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Ban4life

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Everything posted by Ban4life

  1. Torrents are just a special way of downloading. It works with a program that connects many people that have the file you want to download. The idea is that it is much faster, as it will download files not from start to finish but download the file at any point it can get it from the peers. Downloading or distributing is not illegal. What is illegal is distributing copyrighted material without permission. Songs for example are nearly all copyrighted. If you distribute this without permission, as will automatically happen when you are torrenting, you will do something illegal. Downloading copyrighted material is not always illegal, depending on your country. In some countries the downloader does not suffer consequences, only the person who uploads. Again, torrents will upload while downloading, so do not do this with copyrighted material if you are afraid of repercussions. This game is done distributed with permission from all parties involved, so it is both legal for normal download and torrenting.
  2. Ok keep the sexual innuendo's to a minimum please. This should be a neat forum. I have to agree with HaTe, but I gave that opinion already in another thread. The recon bike, nor the SSM have a place in Renegade-X. In short, the recon bike has too little tactical power, and it would only be a vehicle to f*ck around with. Where all vehicles have a tiered DPS and matching ammo, the recon bike is the odd man out. It has rockets, suggesting high damage, but it's reload times are too slow. As it is a hit and run vehicle, you expect high damage and return, not a single stank attack and return. Up the damage and it could easily get out of hand. Even if you remedy this, it would not feel at home to me in a Renegade game. It just does not fit he kind of vehicle and arcady feel of the game. Although I cannot speak for the whole community, there were at least a dozen people who agreed on the forum. There were less but some people who still wanted it though, but I found their arguments lacking, as it was only about how fun it was in Renegade. This is even without the problems of size. I left that out because that could possibly be remedied IMO. Although I'm still not a fan of it even with increased size. The SSM seems like a bad idea. It's power is different from all other weapons. There is no weapon that is strong against buildings that is bad against tanks. It would feel overpowered if it would do a lot of damage against tanks, as you could just unload your payload quickly, doing a disproportionate amount of damage while your exposure is way too limited. The speed of the rockets would counter that a little bit, but it would just feel wrong to have such slow rockets. It is not only about the idea, but also the feel. Both these vehicles do not feel at home in this game to me. Don't get me wrong. I would like to play with the vehicles one or two times just for fun, but after that, it would just be something I wouldn't like in the game of Renegade.
  3. Well isn't battlefield 7 coming out soon? Or CoD 9? UT 2015 might be mature enough? And GTA 5 might be close to a PC release. Your statement is kind of rude. This team has put in several years of their time to construct an updated game. Much more so than the consecutive games of CoD or Battlefield. I'm not sure what you mean with maturity, but this game has just other focuses and does not want to be another clone from the games we already have. If you want a "mature" totally free game, you are welcome to create one yourself. If not, there are so many alternatives, some of which "free to play", that I don't understand that you took time to be rude on this forum.
  4. Also this might contribute to any guide in the making.
  5. Dude, you came to the wrong game. The game tries to be true to the original, which was a bit arcady. Infantry have a large role in the whole scheme of killing the other base. You just haven't played it enough to feel the needs of the correct infantry yet. The higher tier units are personalized, and that helped identifying the units and their weapons. This will not break immersion for most old Renegade players and is just getting used to. TTK is again more arcady. You need to really hit more often and longer than other games. The original Renegade was famed for this. Teamplay is already the only way forward. Right now the servers are packed with new people who can't play it well yet and are just attacking alone, sometimes near each other. It's no pack. Bigger bonuses would make teamplay way too strong, as you are already rewarded by playing much, much better. I can agree with the kill sound. It is a favourite of mine, but can understand that new players might not want this sound. The solution to turn it off or put another preset one in place should deal with that. This game does not go for immersion through simulating reality, but through the way to play. Attacking bases, creating units and earning credits are all part of that. All in all, there is a lot of tactics involved. It is just not the way you are used to.
  6. ...do stolen vehicles not count to the enemies limit anymore? That is weird. It was one of the tactical considerations when rushing for me. -Technicians or Hotwires can kill buildings with two timed C4 and one remote C4, but people always but down two remotes to be sure. -Repairing your buildings is a high priority. Losing a building will cripple you in one way or another, so it should be prevented at nearly all costs.* *sometimes it is better to let a building die than to keep repairing them. In timed games you might still win by points or destroy the enemy by letting that one building die. Field is a prime example. If GDI is camping the Hand of Nod, it could be better to let it die. They will have to get into the base and in range of the base defenses for any further destruction. Watch pro people on the chat who can judge this very well. -Teamwork practically always better than going alone. Get to know some people in the game, know their favourite tactics and message the correct people when attempting a certain strategy. Join teamspeak programs if available. They will enhance any tactics and spotting and you can do this without stopping your attack. -When you are GDI, you must always be weary of stealth black hands. If you want to repair your vehicle, make sure you either go back to your base if you have base defenses, or are surrounded by friendlies. If you don't, there is a large chance your vehicle will be stolen and will damage a lot of your friendlies. If no other alternative, make your repairing stops short and enter the vehicle again, making it hard to approach you for stealth units. -Watch the radar. The enemy will show up when spotted or running. See an enemy on the radar but not when looking at that spot? It is probably a stealthed unit who is running. -Some (all?) vehicles have a short sprint. Make sure to use this. thats it for now
  7. I'm a great supporter for this, although it would give GDI more of an advantage. While we are upgrading, can we also have a lock button to put the MRLS turret in a locked position...?
