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Ban4life

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Everything posted by Ban4life

  1. Yeah ok I have been too harsh, thinking about the topic too seriously. I saw he was a man not affiliated with the dev's though. I was just hoping for more and too disappointed when it lacked. Its interesting to see the (same) tactics from other people and how they mentally approach them.
  2. The recon bikes seemed to be next to useless. The rockets trajectory was weird, and their damage was sometimes not counted on short range. The vehicle itself was, as already noted, really buggy. Hitting something at speed meant that you could behave normally until a few seconds later you were facing the other way still from the collision. Because it was limited to a few maps, everyone took one and GDI trumped Nod most of the times on those maps. That is my experience at least. Like in TS, they have a strong payload and are physically weak, causing the proper hit and run tactics, but without other support doomed to fail. It should not be in Renegade-X, as its effectiveness is less than a buggy. I would rather introduce a Humvee and a buggy with a rocket launcher or like more things from the franchise a machine gun and once every few seconds the possibility for a (strong) rocket. A 500 vehicle that can do more damage than the APC, but with light armor, less (or same) health and less transport capabilities. Maybe make it available by tech buildings like R315r40r says. I would think it a good addition to the game. But no recon bikes. I've had enough of those shenanigans and I think that in any form it isn't suitable to play.
  3. I know that, and that's a relief. Still, why is this topic here? It is potentially useful, but right now it isn't. Especially since many things on the wiki he refers to are outdated. Mines and C4 don't have the same limit for example. They won't have the shared limit in Renegade-X I assume. The guide is outdated and not for Renegade-X. If someone would create a guide or his own tactics, experienced or not, I would sit down with a cup of thee and enjoy reading it, probably try giving some extra suggestions. This post on the other hand feels like completely missing the point.
  4. True. I think of it as an environmental hazard, like the tiberium fields, only it's a mobile one. It's easy dispatch of, but its value would primarily be in its sighting. It happens in more games. Both mobile environmental hazards that add just a little something, and things that are seen very rarely, making the battle, even if its a standard one, just that tiny bit more special. I'll give two examples, the first one is over the top. In BF4 (or the latest, I don't know what number they are on) they have added a little extra in one of the maps. For now it is only a rumor, but it is confirmed by the creators that there is an event that is very rare hidden. Now if people would witness the event, they would get very happy indeed. Even if it didn't add to the fighting. People are now looking for this event to happen, but have not yet been able to activate it. They don't even know what is supposed to happen, but still that thrill that it might happen is enough to keep people on the edge of their seat. The other is GVA V. If you are flying around in a helicopter, the first time you get a bird into the rotors you are shocked and laugh until your insides hurt. It doesn't really add anything, but while it's just a "it would be funny to see" it is still greatly appreciated. In Renegade you can just keep it low-key, but rare. The encounter adds that tiny bit of special to the game. Like if you start at the beginning and try to kill the harvester and one person dies in the tiberium. He transforms into a visceroid in the middle of all the people trying to destroy the harvester. He then is easily dispatched of but still had a tiny impact and shock to the teams. On the other hand, I hardly could care less if this isn't implemented. First things first. The really cool stuff they are doing now, and not the things that might give me only the slightest of goosebumps.
  5. I'm greatly against it. It would disrupt the flow of battle if you suddenly are neutral and in a weird body. I can see a limited AI visceroid that is either by crate or a 0.05% from tiberium death. The visceroid would have the chemsprayer most likely, just like in Renegade. However, it would not be strong in health nor in resistances. Weak against all weapons and a minor nuisance at most. Maybe able to kill an unprepared surprised infantry player or a nearly dead vehicle, but that is about it. It could be set to return to tiberium fields for a reasonable health regeneration, but not the quick one from the original campaign. No sort of mini boss fights, no weird overpowered units suddenly crawling over the field. A small environmental hazard that might pop up once in a long time.
