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Movoza

Phase 5 Beta Testers
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    Movoza

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  1. If they are on Discord, automatically assign them to a shared channel. When pushing an extra key, they are talking to everyone on their faction. It'll also be a better social glue for people joining. They can immediately be trained and guided if they don't know anything about the game. Finally, have a squad dedicated to the solo players. Even though it might be discouraged, sometimes you just want to faff about. It's still a game.
  2. Ok the whole thing I wrote on my phone just disappeared. I'll write something tangible later.
  3. I never knew I wanted this.....
  4. Not sure why you quote DugeHick quoting me XD
  5. I thought this thread was a joke thread. Didn't expect such a serious answer. Calculating things to place people in teams on those scores is a poor idea. There are plenty of jobs that can be crucial, but don't garner much score, kills or renown. Sometimes I go out into the field as an SBH and move behind their tank lines, waiting for the right opportunity to destroy a tank or kill some of their engineers. It can give the extra impulse to break their lines and take more control. Engineers patrolling for infiltration, mining and emergency repairs don't garner much either, but killing that one or maybe a few infiltrators can help your base survive and the rest of your team in the offencive. Supporting tanks is much the same. Infiltrating a building even can give you a mediocre score. Biding time, taking risks can give all your scores a hard time, only slightly mitigated when you finally destroy a building. In the end the ones that get a high score get tons of kills, damage or both. In many cases it is because lots or people are doing their jobs, as in this game teamplay is more important than in many others. The harvester yield shouldn't be buffed while the rest is nerfed. It would devolve in a single strategy. Destroy the harvester, protect your own, steamroll over the enemy as they are outfunded. The current system is great in that regard. It is a huge blow to lose your harvester while the opponent's harvester lives, but you'll certainly have a fighting chance. No battle is decided by the harvester. Putting more power to the vehicle crate and make it rarer? It'll make people be more salty, as it was random luck that gave them far superior hardware. If that changes the battlefield and not the skill and insight in what they can expect normally... was it a just victory? Finally: I've played on marathon servers in the old days. Some were even a weekend long. Long games of 2 hours or so weren't rare, with some excesses to 4, 6 or even higher. It created creativity and higher teamwork. I have to say there was less teamwork and more individuality in the warfare then, but in those cases people did crazy shit to get it done, or just as often get thwarted as the enemy team suddenly banded together as well to the thread. 32 gunners making a show on a walls stalemate? A harvywalking rush with engineers in city? Tank rushes and infantry rushes of all kinds, just to break the stalemate. It's a loss that people want to just have a quick battle that doesn't allow for much exotic tactics anymore.
  6. Together with a plethora of catchphrases from that game, it can hardly be much else can it? .....except for.... What is in little over a months time? A certain 1st of a certain month?
  7. I actually love the idea of the scanner being periodic! It could make it work in RenX. And the bigger maps could host some more interesting flight stuff. I'm curious how to make the bomber work though. I would love an attack style airplane, balancing it with AA. If AA is there it has a great chance to be stopped. If not, it'll be able to wreck the shit out of stuff if flying well. For the devils tongue you would need low armour and preventing it to come up directly in bases, but it might have a place in the game. Still sceptical though, but that doesn't mean I'm immune to sexy thoughts of more TS in RenegadeX. Do you mean "A path beyond" as a full Tib Sun Renegade game? Isn't that where they got the models of hover MRLS and Titan?
  8. So this guy is affiliated with RenegadeX? How is this a credible source? I mean I would be the first on the Tiberian Sun bandwagon, but I just don't see these functioning in RenegadeX. Maps are too smsll for scanners and tunnelers and how different would the stank be? New art styles for the heli, stank and hover mrls are great and the banshee might be the only viable new option. For me the Titan, bike and hover are nice things from crates, but if a devils tongue would suddenly come up from the ground it would break the game a bit for me....
  9. Can you link me to the news? I don't see it? And how will we balance tunneling vehicles? Can we at least drill through gates, as in the victory (or loss for GDI suckers) video? Is there gameplay footage?
  10. But.... this ís CnC.... With only slight differences. I know that's obvious, but I want to write it out anyway. Single resource that can be used as both construction material and power source? Looks like a crystal? Probably dangerous? Requires a harvester? Falls from the sky and creates a crater? Vilothyte and Tiberium both fit the bill. Fine. They might've added base building, but if RenX had this goal from the start we probably would've gotten it. Change classes? Designated buildings? Probably even satellites that can rain down death and destruction with a superweapon? I see few differences. Even if this is footage to test the water, they botched it. Like stated by others already, there are huge framerate drops in the video (fire!) And there are practically only quick shots of "ACTION! MOVEMENTS! EXPLOSIONS! FIREEEEEEEEE!". No establishing, no tranquility or info. It seems they had 3 buildings, 1 infantry and one tank ready and made a video on the Mac laptop of a dev. And with a fortnight style graphics I wouldn't expect such frame loss? I would be afraid they set themselves up to fail. High pressure from bosses wanting results, possibly a small team and apparently inferior hardware compared to the RenX team. And one more important point. There seems to be no A-symmetrical balance. It'll probably be the same factions battling it out with the same units, meaning every map has to be symmetrical according to the balance junkies that are only satisfied when they hold the OP guns. Renegade was always great in this. The balance was close, although vanilla had, especially in the later days, an advantage with NOD. But that actually made me happy, as sheer health and firepower wasn't winning from the quirky high tech stuff (although one could argue about the arty being the reason for this). Oh and yes........ BOINK? How dare they. But if this is an elaborate 1st of april joke, I'll applaud the devs. The more I think about it, it must be. Such a cheeky boink....
  11. Is there a way to make screenshots and clips without hud and if desired no gun?
  12. How is a stalemate a balance issue? Seems balanced to me? And that a stalemate is resolved doesn't undo it being a stalemate earlier. Personally I do like the high stakes of the old Ren. People continued being invested after a building was destroyed, which seems to be different for most RenX players. It still does happen, like yesterday where only the barracks was left vs everything of NOD on islands. They stayed in and eventually wrecked NOD. It's those matches where everyone comes together out of desperation and willpower that makes Ren or RenX better than other games, where you just jump in, gun, die and repeat.
  13. Why would it be a bug? I think it's intentional. Just one side flaming, double damage and other vehicles (or just one, MRLS) have it too in vanilla. Still very useful. In the new one it's not needed though. The flamer got some love.
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