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Everything posted by XD_ERROR_XD
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Does the current player base want changes, Y/N?
XD_ERROR_XD replied to RoundShades's topic in Renegade X
That's disheartening to read. Especially after RenX has come such a long way and ended up being a very good revival of the classic we all love. Thats not what i told him though. What i told him was "Yes im still active in development but very few are right now thats why we try to shift it to the community. " After speaking with him i didnt get the impression that he knows Unreal Script so i admire his intention but introducing VOIP and "fixing" vehicle physics is complicated stuff for experts (or maybe even impossible in UDK cause UDK is not a complete open source version of the engine). Well, if he really is willing to help, we could always give it a shot. I'd suggest applying his made changes in a closed beta, and let the testers decide if it's for the better or worse, then move it to the open beta. There is nothing to lose by doing this, right...? Or would compiling another close beta cost too much time, do you think...? -
Oh, but i've still got some screenshots! They're a lot more recent, though.
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64 Players now...? No. even if lag wasn't an issue. The Map design is still not polished enough to allow for so many players in one server. People are complaining about snipers already, imagine if we added another 24 to the player limit. Sorry for the reference to C&C Renegade (again, *sighs*), but compared to that game, Renegade X feels like a chaotic mess. Even darker maps, more bushes, more trees, lots of props, more particle effects, more entrances, smoke grenades... It's a lot harder to keep up with. I really miss the minimalistic and simplistic approach of C&C Renegade. Some of this can be found back in Renegade X, per example the map Canyon. It's a desert environment so there are no bushes or trees around. The map also is rather small which makes it more noob-friendly and leaves less place for snipers because the entire open field is at the same altitude. Entrances to the enemy base are limited, but there are many ways to approach these entrances. Put the same idea in a larger map, and you can have a very similar result.
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They do slow down mid-air when they are going to miss their target, therefore not exploding at their original destination, in an attempt to still hit the enemy. I think they shouldn't be able to steer that heavily mid-air.
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Guys, here's a little something that should give you food for thought: Please note that the missiles do not slow down mid-air, and therefore is not able to turn in extreme angles. The same principle applies with every homing missile. Make it impossible for homing missiles to change their speed mid-air, thus decreasing it's turning speed, allowing enemies to dodge enemy missiles more easily. So, what do you guys think?
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I'd like to see the rev-up and rev-down times return, combined with a slighty higher spread. As it's stands, it's about as accurate as an auto-rifles, but packs at least twice the punch. The increased spread will only nerf the chaingun against infantry, where's it's needed the most. It's not really OP when talking about the chain-gun as an anti-vehicle weapon.
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Yes, i do agree. And no, i honestly don't know how to fix the sprinting issue. that would require me to put a lot more of thought in it. I've bee trying to come to a solution, though.
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Gaysha, what you're mentioning here is correct, but it's still as much as an excuse to justify spamming shotgunners as anything else. IF you are not in the right situation to use the shotgunner, DON'T use it. Sprinting has made shotgunners too good at too many fronts where it's supposed to be a bad pick, this simply cannot be justified. it's free infantry, there's absolutely no reason to not to go back to base and switch your class. And if you get caught miles away from your nearest PT... bad luck for you.
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Sorry, i don't have line, but i can look into it for this occasion. Also, i don't really care about ping for testing purposes. i've gotten used to 800+ ping at times, you simply change your tactics to be more lag friendly, i suppose. Don't ask me how i surived that. I was a foolish man...