  6. 1. You will only be able to destroy 2 buildings with one nuke/ion if they would be standing nearly against each other due to the range of the weapon. The range is huge in respect to all other weapons, but not large enough as no map has buildings so close to each other. So the short answer is no. You cannot destroy 2 buildings with one nuke/ion 2. The limit of C4 in Renegade Vanilla was per team. This is with near certainty the same with Renegade-X. It was also mentioned that the limit is set by the server per map, so expect different amounts of C4 for each map. I think they did not change the rules of C4 that much, so suicide-bombing should still be an option. Watch out though, some servers don't tolerate that kind of thing, so respect those rules. You will still get points from shooting a tank, but probably more like the current scripted Renegade. The points you will get will be very low. We are talking about maybe even half points, but I'm not sure. Much better than the 30+ points you could get from a mammoth tank in the old days. Because Thanks for the completely useless response, please leave it for the developers to answer. All you're doing, is showing how much of a tool you are. He was just joking a little relax
  7. Yes you should. It's great fun! on topic. How is this a guide? I think they already released a small video about how the general gameplay works. A real guide would also implement suggestions like shooting at head height, when to use the mammoth rockets and things like that right? Now I don't know how to use the airstrikes, why I would capture neutral buildings (maybe they will think you must capture them all to win like a king of the hill scenario) and what does the "better radar" do? What will the new weapons do and how is this information relevant for a beginner who doesn't know the weapons anyway? And for the more experienced people who played this, they don't know what cheap Sydney is replaced with, nor the weapon of Patch (who still has the same name right?). This only confuses a new player, especially if they read the whole guide of Renegade and get something else entirely in Renegade-X With a guide I expect a description of the uses of all weapons and vehicles with a few tactics, and possibly a more detailed description and in-dept tactics for the already experienced player who reads the guide. If you want to place a guide here on a certain detail level, I'll be happy to help with some of my (legal) tactics. No tunnel nuking for example (which won't work anymore anyway). ps. I'm an experienced player myself and have been following the project since nearly the beginning, so I know most of the answers and have a good idea how to adapt my old tactics to Renegade-X. Its just that I expected something more and maybe learn a thing or two I could use myself.
  8. This is how I want to see it. See it as two separate things. Both have some general rules that they can obey, but the content can be switched depending on server preference. I do have to say that I don't agree with some of the thoughts on the rules. The one-hit kill will make the game more difficult, as every wave of both forces is killed much quicker. You cannot advance as easy, until a crucial point where you shoot a few times better. You get to the next point.... statistically you will get shot and pushed back. One hit kill is good, but it should be thought of the right way. I totally agree about the spawn rates. For a quick and fluent game, you need to be able to spawn and attack normally. Destruction of a base is the only thing that should be sped up in my opinion. In all maps teams attack each others base regularly, so the chances of a victory by arms is likely when you make the buildings weaker to fire or infiltration. I (and I think others neither) don't mean double credits with loss of power by this event. That still only happens if the pp is destroyed. Just the base defenses stop working with the sudden death/ion storm. Ion storms have weird effects, and can be seen disrupting some electronics and not others. In TS, bases go without power, but retain the ability to create. Tanks and most field operating units still work, with the exception of all air vehicles. They are all grounded or if airborne destroyed. Only hover tanks survive but lose mobility the full duration. You could argue that the lesser technology to fly the orca's and apache (or the airstrikes and cargo plane) is impervious to the ion storm's effect, while the newer technology had the bad side effects of fusing during an ion storm. That is if you want to stick to the lore. It would also justify only base defenses not working, but still having a normal credit flow. The harvesters did do longer to deposit their cargo. For the sake of some rules like double damage to buildings you can argue that the structural integrity is weakened during the storm. Mines are affected because they aren't shielded against the storm. This will keep both teams operating at full power but with weak bases. Easier to damage and infiltrate. Just some explanations for these rules, but can be applied to most. I don't think it should effect the stealth units/ all tanks, as that would put Nod in a severe disadvantage. By that logic, their new laser weapons and many other electronically guided things like the rocket launcher and all C4's should be affected. Another thought I don't agree on is the credits and vehicles/damage that would be 1:1. If you need double the credits, it will not make an arty have half power. The moment you have the tank you can dish out damage the normal way, making only the extra time you needed for those credits a loss. Not being able to repair your buildings seems way too harsh to me. The attacking team at the moment SD comes into effect, they can nerf the other team with near certainty. This makes a too big advantage to the attacking team. I have to say I have never seen this in effect, so I might be wrong. Still, the defending team should have a bigger chance to still come up on top, despite their disadvantage. I think double damage to buildings and MCT would do that trick nicely, if repair guns still have the same amount of repairs per second. Like I said, it would just increase the chance tremendously for destroying a building, making victory within 10-15 minutes very likely. Also I gather that the repair guns just don't work? That would disrupt any advancing forces, making it harder again to destroy the base. Just like the one-hit kill scenario. All idea's should still be implemented. I'll update the first post later. For me the idea is mostly to have the same weapons and same pace everywhere in the game, except at the base. The base is weak and easier to destroy. I will still like it if all tanks are knocked out, one-hit kill personnel, no repairs and all that in a SD. I just think that for a balanced and more or less fair play when SD comes into effect after a timed match, we need only -Double damage to buildings -No mines -Disabled base defenses -10 to 15 minutes at the end of a match -No teleports Edit: removed "no repairs". Wasn't meant to be in this list The other rules and combinations would still be tremendous fun.
