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XD_ERROR_XD

Closed Beta Testers
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Everything posted by XD_ERROR_XD

  1. Tech tree? If we're going to build tech trees here, and use them in a gunfight, nobody will know what they're going up against. No matter how big a tech tree gets, units should remain effective what they're supposed to be good against, and not what they're not designed for. I don't want to fight a really fast medium tank with added splash damage as a gunner. If we are going to add tech trees, i want them to be puchasable with experience and not credits, making it sort of a vet system and have tiny icons next to their unit name to show what skill they're trained in. Triangle ring for offensive, square ring for balanced, round ring for defensive, 2 or 3 rings over each other for level 2 or 3. What do you guys think? It's been discussed before, so you guys could get yourself heard one more time
  2. I don't see it as crying... See it as doing the community a good service by providing them with valuable information regarding important game aspects! And at least I can see better where you're coming from Your vision of the game is just fine, and if it wasn't, everyone has the right to have their own opinion . Let's start off with what i agree with, which is how some map borders are closed off with invisible walls, it indeed does the map feel a lot smaller. And i would like to see some more testing on whether some of the infantry only paths need to be infantry only, like the top of the hill on under. The trees there alone already should provide a lot of cover for infantry. What i still don't agree about however is your opinion on weapon balance. And i know how you frel about it, because i sometimes felt the same. I'm not really sure on how i should explain this, but i'll give it an attempt. I used to play Red Alert: A Path Beyond for a while some time ago. And the developers there had a peculiar way to balance weapons and vehicles there. Some units were so powerful that it could barely be matched in it's own way. Instead of balancing that unit, the developers wanted to hold on to what made that unit so great and instead buffed another unit to made it a more viable counter. The problem here is that it does fix that specific balance issue for a specific unit, but not for others, which makes you end up with units with amazing powers but enormous weak points, which also need balancing. You could go on forever to balance these new issues. It works, but requires a lot of work and creates a bit too many gimmicks and stuff. From what i feel so far, the developers have been trying to avoid this by avoiding overpowered units overall. Sometimes people do go too far and make it kind of weak, but easier to nerf once than to buff multiple times.
  3. Are you implying by that that the only thing you liked about the game were Rocket Soldiers? If so, could you please explain a little as to why this is so? Why do you think 'copying' certain aspects of the old game must be a bad thing? I could see why you'd say such a thing, but some extra feedback would be nice so we can see these 'issues' from diffrent aspects.
  4. First of all, i want to say that i couldn't agree more with pretty much everything Demigan has to say. And having spoke to him several times in C&C Renegade quite a while ago, i know how he feels because i feel exactly the same. I'm just still not playing that much Renegade X lately because i'm still too much of a co-op whore which C&C Renegade does supply, but Renegade X doesn't. I'm still too used to the old mechanics to smoothly transition to this game yet. And the fact that I'm in another continent right now with no computer for the next 5 weeks Also, regarding Movoza said... Yes, yes, oh yes! most of these changes would make the game so much easier to... overview. Although the faster pace of the game is kind of part of the game now and i think changing all the other things mentioned would make the faster pace much easier to handle. I really like the slick look of the current hud, but to me personally, lack of weapon numbering in your inventory and a small health bar does trouble me. The old one, maybe not as flashy but definitely very functional pretty much screamed to your face what your current status was, with your current health popping up on the middle of the screen every time you got hit or healed whenever your armour ran out (extremely useful to assess your current damage and repairs intake which more accurately allow you make dangerous moves more safely, calculating how much damage you can take from which vehicles compared to the amount of shots you can make during that time), ammo count showing up in the middle of the screen every time you shoot... I should stop now before this post gets too long. The weird sprinting issue is a bug however, and a fix should soon arrive on the servers.
  5. big thumbs up for this fix, i'm sure this will save people a lot of anger and frustration!