  8. Although I cannot speak for Daedhart, I think he means to question that these people will lose interest? My opinion is that some people just like to win at any cost, and will keep playing when it works with cheating. Bigheaders, skins and increased splash damage to improve yourself so you can boast about your score. I still want to write an article about regular cheaters that don't do cheat to destroy the game. My guess is that one reason to do it is insecurity. Insecurity gives rise to a lot of showboating, as people often don't want others to see their insecurity. As for the quick running I want to eliminate some possibilities, just in case. You know you can sprint by holding the shift key? If you were running and they suddenly passed you much faster, were they maybe lagging? As for the weirdly placed beacons, wasn't the base defense distracted so they could employ these tactics? Lastly, could they have used the bot mechanic to play for them, and maybe altered a few of it's tactics? (this is a weird one I know)
  9. Nod is a truly awesome and powerful faction. The only problem is that it is a highly specialised faction, meaning it takes some skill to get used to. GDI is more of a powerplayer, meaning it takes much less skill to deploy decent strategies. Stealth isn't bugged as far as I can see. The stealth tank is a brutal weapon if you place yourself and wait for the right opportunity. Their power against infantry is limited, but you have other tanks and infantry for that. The stealth black hand is one of the potentially stronger units of the game, avoiding detection and fire until too close or you start shooting. It is a master at base infiltration and beacon placing. If a shot hits you when stealthed, you will be visible for a second though (glowing). I understand your confusion for the flamer, as it isn't an anti-infantry weapon. It is highly specialised in killing buildings, but can only be properly used if you take the field first. There are precious few other circumstances to use this tank, so don't just try to rush infantry or tanks. You will certainly die without doing much damage. After a while you will know how to effectively use the tank to both tanks and infantry, so don't worry. Projectile range is indeed limited with nearly all units in the game. It does have an adequate range though, so it will just be some getting used to. The tanks are anything but weak. Most other games nowadays have tanks that break down after two or three shots. These tanks last much longer. In contrast, at this moment there are a lot of new players, so correct support in repairs or damage is scarce. This means you need to have a more careful approach of the enemy, which is a good advice in most situations. Nod is anything but weak, but as this is still the beta, you can expect tweaks both in favour and against Nod. It will be balanced at the end.
  10. I think the tactical considerations for the airstrike should come back. I would limit the airstrike to once every 10 minutes per person. It would improve communication between team members and prevent spamming. Like I already said and backed up by R315r4z0r, a no fly zone should be issued around beacon area's. Enough that the whole blast zone should not be affected by airstrikes. Eventually you have a true tactical weapon. It still can potentially be done 32 times per 10 minutes per team (or 5.33 airstrikes a minute per team!), which should be more than enough (and would still have a potential to spamming). I would also increase the price. It's potential to eradicate a whole bunch of tanks from range can have so much more potential than a beacon or one medium tank. Potentially breaking a siege is already worth much more than 700. It has more uses than that. I would easily go for 1000-1500. Another solution would be the team method. There was an idea for squad based play. Give every squad leader the power to drop an airstrike. That or a teamwide vote to appoint a few airstrike ready people. Both not very good idea's though. It is a cool weapon, but too easy to access. It's power should come from strategically placed at the right time, giving you that rush of satisfaction. Not just spammed a few times and eradicate the enemy with ease.
  11. I think one of the bigger problems is the spamming. I would simply increase the price beside visibility and anouncement. It's effectiveness sounds higher than a nuke/ion, as it can privide leverage on the enemy team in damage and kills from a distance and cannot be disarmed. So just put it on 1000-1500 price. Covering beacons should not be possible. It is easier than you think to put down an ion and have someone else put the airstrike. A story that planes aren't allowed close to superweapon strikes is highly plausible.
  12. Be sure to check if it isn't a framerate related issue. Airstrikes and the like are more likely to cause graphic strain than internet strain. Also check if it was a server on someone's computer or an official server. Servers should be able to take it, but I can imagine that a personally hosted server could be limited by graphics cards and such too.
  13. As an infrequent steam user: can I change my steam name? I want to use the correct alias when playing Renegade-X.
  14. The graphics card looks like integrated to the motherboard. These are generally less good than stand alone. I'm not sure if it will take Renegade-X. Have you tried on any other 2007 graphics heavy game? Should give you a good indication. My guess is that it is too weak. The rest should handle it fine.
  15. As far I know there are only 2 reasons for this. One is that the dot behaves a bit differently while in rest stand. The other is that the first bullet has a slight deviation in comparison with others, but wil still strike where you aimed. It's something I would not worry about. I'm good enough to not feel the effects of rest stand and it should not be a problem for most players.