  9. @Omega: what we mean is that with the old tank you had one shot every second or so. Every shot you could do either a shell or a rocket. Rockets have large and strong aoe next to their direct damage and some tracking, but have short range. Shells have long range with decent direct damage but more normal aeo, which is weak and small. The tanks only merrits were the biggest health and the fastest rate of fire of all shell tanks. It was a slow damage sponge with a severe limited use. Priced nearly double that of a medium tank, it was severely overpriced. In the early days it gave tons of points if it still had more than half of its health, especially to snipers. This made the tank in timed games a really poor choice, giving nod the money and the points often leading to Nod's victory. In marathon it was a bad choice, but less because Nod cannot win by points. The points have been fixed and the tank is better, but stil the old mammoth tank lacks the firepower and fear it should inspire. The new mammoth tank is has 2 clips. One for rockets and one for shells. It can fire at the same time and especially the rockets form a long range payload attack with tracking. The reload time for both is longer, giving the rockets several seconds (dont know how many, but quite a few), but the shells will have about the normal amount of shells per minute. This should more than compensate for that rare new problem that Daedhart notices, if you fired one shot and didn't reload. You have more firepower per second. Its like the normal mammoth tank with a mrls on top (only with 4 rockets instead of 6).... I could be wrong about a thing or two. Maybe you cannot fire at the same time and have a second after the rockets before you can resume normal fire. Still, this makes this tank a scary sight for buildings, tanks, units and even airplanes if they are in firing angle of the rockets. I think I can say before even playing with it in the multiplayer that it is now a tank worth of its money and living up to that tremendous reputation. Is that a more accurate description? I thought BroTranquilty his explanation was good enough though
  10. I think that old school players are more from Europe than America, but I could be wrong. I think if the game gets really popular, Europe will supply a lot of players.
  11. Oh and units seem much more effective in the field. Forgot to mention that. So tanks and units are both really useful to get to your goal and not just tanks.
  12. Yes this has been addressed. Rocket officers now have only one rocker per clip, but the missiles lock on after a second, even after firing if I'm correct. The grenadier seems better. The cheap Sydney with the tib auto rifle has been replaced with a better grenadier, not sure how it works. Mammoth tanks and mrls work differently, making at least the mammoth tank live up to its high reputation and not just a strong box on wheels. Sbh have a different weapon that gives more incentive to fire, making sbh ghosts less frequent. Air strikes, tech buildings, gun emplacements, self deployable gun emplacements, extra sidearm weapons. Running, dodging and swimming. A down sight view that might help in some cases and people who are used to down sight view. Cueing of vehicles, new maps, better physics and more. No this is not a carbon copy with extra graphics. It is and extension in every way possible, giving the old game feel without the glaws and with so much extra. Also for a next time, check out all video's and the faq, as there is so much now that answers your question within a minute.
  13. Ban4life

    HeLp ??

    Multiplayer is out on 26th of February. You have the single player right now, so nothings wrong. Just wait until the 26th to download!
