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Ban4life

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Posts posted by Ban4life

  1. QUOTE (NEFobbyGEN @ Mar 1 2009, 05:03 PM) <{POST_SNAPBACK}>
    Uhh if you're flying in a helicopter, two seconds does make a difference man. On City Flying or Walls Flying it just takes a few seconds to escape from sniper fire in the first place. 6 shots + new reload = about 10 seconds. Most of th time, when you do take out a helicopter in the original, they're right beside the wall.

    A cheap weapon is one that is good against absolutely anything. Ramjets were made powerful against aircraft to balance out with air units, because face it, there are no other weapons or vehicles that are exceptional against aircraft - rifles and APCs are efficient, but most of the time they cannot do the job - thus making the ramjet the only hope in taking out enemy aircraft. Think about it. If you ever play a game where the Hand of Nod is destroyed, Orcas would be all over the place, and Nod wouldn't have anything to stop them with.

    We do believe some aspects of the gun are cheap, such as the amount of points you get for shooting at vehicles you cannot damage, and we've already said we will decrease that.

    If a team has a bunch of Ramjets though, and they're taking out your Orcas, guess what you could do? Get any tank that costs more than 450 credits and the Ramjets will be absolutely useless against your team. They won't change characters until they die either, since Ramjets cost a lot of money, which means you'll have an easy time attacking structures with not much resistance on their end. It's really quite simple.[/b]


    In conclusion: it is balanced. Dont take light armored vehicles when the enemy is putting a platoon of snipers in. If you go out into the rain, dont forget to take a umbrella (hurrah, a metaphor! think about it! It has more then 2 ways you can understand it and it still says the same!).

    To add some stuff: The snipers arent the only versitile units in the game. SHB for example is one of the best (for pro's) units in the game. Time and place are one of the most important things. If you can determine your place and start firering, you have a huge advantage. No vehicle or character is happy to be in the fire of 2 sbh's (yey team tatway) and is able to take down EVERY SINGLE UNIT IN THE GAME with a relative ease. Same for the chaingunner. Gunner is a bit less good becouse of the flighttime of the rockets. PIC and RAV are arguably the best of the game, with their power against everything. Only sniper or close combat is a problem for them. If you take 2 snipers and put them in a team, you have an effect of 1,3 snipers.
    Hope that takes down the "versitility advantage" of the sniper.
    now on to other matters
    If you have to take 10 freaking shots to kill an orca, I and many others would be practically invincible in a chopper(and i'm not even that good, choppers are my biggest weakness in the game)

    Also, choppers are flying hummvee's with a machine gun and rockets. What makes them good? flight. If you use it well, there is no stopping you. Like i said before, battle is all about time and location. And again, you are a fast, hard to hit and effective against everything, so they are VERY good. If you dont have a counter against it, you would only stack up your money untill you buy such a thing and you can only do some crazy and very very veeeeeeeryyyy cool air fights! yey! /sarcasm

    I hope its a bit clear.
    Ban4life
  2. QUOTE (epicelite @ Feb 20 2009, 02:38 AM) <{POST_SNAPBACK}>
    Refuses to connect to WOL or XWIS or w/e that is. CD is all scratched.[/b]


    You dont need CD to play. If your computer asks for it, just press cancel and voilá, your in.
    If you need to reïnstall, lend cd from a friend (serial number doesnt matter with renegade) or buy first decade (the game is slightly different so no core patches of renguard work).

    Ban4life
  3. QUOTE (Techno @ Feb 18 2009, 05:09 AM) <{POST_SNAPBACK}>
    Got a ballpark estimate? D:

    Even an average of 200 online could be pleasing. I realize online PC gaming has suffered since the advent of online console gaming, but would 200-300 average be realistic? That'd be enough to fill a couple 24 person AOW servers, 32 person marathon servers (ala Black-Cell server style), a few sniper servers, and maybe a co-op server like St0rm servers used to have.[/b]


    I would be happy with 30-40 players, all on one server :P
    but ofc there will be at least 100. Just get some more people on renegade to hear about his before it comes out and you could get past 200. More then enough to play the mod.

