overhaul, such as the tiberium autorifle. So that they will be usable for their price, and better then the 0 credit soldiers that now can beat them quite easily. Yours sincerely, Demigan.
  22. QUOTE (NEFobbyGEN @ Sep 28 2008, 04:11 PM) <{POST_SNAPBACK}> Although I don't think you should add a build base mode in this mod (Unless you really got too much spare time and the mod is done) it would be very cool to see it one day on a renegade concept. Just think about this: every player can put money in a special team oriented money fund. Buildings will be expencive (7500 credits? 10.000 as long as power is gone?). Every time the harvester returns to the refinery, 300 credits are added to the team-fund. Silo's will add a continuous flow of 1 credit a second to the fund. Now both teams start with a construction yard and perhaps one or two more buildings (refinery would be best). Then both teams have to use extreme teamwork to defeat the enemy. The construction yard would be able to replace the harvester. But as a penalty, it will take 2 minutes for the construction yard to rebuild the harvester after it's destroyed, instead of the instantanuous that the warfactory and airstrip will guarantee. For each 1000 credits donated to the fund, you are allowed to order the build of one building. So not just any noob can just waste the teams money in building anything useless. Team 1 targets the enemy's construction yard but fails in the first 10 minutes to destroy it. Team 2 has targeted team 1 their harvester, earning lots of points and being able to build a building a lot faster. A player in team 2 has donated more then 1000 credits and decides to build a barracks. As there is no powerplant, all characters are double the price! But it's well worth it as the enemy still hasn't got any buildings except their construction yard. After a while, Team 1 buys an airstrip. This allows them to build powerfull (and ofcourse incredible expencive) vehicles and replace their harvester a lot faster, giving them an edge over team 2 as long as they keep destroying the enemy harvester and protect their own with ferocity and anti-infantry vehicles. Team 2, despite that their harvester takes so long to be rebuild, manages to get slowly on top of Nod, as they gain a lot of points and money by damaging and destroying Nod vehicles. But then Team 1, having saved more money for the team fund instead of buying expencive anti-tank infantry, buys a powerplant. Greatly increasing their money flow and reducing the cost of buildings and vehicles. And so on, and so on. Buying guard towers (1000 credits?) can help GDI incredibly in defence during the beginning of the game, but will make it a lot harder later in the game to stay on top as Nod will probably spend their money differently. Multiple base defences can be erected ofcourse, but will cost a tremendous amount of money (first a powerplant then the base defence). But being able to build 3 obelisks, a refinery, HON and Airstrip on one powerplant would be too much. So having 1 powerplant power up to 3 buildings (construction yard excluded) would balance it out. That would mean that having a full base of refinery, infantry, vehicle AND base defence would need 2 powerplants. Leaving 2 spots open for things like silo's, repairbays and perhaps if implemented helipads. Yours sincerely, Demigan.
  23. QUOTE (~Aydynbek~ @ Sep 27 2008, 01:32 AM) <{POST_SNAPBACK}> Each has it's own advantages. But I think that having a much larger area to hit your opponent is a bit too much of an advantage. I want to keep the advantage to third person modus to being able to see around corners. The first and third person modus should be a choice between what you like best, not between number one is way better then number two. Yours sincerely, Dmeigan.
  24. QUOTE (Pr0eX @ Sep 25 2008, 08:34 PM) <{POST_SNAPBACK}> Nice video! But like I said, I still prefer first person view above third person view, even in real life. Especially as in real life, aiming isn't much improved as I don't have a targeting reticle that keeps perfect track of where I aim my gun, and as I'm in third person modus I can't really use the sights on the gun. Tough luck, but you can try third person modus in real life if you want.
  25. QUOTE (F15pilotX @ Sep 25 2008, 12:12 AM) <{POST_SNAPBACK}> My point is: I would prefer it if third person view would be just as usefull as first person view when it comes to shooting. Some people prefer to shoot in first person, and some prefer to shoot in third person. I would say that the choice between the two should be even, not as uneven that everyone shooting in third person suddenly have a far greater chance to hit then everyone shooting in first person. Yours sincerely, Demigan.
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