  14. I'm all for buying tactical supiority. A tank vs snipers is always a good choice. These supiorities still demand some skill and insight. Passive bonuses do not. They are just applied, making a lot of problems. How do you balance it? A sniper in the hallways with the best internet connection will just buy a machine gun vest, making him nearly invincible. You also give the good more while the bad can not get this until much later, increasing the gap between the two. It would also be an unknown factor. Are you fighting someone with a certain armor or not? Is the guy who just cleared the hallways too powerful with that new ammunition? I think they should just stick to upgrades like extra weapons. It has a unique feel, is recognizable can be prepared for and cannot stack bonus upon bonus.
  15. For the mct building it would not be an sbh fight. I think normal rushes with shit loads of timed/remote c4 would be much better. Sbh's take time before they can put down the c4. Apc and humvee/buggy rushes are much quicker in this mode. Buildings are big, so its easy enough to hide the timed c4 somewhere on the building. Just throwing a shit load of remote does the trick even faster, letting them get back in the apc to time another building. Sbh rushes would just be stupid. Anyway it was just one lesser idea. I think the time out sd should continue the game without teleporting back to base. What do you do with the tanks? The characters? Won't people with credits have an advantage? No teleporting gives a more continues feel and does not have these problems. The idea for me is quick destruction of one of the teams. I say within 15 minutes. Enough to mount a few attacks, have a bit of fun and probably destroy the other team, followed by the normal time-out if there is no winner (ion storm hits). 3-5 minutes would be too short. The sudden death is only aimed at one thing. Make a balanced way to finish off either team much quicker than normal. There should be enough opportunity for that. For that matter, you could also disable mines to speed up the destruction process. I would not do no respawns for that matter, as people will hide even without sbh, thus drawing out the game unless total destruction of the base. This will be boring with no opposing team members as they are hiding. For me the best time-out setup would be: - base defences stop working - double damage to buildings (or half health buildings) - no mines -(to make clear, you will not get teleported back to base and you will still respawn when killed) This setting would open up all kinds of rushes and make destruction much faster. It will be an advantage for the current attacking force, making the first time-out unchanged. You fight as hard as possible for the upper hand. As a "stand alone" game mode you can go much bigger. Besides the rules from above you might have, you can add more. No respawn might be better in a few waves and disable the stealth. Kill as many people as possible before the timer runs out. The team with the most kills wins the round and then people respawn. Give some starting credits to spice things up. You could give them 3000 for all waves (total, not each), forcing a choice between high power and basic, or medium power all the time. Set the waves for only a few minutes, enough for the teams to meet and clash for a minute or two, and you will get franetic fighting. Vehicles would still be interesting, as destroying a building cripples the other team for all following waves, making it so much more prized to kill a building. If your vehicle dies, you die yourself to prevent having two lives. Optional is to get all surviving members to keep their units, but that might invoke running back to base when hit. Something you don't want. One hit ko. matches will obviously limit the weapons to only one weapon. You could give the choice for the weapon to the servers. Flame wars might be fun. The mct's get destroyed easier, but how much easier depends on the weapon of choice.
  16. @HaTe that's a bummer. No canceling or refund could destroy a team their economy. I dont think the angle shooting was intended by the creators. Now I'm not saying that is the glitch. Using free aim to shoot through the glass on islands for example, that is a glitch. Using angle shooting to get more headshots is just an abuse. Free aim does enlarge the area where the reticule will snap to the head in respect to normal third person shooting. You do need to aim left or right for that though.
  17. I think the dev's used it for their teasers. Even so, spectator mode must be limited to administrators. The only other spectator mode I support for everyone is if the spectator is locked to only teammates. This prevents unfair scouting.