    Ban4life
  4. QUOTE (NEFobbyGEN @ Feb 14 2009, 05:36 PM) <{POST_SNAPBACK}>
    Everyone must have their own copy, and therefore serial key, of Unreal Tournament 3 in order to play Renegade X.

    UT3 where I live is just $15. Might as well go and buy a second copy for your friend.[/b]


    its a brother, so we have to discuss who bought it again xD. We are never sure :)
    thanks anyways.

    About the rain, yes its pretty obvious. I'm a one piece focused person, so I have no trouble to see the important things, and ignore the things like rain and stuff.
    Most people are field focused though, and see everything together. I dont know how much trouble they will have with the game.
    On the other hand, fps is one for piece focused. So I dont expect much trouble for any renegade X players. Its really easy, try downtown with UT III and you will see for yourself. You dont notice the rain. And if you are having trouble, its np. I would own you anyways ;)
    and like demigan said. You wouldnt notice the stank by the rain. Before you see the rain splashing of the tank, you can see the tank tracks (like seen in the last trailer!) or the shimmering.

    btw, why do they have so much dirt spraying everywhere? Stanks are designed to leave not a trace.

    Ban4life
  5. Q: If two players have one copy of UT III, they have the same serial number. You cant go onto internet with both together. Will this be the same with renegade-x, being a mod? I have no idea what rules for serial numbers apply to the mod. I expect the same but i want some more clearaty.

    Ban4life

  6. hurrah, a better AI for the harvester!

    it will move for cover, drive around vehicles and will make a little detour for that bad guy who is standing over there!

    or maybe just keep them how they are, keep them an moving cover, annoying if it blocks you and able to harvy walk.

    Ban4life

    btw, if the agt would fire its rocket to a visible part of your vehicle, it wouldnt be a problem. But then again, maybe you should just leave it like that. its true that you can camp less buildings with NOD than with GDI.

    though NOD can camp so much better when in formation.

  7. QUOTE (DXR_13KE @ Dec 25 2008, 12:12 AM) <{POST_SNAPBACK}>
    if you can kill people with that... then it is uber cool, its like using a carebear as a weapon.[/b]


    the shotgun is still like a shortranged sniper. You cannot afford to shoot even a little aside your targed.

    so why a meaty shotgun if it still misses?
    maybe another shotgun should be made, a real one ^^
    wouldnt mind paying 500 creds for it either. come into my cozy close quarters
  8. QUOTE (=HT=Duro @ Feb 8 2009, 09:53 PM) <{POST_SNAPBACK}>
    funny discussion lol i found that the ppl who use A and D trick with sniper are way easier to kill than other players. too easy to predict the movement[/b]


    Disagreed
    the movement is easy to predict, but if his head is in two different places every tenth of a second, its 50% chance you hit him with a sniper.

    i'm one going for the quick kills.

    Ban4life
  9. With all the discussion about the health bars going on.

    The fact is that it changes the gameplay. From my first perspective, its bad, because:

    Yes, you could sneakkill buildings. They have later warnings, meaning more chance of killing the buildings.

    But, when you think about it, it might be a whole lot better.

    People are more compelled to do something about buildings. They are more in one's mind because their status is on the screen all the time. Its a great addition in gameplay in that way!

    But as a final answer, Demigan has a right end. Some games would be all about pointwhoring, because its too difficult to destroy them now within the time limit.

    Some marathon games would go on forever. So there might be a timelimit to the hud, or else an other handicap for both teams to change the impasse.

    So thats an option that might be implemented. It might be handy if you would set a timer on the game, or give the option for the host to give an addition or a disadvantage for BOTH teams. If it gets over a time limit.