  6. Oh my, I remember that feature! Although i wasn't there back then. My experiences with that function was albeit fun but not very useful because of the bad netcoding. It would be a fun addition to the game, but i do doubt it's usefulness at times. It's more abkut sharing the fun of firing with a tank than anything else, which was pretty nice but in the end, I don't think we're going to see this function in-game anytime soon unless someone decides to make a mutator for it. Either way, let's hope for the best
  7. I don't think the current maps are plain bad or need severe changes, as everyone likes diffrent stuff and has their own skill sets that suit diffrent people better. And yeah, i know, i do get off track sometimes to the point it's hard to see that it's relevant but i try to make people look at things from a diffrent perspective, in this case: It's sometimes better to stop and think 'Am i doing the right thing?', rather than blaming the map. In the case of 'old' Mesa, especially in C&C Renegade, bridge control is key in controlling the entire map. Most if not all vehicles in the Tiberian tunnel would be vulnerable, snipers at the infantry only route can be assaulted with heavy armour and it's a major checkpoint towards the side route of the enemy base. Off course, it's difficult to access and even more difficult to maintain, but the route was so under-used at times that people sometimes forget it exists, which is exactly what made it so powerful. I'm not denying that some maps need improvement, in fact, i think some part of the level geometry actually need an overhaul. Take a look at Under, the infantry route is so well covered by ground elevations, obstacles and trees that you are pretty much invisible to vehicles. This does need to change. But aside from this and other minor things, the map design is just fine.
  8. Wasted! http://needformadness.wikia.com/wiki/Fi ... wasted.ogg
  9. Nice! Some of the older posts are still relevant though, make sure to check on them, like 'immidiately' or something which should be 'immediately'. ^^
  10. those CIA guys with pistols,the hollywood actors from YR the second mission of allies,oh and I think there is a unit called chrono Ivan Yeah, you're correct but the Chrono ivan was accessible in skirmishes though. You had to change some variables in the Rules.ini file if you wanted to purchase them, and possibly import them into a map if you wished to play it with the changes online. I remember making a lot of maps for Red alert 2... Including the modding, considering how incredibly easy it was... ^^
  11. The map looks great! I like it. Makes me remember of another map that was in the works when this game was still in closed beta... i don't exactly remember the name of it. Did you make that map? it was an open desert map with both basic and advanced base defences. But anyhow, back to discussion of this map... I could see a chokepoint in some parts of the video, therefore my little suggestion is to if you want to add them, make sure there are enough alternative routes that may or may not lead to each other, whatever you like .
  12. isn't a reticule turning red when you're aiming at an ally enough of a discrepancy to realise he's a spy? If you're not in firing range of the weapon, try switching to a repair gun if you have one, it might not shoot very far but you can make hitboxes appear at infite distances. scrap that, the repairgun does shot hitboxes but doesn't make the reticule green or red when out of range... lol
  13. XD_ERROR_XD

    Forum?

    looks pretty cool! I'm only wondering if we really need a new forum design right now The current one looks pretty cool aswell. I'd say, ask one of the forum admins about it, if you can find any. Maybe a shoutbox would be a nice addition to the forum?
  14. After picking up a SpeedUp crate, if you sprint once your walking animation is fixed at a sprinting position but still walks with normal speed. Sprinting again will still make you run faster off course. This can be temporariliy fixed by changing weapons or entering and exiting vehicles, until you sprint once again. Firing your gun has no effect on this sprinting position/stance, you won't even see your character pointing a gun at something specifically. A permanent fix to this is to respawn.
  15. I'm not sure what i should say right now, but i want to give a huge thanks for the continued support, devs and community! Keep 'em coming!
  16. Nicely done. This should make it easier for some people out here to try out some of the new maps!
  17. Nice to get that clarified. We had asked a few devs back in Beta testing, but none gave us a definitive answer. You might have been in a diffrent session, but i believe havoc89 or Kenz did properly explain it. Ah well, at least you know now.