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Allright, but i won't be able to play in at least a few hours. Maybe we should add each other on another platform to make communication easier? Skype? Steam? Whatsapp? Anything you'd like
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Well, that's not the only thing. Even shotgunners in the original renegade had a somewhat long range. It often didn't feel like it because indeed, high spread, and sometimes it felt like it had an insane range because you got a headshot with one of the shells(?) 2 shots in a row, taking away half of someone's HP. What i rather think the problem here is sprinting. You can sprint forward, but not sprint backward. therefore, in a 1v1 where the defender has to retaliate, he simply cannot run away as quickly as the attacker. if you knew both players could run at exactly the same speed, all you had to do was move backward effectively, and you had the situation entirely under your control, forcing the attacker to switch to his pistol. In this case however, the attacker can run like 1,5 times as fast, run normally for a split second to fire, then sprint again, forcing the defender to turn his back to his enemy to stay out of his firing range. To avoid this, people camp corners. hard. How do you balance an issue where the problem is (also) a game mechanic, and not the weapon? I really don't think the blame can be put on the weapons entirely.
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This may sound very stupid (and it may very well be), but just a random suggestion: What about adding a credit cap, like in Tiberian Sun? We take the maximum credit count of Tiberian sun (2000 per refinery, 1500 per silo) and increase it to like... 4000 per refinery and 2000 per silo? Because let's face it, even with a low credit count, maps with base defences tend to be very credit-farm friendly. There needs to be an effective way to balance this... I just don't know how.
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I would have to find out how to run custom maps in online mode first. And i'm really inexperienced when it comes to such stuff Any suggestions, though?
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Allright! I'll see if i can try out the map some for you. ^^
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The Heavy Pistol's weakness should be ammo. There is no way you will take out a vehicle with full health before 1) you get killed, or 2) run out of ammo. Heavy pistol should simply have 2 magazines less to fire with, the rocket soldier... That's more of a game mechanic which makes it powerful. all missiles can have an extreme arc and can slow down in mid-air to turn more effectively (MRLS, Stank, Rocket Soldier) Here's the maximum firing arc for the MRLS in C&C Renegade: Please note that the missiles do not slow down mid-air, and therefore is not able to turn in extreme angles. The same principle applies with every homing missile. Fix this and MRLS won't be OP anymore against acraft, and rocket soldiers against infantry.
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Yeah i know, late response, but i am still of the opinion to increase vehicle prices every time you buy one after vehicle factory destruction. The problem here is, even with a passive credit count of 0, 1200 points+ can be earned within 10 minutes of tryharding (with another vehicle). Once you get yourself a vehicle and put some good thought into your vehicle combat (know when to retreat, push, blah blah), you will not lose money and end up with an infinite amount of vehicles. My thought behind this change is that you should get punished more over time if your team is incapable of holding off the enemy for long enough (AOW) or 'properly' rushing the enemy team (marathon). The current system is too... noob-proof. Money is indeed too easily earnt. If you have rushed with your team multiple times but still failed, there has to be a legitimate reason behind this, and should NOT remain un-punished. even with a 0 credit count, the current system will not be fool-proof. The opportunity should always be there, but should be harder to maintain over time, so campers with a big money stack can still be punished. Give a team a chance to retaliate though, immediate punishment can be quite harsh (but often fair). Even campers can get killed with proper co-ordination, and your team should be rewarded properly if they managed to weaken the enemy. I would suggest at least a 50% increase of the original vehicle price after every purchase, which could be doubled with the loss of a Power Plant.
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You know what... I'm going to re-install Red Alert 2 and put some more research in some of those textures. I like the look of the pillbox, but the transition from pretty much white concrete to very dark camo could use some work. good luck on your project though!
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Good luck dude! I would love to see some RA2 Nostalgia inside Renegade X! *drools*
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I like it, but you should be able to change the keybinds in the options menu.
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Oh man, i would love to refresh that website, but i would quit after 5 minutes...
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Chaingun/Laser Chaingun Spool-Up Time Removed???
XD_ERROR_XD replied to WackyModder84's topic in Feedback & Bug Reports
Yes, this was intentional and was mentioned in the changelist. -
You're forgetting... Smoke & EMP grenades!
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Renegade X SDK: Mappers and Modders, Download Today!
XD_ERROR_XD replied to [NE]Fobby[GEN]'s topic in News
Great stuff! -
Well i already got 6 others to sign it. Word of mouth goes a far way guys!