    Ban4life

  10. QUOTE (Demigan @ Sep 29 2008, 04:34 PM) <{POST_SNAPBACK}>
    Although I don't think you should add a build base mode in this mod (Unless you really got too much spare time and the mod is done) it would be very cool to see it one day on a renegade concept.

    Just think about this: every player can put money in a special team oriented money fund. Buildings will be expencive (7500 credits? 10.000 as long as power is gone?). Every time the harvester returns to the refinery, 300 credits are added to the team-fund. Silo's will add a continuous flow of 1 credit a second to the fund.
    Now both teams start with a construction yard and perhaps one or two more buildings (refinery would be best). Then both teams have to use extreme teamwork to defeat the enemy. The construction yard would be able to replace the harvester. But as a penalty, it will take 2 minutes for the construction yard to rebuild the harvester after it's destroyed, instead of the instantanuous that the warfactory and airstrip will guarantee.
    For each 1000 credits donated to the fund, you are allowed to order the build of one building. So not just any noob can just waste the teams money in building anything useless.
    Team 1 targets the enemy's construction yard but fails in the first 10 minutes to destroy it. Team 2 has targeted team 1 their harvester, earning lots of points and being able to build a building a lot faster.
    A player in team 2 has donated more then 1000 credits and decides to build a barracks. As there is no powerplant, all characters are double the price! But it's well worth it as the enemy still hasn't got any buildings except their construction yard.
    After a while, Team 1 buys an airstrip. This allows them to build powerfull (and ofcourse incredible expencive) vehicles and replace their harvester a lot faster, giving them an edge over team 2 as long as they keep destroying the enemy harvester and protect their own with ferocity and anti-infantry vehicles.
    Team 2, despite that their harvester takes so long to be rebuild, manages to get slowly on top of Nod, as they gain a lot of points and money by damaging and destroying Nod vehicles. But then Team 1, having saved more money for the team fund instead of buying expencive anti-tank infantry, buys a powerplant. Greatly increasing their money flow and reducing the cost of buildings and vehicles.

    And so on, and so on. Buying guard towers (1000 credits?) can help GDI incredibly in defence during the beginning of the game, but will make it a lot harder later in the game to stay on top as Nod will probably spend their money differently. Multiple base defences can be erected ofcourse, but will cost a tremendous amount of money (first a powerplant then the base defence). But being able to build 3 obelisks, a refinery, HON and Airstrip on one powerplant would be too much. So having 1 powerplant power up to 3 buildings (construction yard excluded) would balance it out. That would mean that having a full base of refinery, infantry, vehicle AND base defence would need 2 powerplants. Leaving 2 spots open for things like silo's, repairbays and perhaps if implemented helipads.

    Yours sincerely,
    Demigan.[/b]


    Ah I can understand this. So you start out with a con yard, and then build up your base. A max of buildings can be build, and its quite expencive. Also a limited space prevents that you build just build everything haphazard.
    It all revolves around using the strengths you have at that moment (quick infantry, or go for tanks? tanks for camping harv so they cant build quickly etc...)

    But you could also give them the buildings they have on that map normally, or let the server choose them beforehand, and then let one player place it. So the build option will only be available in the beginning.

    Enough about building, there are enough other interesting modes.
    You can do deathmatch ofc. Or deathmatch with only vehicles (no infantry, you spawn as a tank, and if your tank dies you die)
    Protect the beacon (a beacon of your team in your base, same for theirs. You have to disarm the beacon of the opponent)
    traitors (nod vs nod, gdi vs gdi)

