Jump to content

XD_ERROR_XD

Closed Beta Testers
  • Posts

    1093
  • Joined

  • Last visited

Everything posted by XD_ERROR_XD

  1. will sign up once this is approved by the devs, and if steam doesnt work try to add this game on origin, lololoo I've had a chat with Fobby about this, and he liked the idea. i'd say sign the petition!
  2. Gotta take a break off World of Tanks and play this again! Good job devs!
  3. Niceee! I Like!!
  4. I kind of like this idea! The problem is that you do kind of need a decent playerbase to get this working though, and the current one is kind of small, which causes long waiting times, which make people use the serverlisting more.
  5. Yeah, i could see this happening. Although the part containing 'No class has an inherent advantage' seems a bit scary to me. You see, as i do agree some tasks should be put into more units, making most tasks available to most teams sounds kind of scary to me. I would like to know what i'm up against if i see a certain character, so this is why i'd like to not completely add this, but more like something that looks like a skill tree for each tier, but without the grinding to gain access to every weapon. If we were to take Tier 1 characters as a whole, their weapons are not amazingly heavy nor specialised. These should gain access to every 'basic' purchase ((smoke) grenades, 1-2 timed/remote c4 etc.). Tier 2 characters are generally good for quite specific tasks. This is why these should allow access to more specialised tools, but not as much the basic ones (EMP grenades but not smoke grenades) Tier 3 characters are good commando units, or excel more at everything then tier 1 units. These could be given more commando-ish tools (Carbines but not heavy pistols). I'm not saying these would be good changes specifically, but there could be something set up that looks like it. Would these changes seem fair? What do you think?
  6. Thanks for the feedback guys! Answering a few questions: @SFJake... The AGT missile deals the same amount of damage, but the machine guns now deal a consistent 10 damage. If you give me a second to calculate the old AGT's machinegun damage... internet fast-forward ftw! it deals 16 damage per shot, 8 shots per second for every machinegun, then reloads for a second (these are estimates, but i've tested how fast they shot with an APC ^^). IF everything would be a hit and not a head/neckshot, it would deal roughly 64 damage per second for every machinegun ( 16 × 8 / 2 ), most likely 2 or 3 guns will shoot you, which means 128 - 192 damage per second is dealt, which is massive! However, at long ranges (http://imgur.com/l4D0vFc), expect like 80% to miss, which leads to 26 - 39 damage per shot... which suddendly is a lot less impressive (if you are able to block the AGT's missiles, which deal ~170 damage in both games) Renegade X's AGT deals a consistent 10 damage per shot per machinegun and is very accurate, about 4 shots per second ---> 80-120 damage per second, but a lot more will hit at the same distance. It also is more fearsome because it's missile is a lot faster, and therefore a lot harder to avoid. TL;DR: old AGT: Higher potential damage output, and will put it to very good use at close ranges. It's going to barely scratch you at long-range though. new AGT: The faster missile is going to be much more fearsome, it's machineguns are about as hard to combat on every range, making it more favourable at (very) close quarters. @BroTranquility: (Smoke) grenades replace timed C4, but replace Promixity C4 at the Technician and Hotwire... yeah that one's going to bring some issues. Although, you're always going to have to pick between EMP grenades and Smoke grenades, but this doesn't really change Hotwires and Technicians. This could suggest this doesn't make SBH even more OP though However... working in groups does make grenades like these OP. I think we need to think smoke grenades through more before adding them to the game, as using them in groups of only 2 or more is going to make a massive impact in the game. Putting the building walls back could work, and maybe allowing Turrets and Guard towers to shoot through them anyhow. this would require GDI to get Guard towers in their bases, however. Doing this could make Guard Towers and Turrets more viable targets and more awarding to destroy, because you give them another use in the game. Anyone else here has suggestions? EDIT: Oh yeah, answering another question: A lot of these methods are a lot more easy to pull off with a partner, if you just heal each other while getting shot (only applies for AGT). This allows for a more straightforward strategy which is faster and allows you to survive attacks from the AGT longer. Don't forget to mention it promotes teamwork aswell! I used to simply PM people in my team i knew to help before i knew how to do them alone. Lag... sadly, it's an issue. But good netcoding wasn't the thing what made C&C Renegade great... I've never seen myself rubberband back a meter in Renegade X, in fact, my corpse never rubberbanded in Renegade X before. So i guessed that's fixed!
