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Everything posted by XD_ERROR_XD
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Scruffy had his heart set on this map last year for jelly marathon, It was absolute dogshit to play on though unfortunately. especially with GDI's epically unbalanced homing lightspeed rocket humvee. the only reason it would take as long as under is because each base had so many buildings, and you had to hit a mission just getting to the other teams base. every aspect of the map is a complete drag. Yeah, but guess what? 32 Vs 32. Hmm, with those numbers, i could besiege the enemy base. I guess you must really hate planetside. Yet, that game seemed to be succesfull, even with such a large map. With enough players, the biggest of maps don't have to look like a deserted landscape. Besides, the map isn't even made yet. What if the maker of the map decides to get reasonable and makes it smaller before it gets released in this game, huh?
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Skirmish is all I ever play. Y u no play multiplayer? ='{
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this requires a lot of unique maps to be made, which the devs don't have time for. until mapping tools are released, you won't see this game mode anywhere. although it is my #2 of favourite game modes on Renegade
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Titanfall has. way to make gaming casual! it really needed it, because gunplay was starting to look too much like Quake!
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Comparing GDI's Renegade Damages to GDI's Renegade X Damages
XD_ERROR_XD replied to HaTe's topic in Renegade X
Problem is, this would make some weapons overpowered (Lazer rifle, flak cannon...). A more generalised headshot multiplier would be good, but don't overdo it on that part -
Chem troopers would take 20% of normal damage when shot by tiberium/poison weapons. Flame troopers also would take 20% of normal damage when shot by another flamethrower. their suits are not 'explosion'-resistant, nor are they immune to burn-damage-over-time, though. except when it comes from another flamethrower.
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Try playing this map on Marathon. Oh my, it would almost take as long as under, ALMOST
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basically insulting the entire mod foundation there. but who said that new = better? If the game hadnt been copied almost point for point, building for building, tank for tank, map for map, then you might have some ground to stand on with your arguement, unfortunately you dont. recreating the same maps tanks weapons and infantry creates the exact same game as the old one with better graphics, (obviously) the old game has established gameplay and flow. This version (its still a beta so hopefully it all works out in the end) doesnt have that so far, its just a clusterfuck of airstrikes and mammoth tanks breaking vehicle combat completely. grenades / mcfarlands, impossible to see SBH, tiberium autorifles and impossible to disarm beacons breaking infantry combat completely. Since the game is a clone of the predecessor I dont think its unreasonable to want a slightly altered version which pays true homage to the old ways of playing. Most issues you planned will be fixed/worked on in the next patch. Although i don't see what's wrong with McFarland or grenades, they're not that hard to evade/kill Also, razor... If i had to pick a choice between playing C&C Renegade or Renegade X if they were an exact clone of each other (even graphics-wise)... I'd pick renegade X, they at least have potential for a growing community. C&C Renegade doesn't. It's pretty obvious really. Also, comparing this game to C&C Renegade to such a degree is unfair. The developers have already said they wanted to make this game a spiritual successor to the original, and not a carbon copy.
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i really like this idea actually. although i think one addition could be made to the idea: - Make the airstrike free, but once every 10 minutes per team. no bs spam for everyone, and if you wasted it on a useless target, you lose because the enemy knows it's safe to rush for 10 minutes. the pilots need to refill and stuff before they can return, so that would make sense. if it costs money, i don't mind. if you don't like that idea i can very well understand, you want the freedom to call in your airstrike whenever you want, i guess
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Guys, as funny as it sounds, but mining correctly is very difficult Any maps with NO base defences absolutely needs to have a bottleneck leading to both bases. If this is not the case, you are screwed. Lakeside has guard towers and Turrets, the obvious paths could be mined but what if you're sneaking the airstrip or barracks... mines won't stop you... And the only one that might stop you is an unlucky spawn inside their building. And TigerXtrm, i do agree, but i don't think it's that easy to repel SBHs. It would take a lot more then a couple of mines to prevent people like me from sneaking in. You have no idea what a determined and skilled SBH is capable of. I've played 25 Vs 25 Walls matches with Orca's, APCs/Hummers scouting the base constantly, MRLS, Medium tanks and hotwires constantly leaving and entering the base, yet i was usually able to sneak in after a couple of tried. Sadly, i often was the only one that made it in their base... But yeah, guess what happened when i had a nuke with me? Ka-boom!
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Goldrush is the shittiest map in game, no contest.
XD_ERROR_XD replied to GatsuFox's topic in Renegade X
2nd this. And yes, guard towers should go back to hitscan and shitty aiming. But they were really good at it. Even a single guard tower back was able of keeping multiple technicians at bay. Also add another guard tower to the GDI base please, although your criticism on the Nod base placement is unfair, the criticism on the GDI base isn't. Also don't move the AGT back because getting shot for only a millisecond would result in getting your face shot in pieces, whereas the obelisk gives you over a second to run and hide. Common sense, people! If you placed the AGT back i'm pretty sure the Nod base was the one that was impossible to cover, amirite? Or am i just saying something without actually testing it thoroughly online? -
You should team up with others that are also making a launcher! I'm sure it has potential!