    Ofcourse, you can just add more side options like
    -vehicle bombers: die when you are in a vehicle and the vehicle blows up
    -reinforcement: you get (a) free vehicle(s) every xx minutes at your base
    -showdown: you both start with high level characters and big tanks start in your base
    *last minute showdown: you only have 5 minutes to take the opponent down, rest is like showdown
    -invisible mayham: all guys have invisible suits
    *all vehicles are invisible too
    *if turned off for one team, the other team has more costly units.
    *default that 0 credit guys dont have the suits
    *turn off for just the inf
    -real tanks: explosions do an awefull lot of extra damage

    just spamming ideas, good or bad :rolleyes:
    Ban4life
  11. QUOTE (R315r4z0r @ Feb 8 2009, 02:47 AM) <{POST_SNAPBACK}>
    The default vehicle limit wasn't 7, it was 8. The Harvester counts as a vehicle for your team, so that means the total limit is 8, but only 7 was the available for human controlled vehicles.[/b]


    So let me get this straight... if you lost your ref, you dont have a harvy, and you can have 8?
  12. QUOTE (epicelite @ Feb 8 2009, 08:21 AM) <{POST_SNAPBACK}>
    I use the arrow keys, WASD is for n00bs.

    I was plain' FPS when you were all still in diapers! :P

    lol doom.[/b]


    "WASD is for n00bs"
    heh
    Depends on your point of view, i think most pro's use wasd :)
    ah, the good old times I used the arrows!

    You are right about that you were playing fps when we were still in diapers.
    We were playing fps then too....
  13. I'm not sure, but I think i've made/seen this topic before. I've professionalised this one.

    Everybody has probably seen the extras vehicles/infantry in renegade. There will be new in renegade-x. I would like to make a list of suggestions for the moderators :)

    Though they are fun to post, and please do, I will not add vehicles that are really strong. The reason is more or less explained at the infantry part.

    The vehicles have to fit in the renegade style. like:

    Mortar humvee (humvee with a grenade launcher, shoots a bit faster and has more ammo)

    Flamebuggy (a buggy with a slightly more powerfull flamethrower.)

    Infantry is a bit different topic. Like giving people a working powersuit and/or mutating them so they have advantages. If they would become more powerfull (and they quickly would be) than the normal guys, making games with lots of money crooked, as most people wouldnt keep to the 1000 credit people.

    Vehicle list:

    GDI

    -mortar humvee

    NOD

    -Flame buggy

    Infantry list

    GDI

    -

    NOD

    -mutant (the one that can punch or has the sydney chem gun)

  14. When I saw the movie in field, so long ago now, I was really pleased.

    Now, after so long not an update...

    SHOCK, SHOCK, UPDATE SHOCK!

    hurrah for islands! (not that I dislike ANY map, but it looks so...)

    EYE CANDY! etc... (keeps mumbling about the gorgous update, occasionally a burst of laughing)

    and then I realise that I havent even seen the real update...

    I'll get an ambulance ready every time I'll look @ renegadeX

    Its to bad I cant code, saves time though. Its the best mod I've ever seen.

    Ban4life

  15. 1: A PT outside should not happen. It would be a spot where you can't hit the airstrip (unless they make the PT's a part of the airstrip). And as the others said, it's easy enough to walk inside.

    Besides that, why would they create communication material OUTSIDE a building, where it's extremely vurnerable to every nod soldier that wants to shoot it?

    2:One of the things about renegade is that when you spawn, you immidiately have to find your way from there. In Unreal tournament you can use teleports to go around towards safe nodes etc. You can even chose where you spawn. But that is not how it should be in renegade is my opinion.

    It would also mess up the spawnpoints. Imagince a game with 50 players. And all 25 players in the team have to spawn in the obelisk, the hand and the airstrip. There just wouldn't be enough.

    Yours sincerely,

    Demigan.

  16. QUOTE (BlkFort @ Aug 24 2008, 08:53 AM) <{POST_SNAPBACK}>
    Thats if players on GDI even allow you to do that. :P Cos i won't :lol:[/b]


    You can also rush with arty's at the beginning of the game against the pp. NOD has more then ample ways to win. GDI is in advantage with points though. Only if there is an arty camp NOD can get on top with points. Rarely happens. If its happens GDI is screwed.
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