  18. So, to me, it sounds like this is what happened: - Nod is winning a game on GoldRush, Player 1 buys an SBH enters the GDI Base. - Player 1 is not paying proper attention and gets spotted by Player 2 who was coincidentally walking into the direction of the SBH, somewhat aiming in his direction and eventually sees him, throws 'bugged' C4, kills the SBH and decides to throw salt on the wound. - Player 1 mistakenly sees this as hacking as he was aiming towards him (accidentaly) from a larger distance, and still kills him (which is odd, if he KNEW he 'saw' him from a large distance, he simply should've run away, he didn't, proving this was an accident) - *Insert heated discussion here* - A mod takes proper action, Player 1 ragequits. Is this correct? It definitely seems so. Either way, sad to see this happened, let's learn from this occasion and try not to be so salty next time.
  19. Holy crap, one of my favourite Tiberian Sun missions in Renegade X? This looks great! I tip my hat to you sir.
  20. Strongest? You underestimate the light tank's power , it's so nimble and fast, that you could easily win duels with medium tanks at long ranges. hide your hull with elevations in the nearby terrain and don't engage in short ranges, which you allows you to play mindgames with your enemy with unpredictable movements, you'd be able dodge pretty much any shell that's being fired at you . Give it more gun depression and it would be an absolutely amazing tank! ...Buuuut back to the flame tank, yes that could be a possible solution, as long as the flames won't look to weird, and i do think the stealth tank could do with a decent damage buff, but a nerf to it's stealthing effect. It's very difficult to see, even at relatively close ranges.
  21. Their range isn't too far, they deal too much damage at long ranges. Their range itself is perfectly fine.
  22. If you want to re-balance stealth tanks to something more like C&C Renegade (which i think it does need): buff it's guns some, buff it's speed a tiny bit but nerf it's invisibility a lot. I kid you not if stealth tanks could be seen from 30 meters on foot, and 20+ meters on vehicles depending on which one you drove. Now i don't think this should be exactly the same in Renegade X. Nerf it's invisibilty, but 'only' by another 30-50%, instead of more than 100+% compared to C&C Renegade. The Stealth Tanks' homing missiles did not always lock on target in C&C Renegade, but this was mostly a TT Scripts issue regarding the game's netcode and the mix of client/serverside hitdetection. Each missile was capable of dealing a steady 45 damage, enabling it to deal a maximum of 90 damage per shot per 1.6 or 1.67 seconds (once again, the client/serverside hitdetection screwed this up to only deal an odd number worth of damage when trying to home onto it's targets). Think about this when trying to balance the stealth tank. I don't think it should be as easy to spot in the original game, because it's no longer justified by tighter corridors and more infantry running loose, but this does need to be nerfed.
  23. You know what kind of picture i would love to see on a poster showing off Renegade X? A Nod officer, standing on a rock near the silo looking through his binoculars towards the GDI base in Lakeside (we could re-create that by making him call in an airstrike), with several occupied Stealth Tanks behind him, waiting for the perfect opportunity to strike. The second picture you could take right below that would be a picture of the officer looking through his 'binoculars', only to found out Havoc was standing on the roof of the War Factory, pointing his ramjet rifle towards him, ready to shoot! Or... we take a picture of Havoc using his scope, spotting the Nod officer, ready to fire. If only i could make that for myself... I don't have enough manpower to do it though
  24. Well hey, I think he does should earn some respect for him, willing to help us out like that (i'm not implying that you or anyone else doesn't ^^). I'd say give him a chance, let him go loose and see if he can produce a working 'product' sometime in the future. It could be fan-made, it could be official, i don't know and honestly don't care much either, because that doesn't affect the quality of the product. Suggestions help aswell, even if they are mentioned a dozen times before. At times like these i wish i could code or model myself aswell, but hey, i can't, so all i can do is test and say stuff like this . All i ever done was mapping for Red Alert 2 and Tiberian sun, but that was a breeze compared to this.
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