  16. ... ...are you seriously trying to explain the most basic rule that moving makes you harder to hit? I agree. All elite snipers will know that. As well as any fps player. Moving in different directions has its own difficulties for free aim. I understand that too. The point I was making was apparently not clear. The moment you fire a sniper weapon, the bullet will travel at such speeds that movement can be nearly neglected. This means that a bullet aimed just in front of someone (in first person to prevent confusion) will hit just in front of him. At the distances we are talking, movent at the point of firing a sniper weapon is moot.
  17. I think all idea's for E or R refill are good. I have my preference, but practically all will be getting used to within 10 minutes. I can point out a lot of improvements to the current and proposed designs, but I'll leave that to the team. I cannot create good representations of my preferred designs atm.
  18. The crosshair is probably changed to a "static" design. Where the dot in the middle first showed where the gun was firing, it is now just shows where you are aiming. I think the mechanics have barely changed*. The only change I can think of, is the weapon spread. Time will tell. *edit: the mechanics of third person shooting and the now invisible "snapping" of the dot. HaTe, most people who posted here agree that the camera angle gives an area where you can hit the target while not aiming at him. Sniper weapons will not be affected by movement, especially from those differences that make free aim most potent. To me, this clearly gives an abnormal large hit area. So far no arguments have even dented my believe in this. It is sound in practice as well as in theory. Your arguments agains it are mostly sentimental. Sentiment is important in arguments for this game, but you are overdoing it. As far as I can see, all arguments are on the table and I see little to sway you or you to sway me. I will read all arguments and view all evidence posted after this, but I will not participate anymore until I see clear evidence against my statements.
  19. I agree now that movement negates all bonuses in nearly every situation for bullet velocity weapons, with maybe the exception of the shotgun. My concern is still mostly with the snipers, railgun and personal ion cannon. Movement does not matter tor these weapons, especially at these distances. They are powerfull at long and medium ranges. They aren't meant to be all powerful close range. It is just unfair for such a weapon to have much more than 1/4 of the screen transformed in a target, while other weapons will often miss. If someone jumps me , I can free aim and shoot them before they touch the ground. I don't think westwood intended that. I also disagree with R315r4z0r. Although everyone can gain this advantage, it makes some units much more powerful than intended. So powerful that it has to be turned off in my opinion. I will give free aim a full green light if all snipers, ion cannons, railguns and other instahit weapons will miss if you aren't aiming at the target. With this I mean that shooting at our metaphorical shadow will not hit the target. Its a simple solution. Hits of instahit weapons only register if you actually hit the desired target and not just aim behind them, the solution allows for the extra tactics like repairing while looking your desired way and won't mess with the other weapons.
  20. That is true. Although my opinion is that it could have a stronger (not double damage) alt fire, it can do without. It is a highly specialised weapon for killing buildings and should be backed up for support by other tanks anyway. Keep in mind that we made this video more to inform the old Renegade players that are confused about mostly this alt-fire. We had several discussions on this forum about it.
  21. Pretty steep from someone defending free aim Seriously though, SFJake makes a good assumption. Are flame tanks lacking without it? In my opinion, the flame tank would need this if it isn't buffed in any other way. It is severely limited in its use, as it is only good against buildings or sometimes if you can come from behind or the front unexpected. Maybe a good rush obstacle, but compared to the med he's just plain overpriced due to its short range, double barrels that cannot have concentrated fire on anything but buildings+3 tanks and bulky exterior. If you even get to surprise people, you are only fully effective against the Mammoth tank (all sides), MRLS (only flanking) and the med (only flanking). A med can still seriously damage you, while you should be annihilating them for finally getting them in your damage zone! Giving it this secondary fire will increase it's effectiveness regarding both units (its purpose in all other C&C games) and tanks. It isn't a real good advantage, as you still need to be up close and it is still relatively hard to kill units. As the speed of the vehicles does not change that much, they can either outrun you or make you waste way too many precious seconds, probably destroying you before you reach them. Cornering or surprise is very difficult with a tank this bulky, even if it is relatively fast. Relatively fast isn't that impressive compared to the other tanks. Even if you reach an opponent, they can still dish out a hefty amount of damage, forcing you to return, give up any distance advantage you gained. Not many teammates are repairing flamers in my experience. Also, maybe Westwood did see what happened with the code during the making, and decided not to change it. If the math and code is wrong, but the process works to give that single, not even game-changing advantage to an overpriced tank, why not keep the code like this?
  22. Tech building question time! Is the armory going to be implemented soon or at all? Is it possible to activate some tech buildings or certain effects of tech buildings without the tech building? (Server side option) Also, when and how ate the motion sensors and such that do not need a tech building going to be released? Is this going to be map specific or a server side option (or of course both)? I had more but I'll post that when I remember.
  23. Lete sum it up for everyone to save time. "I want Glacier!" "No we won't. It bad" "But....but.....original lay-out! Weird bridges! Tons of entrances!" "No. It bad. Besides, no authorisation from maker" "But(...)" ETC. Back on real topic. I thought most would be left in Renegade except city if you could find someone to create and actually finish it?
  24. As far as I know, that's Fobby's voice. Who isn't soothed by someone who has heard the call of the boink?
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