  18. @ Sebqt: I think Lightning Storm would be a better name, as it is a reason for the difference that fits in the universe. However, for this discussion I'll stick to sudden death(sd) If I understand you correctly, you want to destroy both bases after the countdown by lightning storm and people have to fight to the death (no respawns), or let all buildings be inactive, but must be destroyed in order to win. It's a good idea, but I'm afraid the Game might be interrupted too much by doing so, as a lot of people will prepare for the event. The way I see it, the sd will be more of an extension to the normal game. The time runs out, and the sd rules are automatically applied. This way less people would go back to prepare and it has a more continues feel. That is my opinion, but that is why we need a discussion. In addition to the sd rules: an sd timer would be nice to prevent this event from going too long (people who were winning keep sniping all the time). After this countdown, the old points system will determine the winner. I'm still thinking about what would be the best combinations.
  19. Edit: updated the list of possible rules. So Daedhart made a contribution on a different post and said something about a sudden death mode. His idea was that everyone was transformed to a Raveshaw or Sydney and giving their gun a one hit kill on infantry, tanks and mct. Although an interesting idea, the contribution of R315r4z0r made this really good. A sudden death after the time limit expires. Normal time matches seem to resolve in either destroying a base or camping long enough to gain the most points until the time expires. Adding a sudden death could really make Renegade go to its core. Destroying the other team. Sudden death would be a combination of rules set by the server administration. Keep in mind that the rules can be for either a full game mode, or just a sudden death fight after the timer runs out. damage - Double damage to buildings - Damage is permanent and can't be repaired - All buildings have half or a quarter health maximum - Double damage to everything - Whole buildings are regarded as mct (rockets and shells just do double damage, as they often do less damage to mct's) - Everyone a rav/sydney with a one-hit kill railgun/personal ion canon.(Daedhart) + has one-hit kill on MCT + can destroy vehicles in one hit Spawn effects - Longer spawn time - Spawn back in the base when sudden death begins - No more respawns (R315r4z0r) + most kills or wiping out the enemy wins + bases are destroyed, essentially making this a deathmatch (Sebqt) + could be done in waves. Every minute or so everyone respawns. You win if you win most waves. *Can give a certain amount of credits to everyone for each wave or all waves altogether to buy units/tanks Other - Timer for the sudden death after which the victory goes to the highest points - The base defences stop working (Sebqt, still have normal credits) - No power (meaning double credits and no base defenses) - All repair guns stop working (Rencorner server) - Beacons have a 10 second fuse - No vehicles (Sebqt) - No mines - Disable stealth - Sudden death is activated in the last minutes before the time-out, instead of after the time-out - No more air vehicles The + are extra rules that would only be good when in combination with that rule. These are all the rules thought of so far. Some rules might not be as good as others, but a good combination (or cycling good combinations) would make sudden death a great addition. Time outs will get much more interesting and the fighting might get much more intense. Most rules give an advantage to the team camping or advancing at the moment of time out, so a good discussion would be needed if this were implemented. As you see most of the rules are aimed at destroying the base. Keep in mind that some rules actually make gameplay longer, like double damage to everyone. This would make advancing and reaching a base less likely, making destruction of said base harder. However, it might still be a good idea in some combinations. In case of lore, it is suggested by Sebqt to make it a sudden death caused by a lightning storm. This can be seen to have different effects throughout the games, showing that some (electronic) things are less protected than others during such a storm. For many rules this would create an easy explanation, as the effects of the ion storm is strange and chaotic. Many things can also be learned from Rencorner, a server that already has this. I sadly never played with a sudden death mode.
  20. I have a question about vehicle cueing. When you cue a vehicle, can you cancel it? For example, you want to do an apc rush. You want to quickly buy an apc as soon as the harvester arrives. That very moment you buy the apc, 2 other apc's are bought and you are third in cue. Seeing as the apc is obsolete for the intended strategy, are you able to cancel it? If so, do you get your money back? This example applies to teams where teamspeak isn't comon mostly, but many other examples can be made to cancel your cued vehicle. Also, if your weapons factory or airstrip is destroyed with a vehicles in que, are they refunded? The third person is, like Sebqt says, for corners and spatial awareness. Edit: some weapons feel nicer in one mode or another too. Its just a matter of choice, making some people like myself swap a lot in battles to see more and to shoot better. I do get the idea that if you run (a new feat in comparison to mint Renegade), you automatically go to third person view. Also, watching other people is often confusing, as you pay attention in a different way and might miss the intention of swapping between the views, so it seems erratic. @ the free aim debate. I think it should be left out. My opinion is that third person head shooting is already an abuse. Due to perspective you increase the space where you can hit a head. To use this deliberately is a bad sign. Its like a smaller big head mode. The free aim makes this perspective difference even bigger the further you get to the edges of the screen, making it an unfair advantage for anyone who learns to play with free aim. Not to mention all the glitches in mint Renegade that might occur in X too, in one way or another.