  7. thanks for your feedback. I really appreciate it. after being ignored a couple of times, i just wanted to show pople what's actually wrong with sneaking in this game and open their eyes on it. Intentional or not, the map design in the original game was laid out perfectly, and there are many methods i did not even show in this video. Mesa II has one 'perfectly laid out path' aswell to the airstrip, in which the angle of approch makes a huge diffrence. The height of a rock, entrance, position of a building, this kind of stuff gets missed very easily, but does make a big diffrence if you litteraly have to play with a margin of millimeters.
  8. Hey fellow Renegaders, So lately there's been quite a discussion about several aspects with the game, some of them regarding Base defences, and how to sneak past them. The developers have taken some effort in trying to revive infantry combat, but sadly are completely missing the point that matters (IMO). Seeing these applied changes go through to the open beta would make me very sad, because i simply know it will have a negative impact on the game. To avoid a HUGE wall of text and pictures, i've decided to make a video on it. It may be 12 minutes long, but please bear with me because this is so important to see what's wrong with Renegade X. Discussions that have been going around are well meant, but will not help infantry as a building destroyer. Take note: This video does show some beta 4 footage, but any bugs shown are NOT from the Closed beta 4. These bugs have been ingame even before the game's release in 26th of february 2014. The developers and testers are working really hard to make this release happen as quickly as possible - This video was the first one i ever made, and took me 4 days to make. I spent 6 hours on editing and 4-5 hours on gathering footage. The video itself is private, so only people reading this forum can see it. As many footage was shown with free characters, showing this is possible with just only 200 health. I could have made this easier for myself by using a technician or hotwire, but i want to show this can be done without any money. I will not explain in detail how these sneaking methods should be done, but can be done by yourself if you pay some good attention.
  9. Awwwwh yeahh!!
  10. I don't see that happening anytime soon, publishing gameplay of closed betas have never been allowed before (with exceptions off course, think of the tutorial video that's been made )
  11. sorry, but what in the world are you talking about? The accuracy of the AGT and Obelisk is already spot on, AOE makes no diffrence when trying to sneak. Unless you're trying to sneak in with 2 people, but even then, common sense would tingle and make you not go at the same time at dangerous spots. this is just simple practice. And have you even tried running to the Obelisk in field? The edge of the Refinery no longer gives cover against the obelisk, and running from the wall still doesn't work because the blind spot on the obelisk has been reduced. I see what you're trying to say, but it makes absolutely no sense here.
  12. The funny thing is that it's not the map design that changed the gameplay as much, it are some of the core mechanics. I joined an empty server to practice my techniques a little bit, but on maps like field it's simply impossible to sneak into any building because of how the obelisk fires, and how the AGT has basically no blind spot. i hate to repeat myself but something as stupid as a thinner lantern pole or the obelisk not firing from the 'tip of the red tip' but anywhere from the 'red tip' makes a HUUUUGE diffrence when it comes to sneaking. hell, i might make a video to prove my point here.
  13. +1, i was about to say the same...
  14. To make this work, we would need a lot of changes imo. Don't get me wrong here, these are changes everyone would benefit from. When you get killed by someone, you can often see what kind of weapon was used to do so. Why not add this to the bottom right of the HUD aswell, where everyone can see it? Why even add this at all? Well, adding diffrent suits (i like that just for the sake of it ) might not be good enough to show the enemy what kind of a unit you are. you could be hidden after all, or it's a dark map where the enemy can't identify you. And if you can see what weapon was used to kill you, with the type of ammo shown (like the letters Ho (for hollow-tip) or AP, HE and whatnot below the weapon image) aswell, your team can respond to it. As this game is a lot more chaotic then the original already, i think such a change could be welcome. And regarding the changes with EMPs, Ramjets and stuff... I do have an opinion about it, but don't want to say too much about it because we simply don't know how this will work out. EMP's replace Timed C4, which makes the extra C4 on Havocs/Sakuras useless, which balances that. You