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Enemy Uniform=No Obelisk/AGT attacks
XD_ERROR_XD replied to JC_denton's topic in Feedback & Bug Reports
As long as the reticle turns green for both teams if they are aiming at a spy, i'm happy. This way you actually have to come closer to them in order to check if it's a spy or not. But most of the times i get a spy crates i usually end up with a building kill, i just wait for the tunnels to be clear because vehicles seem to randomly shoot you when the reticle turns red while you think you're safe... -
Equalize the glass in the Nod and GDI bases.
XD_ERROR_XD replied to TimrodDX's topic in Feedback & Bug Reports
GDI has bullet proof glass, gg. 8) -
a Transport Helicopter had Medium armour. snipers only did 50% damage to them then normal aircaft (30 for ramjet and 15 for 500 sniper). I haven't tested this in RenX though.
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Remote C4 used to be part of the total mine limit in C&C Renegade (except for a select few servers), and i never was a fan of it. i really like the changes suggested, except for the specific mine limit of 6 to every person. not everyone is interested in mining, and if you only can use up 6 of the 30 total mines while no-one else mines, that's a problem. you should be able to run a poll to block players from mining Proxies and Beacons (and add a reason to the poll, just like if you run a poll to kick a hacker but you can't add text to it, people think you want to kick a random guy), just like moderators back in the day were able to with a command. what i would love to see is which person placed which mine by aiming at them and then pressing the Q button or something.
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hahaha, a forum celebrity... i just post here to give my opinion on certain subjects, be helpful to others and just have fun, that's all anyhow... back on-topic... right now, as things are going, AOW is more favourable to newer players then it used to be in C&C Renegade. people just don't have the skills to end a game once a building gets destroyed. they just go all alone and die trying, most of the time. this is why marathon can be a great learning experience if you want to practice on valid tactics without the ticking clock. you basically have to, or the game won't end. talking about valid tactics... opportunities have been decreased when it comes to infantry paths. AGT and Obelisk (legit of course) walking in Field are no longer possible. Refinery walking on Mesa II as Nod is no longer possible (GDI can airstrip walk though now). and if both teams lose important structures the game can go on forever. even though such tactics on maps with base defences are only for the more skilled people, very nitpicky things like the size of a rock or the exact position of where the obelisk charges makes this impossible. to clarify this, the obelisk no longer charges when only the 'tip of the red tip' sees you. once you can see a tiny fragment of the red tip, it already starts shooting at you and once it hits it does fire from the 'tip of the tip', which causes a weird warp of the beam once it hits you, or plain shoots in a diffrent direction while still dying. the GDI entrance to the tunnel next to the refinery in Field has smaller rocks, and a higher entrance. the AGT will now inevitably hit (and kill) you before you reach the rock. I yet have to see about Under. PP and HoN-walking as GDI used to be possible, but i don't know if it still will be. PP walking as Nod was also possible, but very luck-based if the AGT is not distracted (you could jump on the thicker bottom of the lantern, giving you a high enough altitude to jump a rock which gave you enough altitude to jump the wall, but you were fully exposed to the AGT though. but your distance to the AGT was relatively large which gave you slightly more time). There are multiple ways to circument pointwhores, by ways of destroying some of their key structures. Sometimes you just have to man up and lead your team towards some kickass tactics, if no-one else is doing it. you're not going to win otherwise. an engineer rush through the tunnels while the enemy still has the field can be surprisingly effective. having no cash is not an excuse to do nothing.
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Change scoring mechanism to discourage camping
XD_ERROR_XD replied to TigerXtrm's topic in Renegade X
doesn't pointwhoring give the enemy credits when the refinery is down? i would repair buildings all day or grab a shotgunner and harass an arty for some easy credits. -
orca's and apaches should not be able to carry passengers... i never was a big fan of flame tanks having passengers either. it just makes it way too easy to defend beacons.
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a leaderboard dedicated to building kills, vehicle repair only and stuff would be really cool. it would give other players more of a chance to get a high ranking at what they're good at.
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cairo was fun! a 64 player game on that map would be really cool!
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Make it so once their health goes to 0 they become neutral and unoccupy-able (how do you say that in proper english...) until they are fully repaired by their respective team.
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I really wish you will be able to make an ingame account independantly from steam. I have nothing against steam but i really don't like the idea that i have to make an account on a program i never use in order to get on the leaderboard or something.
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A solo building destruction without the building being repaired should award you with 500 points for building damage and another 250 for actual building destruction. Repairing a building gave 50% amount of points worth the same amount of damage dealt. EDIT: this is how it worked in C&C Renegade. I have no idea if this is also the case in Renegade X.