  21. Whats with all the big numbers? As a person with a statistics background, I can tell you 10% is already a lot. With all the people running around at the same time you will die so much quicker. I know a lot of games nowadays have (temporary) bonuses of sometimes up to 300%, but juggernauts running through Renegade is bad. On the general idea, I'm against that. I'll not go into detail, but I too think that it would be unbalanced and unfair to joining teams (as I guess this is for subteams within a faction) On the off-topic sudden death. I love it! You can do so much! I like the idea that the base defences don't work and the no respawn. You could also add other options like double damage to buildings or mct's (making repairs so much harder); no repairs to buildings (all damage is permanent); all buildings have half or a quarter health; All buildings act like mct (damage of tanks is just doubled, as this often does less damage to mct than just hitting the exterior) Although some ideas and combinations are obviously not good in SD, it would be nice to have it. Maybe the SD can also change each time to a different good combination, to keep things fresh. With so many options, you could make a time out really interesting. Instead of people just camping for points.
  22. How will you organize the first day(s) of Renegade-X? Do we (clans/sites/etc.) already need to buy a server or is there a courtesy server for the first time?
  23. After some thought, I think that the ramp can be changed too. This is independent of the reasons that have been given so far. I think that both teams have a good position when camping. GDI can kill any tank or unit that dares to attack really quickly, except for the artillery behind the ramp. This artillery behind the ramp can still be attacked by mammoth tanks, meds, snipers etc. It falls in a mid-level difficulty when attacking that artillery. Now is that artillery nearly the only thing that stands between a GDI victory (by points mostly) and sheer and utter defeat. That is when GDI doesn't rush or Nod doesn't let the HON die quickly. GDI cannot rush very well against Nod, as the corridor towards the rest of the base is small, creating a death funnel. In Marathon you can still gain enough mammoth tanks (which have become a lot more useful since some upgrades in rocket length and such), meds and APC+Ion to effectively rush. It has been suggested to remove the ramp next to the HoN. I think that would make the position of Nod too weak. They cannot field any troops without being pounded mercilessly, nor make GDI's position a weaker by their fire. Nod could try and attack from a great distance behind the HoN, but it would still be so much less effective. I think that the solution is more fair if you don't remove the ramp, but make it accessible for vehicles and units from both sides. This way it will still provide the cover needed for Nod as well as giving GDI the opportunity to invade the base with more ease (giving them a target they could already attack, but also a obi shielded pathway to gain access to the rest of the base). But that does not really counter your main problem. The ramp from where Nod can fire to the GDI camp is still there. You have 2 arguments why GDI doesn't win. One is that GDI often loses field at the beginning and Nod will grind them for points from afar (mind you, GDI is still able to field units with much less danger than Nod in the reverse situation). If GDI finally gets traction and wins the field, they have little ways to grind out points (you can always attack the HoN but whatever), or invade the base. Now you solve only the one? If the first problem is the ramp at GDI, make it so that artillery cant climb it. There is still some space below for them all to attack, but only a limited amount can attack any threats now. This will make Nod's position in the field significantly weaker against attack, negating the problem of easy points over a large distance. At least I hope it does.
  24. The old game is still running. Create an account at xwis, log in and play! You do need your own Renegade serial code for the account. One other thing I recommend is getting the latest scripts. It improves a lot and allows you to automatically download fanmaps for example.
  25. To prevent lots of questions that are already asked, check viewtopic.php?f=13&t=70520 Boink will be there =D You cant. They have rights to use the licenced material (all vehicles etc.), but are not to profit. The servers however is a different story, as money is needed to keep them up. Check the servers when the game is released for more information. I dont know much about that (or maybe it can be in the Q&A?)
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