will no longer see SBH C4 rushes, but if there were 3 SBH's in the GDI base, they could all be carrying nukes aswell for all i know. Field still has an AGT and Obelisk, and with moving certain buildings just a tiny buildings you can already make it a lot more difficult for them. What i think, is that the maps need a change aswell. There are so many ways to outsmart the enemy with certain mining techniques, If maps AND weapons get rebalanced in general, we could change this into something that requires more teamwork. To summarise: Don't change the weapons only, change map design as well. Also, devs: There should be an auto-patcher now, right? why not go ahead and release the beta prematurely and keep it open for 3 days, close it for a week or something to allow for fixes and stress the fact that TESTING(!) and OPEN BETA(!) is essential here and i believe much more can be archieved here with only a handful of testers and heated debates with only a changelog to prove their opinions.
  15. Are you thinking about dynamic map borders? hmm, maybe that could work, but i don't see how this would work in straightforward maps like Walls.
  16. loads of changes here! I really hope this will rebalance some of the maps now! And yeah, i kind of agree with the EMP mines here being overpowered. why not add a DPS effect to mines to them, instead of doing full 'damage' at once? waiting like 6-8 seconds or something could work, maybe? Suggestions, please!
  17. I'm no computer expert, but what i do know is that high-end graphics cards and processors don't work well with a HDD, the read/write speed just isn't good enough to play high-end games or whatnot. i would recommend you to at least add a small (or bigger) SSD, or a HDD with 7200 RPM or more. please tell me if i'm wrong! ^^
  18. Ehhh.... you can snipe to actively break through certain defences, forcing themself into a dangerous environment to maximise their chances. But calling basecamping on both/either side of the map productive and respectible at the same time is just so far off. You are going to get massive hate, and for good reason. There are games where less experienced players learn the best by playing with or without good players, but we're talking sniping here and that statement just isn't entirely correct here. Experienced players can take out Sakura's/Havoc's without too much of a hassle indeed, but try taking out snipers in a tunnel while douchebag technicians/hotwires mine the crap out of your side of the tunnel. This is just happening too often here. And if snipers are in the field instead of the tunnel, guess what, you're not gonna get in an effective range and not get shot by enemy vehicles at the same time. Well yeah, but an un-skilled sniper is not an annoying sniper. instead, he can earn you some good money. The really good snipers are good because they know where to position themselves and when(!). The good snipers are the ones that feel like they're friggen everywhere and walk twice as fast just to get a shot on you on the most unlikely places. No they don't, they killed a free character and know he's gonna come back, possibly in the form of an ambush.
  19. haha, great stuff!
  20. This +10 I don't know if stolen vehicles do still count towards the veh limit of that stolen vehicle's faction but this is the reason why I park my stolen vehicles in the rear of the base (e.g. on Field) Moments later however, some nubjob comes along driving off with that vehicle. There was one time I stole a total of 3 GDI vehicles on Field, parked them at the end of the strip. Then some player666 (anonimous devilish nubjob!) joins and gets into the mammoth and gets it destroyed in seconds! Same with the med and humvee that followed. Yes, stolen vehicles do count towards the enemy vehicle limit. Enemy vehicles gathered from crates however do not. Also, i kind of like this idea of being able to sell your vehicle for a part of it's original price. I think this could be added if (maybe?) the repair facility will be added in a later version. Off course, the value of the vehicle should go down if it's damaged, imagine selling it to prevent the enemy getting the points they deserve from destroying it, and you end up with extra money at the same time!
  21. Petition signed.
  22. It's getting laughable how this reviewer just can't get enough stressing how 'bad' the original was... lol
  23. Woohoo! By next version, are you talking about 'beta 4' or 'beta 3.x'?
  24. I like Marathon games as they don't promote massive whoring and camping as much as AOW. However... sometimes i do like AOW more because the fact that you can also win by points adds another reason to keep playing if you reached those good 'ol stalemates. Stalemates w/o base defences = fun (just an opinion), stalemates with base defences generally lead to massive whoring the buildings you can shoot, instead of trying to infiltrate or overrun the enemy (again it's just an opinion, my experience tells me this).
×
×
  • Create New...