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Canucck

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Everything posted by Canucck

  1. If Petro is already remaking C&C games why doesn't this one use the C&C brand? It's interesting that they'd start this now while doing HD remakes of the other games, and sounds very much like a passion project imo. Is it known if anyone from the (former) community is involved?
  2. Enemy base is a great place to killwhore
  3. Our vigilant moderators will keep us safe, it'll be fine
  4. Was that one of the wireframe or other retarded ones that made the game unplayable? There were like 2 of them you could play with "normally", and this one was by far the closest... it didn't remove/add anything that it shouldn't have. The one in the screenshots should be a checkbox in the settings
  5. RIP the days of being able to remove all of this... https://imgur.com/5P9fWYY https://imgur.com/29rnvi4 https://imgur.com/k2XOWoA https://imgur.com/EZlbWAo https://i.imgur.com/byPaQgj.png
  6. That engine ran like shit though, it's pretty much why the game died. No one could play at a decent fps even with 12-24p. 50% hitreg at best
  7. Canucck

    ADS Sensitivity

    Ok here is the better way, add this to Input.ini under [RenX_Game.Rx_PlayerInput] Bindings=(Name="rightmousebutton",Command="gba_altfire | senschange",Control=False,Shift=False,Alt=False,bIgnoreCtrl=False,bIgnoreShift=False,bIgnoreAlt=False) Bindings=(Name="senschange",Command="setsensitivity 30 | OnRelease setsensitivity 5",Control=False,Shift=False,Alt=False,bIgnoreCtrl=False,bIgnoreShift=False,bIgnoreAlt=False) Make sure to delete the existing rightmousebutton bind. Change the setsensitivity values to whatever you want (first number = scoped sens, second number is your normal sens). You will have to hold the ADS button to keep the new sensitivity even with a sniper, as soon as you let go your sensitivity will change back.
  8. Canucck

    ADS Sensitivity

    I think the best you can do is either have a mouse that can change dpi on the fly, and change it while you scope, or have a separate custom keybind that increases sensitivity while you hold it. You could add something like this to input.ini Bindings=(Name="LeftShift",Command="setsensitivity 30 | onrelease setsensitivity 5",Control=False,Shift=False,Alt=False,bIgnoreCtrl=False,bIgnoreShift=False,bIgnoreAlt=False) While you held leftshift with this your sensitivity would go to 30, and when you let go of leftshift it would go 5 There is probably a better way using just keybinds, but the toggle ads option not applying to snipers kinda makes it weird
  9. It's not just that there are stalemates, it's that they start only a few minutes into the game. I'd try something more drastic in order to slow down progression a bit without making the gameplay actually feel slower. You could get rid of stat power creep from veterancy, and instead use it to unlock different tiers of inf/vehicles/equipment. Something like Recruit gets free/t1 inf and vehicles, veteran t2 inf/vehicles + airstrikes, elite t3 inf/vehicles + nukes. You could change building death penalties, where they can be "revived" after some time consuming process but still apply penalties afterwards, and not count towards the win condition (so killing buildings that haven't died yet is still the priority, buildings that have died already don't need to be killed again to win). Penalties for revived buildings would be something like... Vehicles from a revived WF would take 2-3x longer to spawn and start at half hp, halved pp/ref penalties when revived, revived BaseD or BaseD using revived power only shoot spotted targets, etc. You could start with buildings still under construction, with different buildings starting out at various stages of effectiveness and coming online at different times in the early game. I don't like the power creep from veterancy atm, I think that's a big part of your TTK point. But if you're going to add more abilities I'd start with party abilities. Things like having Gunner/LCG add 25armor to nearby friendlies. Have certain vehicles/inf either gain a bonus or have a penalty for grouping, etc.
  10. Marathon or AOW? Before you start with changing fundamentals you should have a clear picture of how you want the game to progress over time. eg Which vehicles/inf/strats should be effective or ineffective at different times as the game progresses? Right now with marathon you get some weirdness in the first ~5min, then the game basically stays the same for the next 1-3h, and that shit is pretty boring (It feels something like the early game is 0-3min, mid game 4-7min, late game 7+ min). If you're going to start from the ground up, start with a timed match so you can have expectations you can work around imo. Would also make some rule like mutators have to be dev approved until you have X number of regularly active servers when/if you start making major changes
  11. The last couple years worth of patches have been trying to compensate for the shitty aspects of marathon games, again I don't think that means it's working well. I dunno what choice there is though when there's only 1 server, and the server owners pretty much have more control over balance than the devs by using mutators
  12. Games should end before the entire server turns over. Lots of people complain about balance/stacking, but a lot of people filter through a 2h+ game, it's never going to remain balanced the entire time due to the massive turnover. Imo if you end the game without the majority of players that started it, the game was way too long. People get bored and leave, and just because more players joined the only populated server doesn't mean marathon is working well...
  13. I love loading onto a map like Snow with 64 players, then immediately getting hit by a tunnel nuke, 3 airstrikes, 50m radius arty splash, and a dozen chem nades as soon as I step out of a building. I'm sure it's quite an exciting experience for new players
  14. Try setting a value between 0.0 - 1.0 instead of 0-100 (or 0.8-1.0 if the 80% thing is true) As in "ScreenPercentage=0.8" for 80%
  15. round1 mantanks vs Lappen round2 mantanks vs exdee exdee did not play in round1 mantanks does not play in round3 5 rounds, 4 matches for each team
  16. Make a bot that moves players in Discord to the right team channel, like Blazer's TS regulator, and you might get somewhere. Until then friends will continue to prefer playing with friends, especially when they're the only few on discord out of 60 people Breaking up friends isn't the way to keep the game healthy, you want to encourage more people to be on discord and hanging out with each other
  17. Maybe try to make Planetside1 style waypoints? http://www.planetside-universe.com/media/album/hkz6go2jw/planetside_1.jpg https://imgur.com/srbc7
  18. If I'm reading that right it sounds like double elimination. I think there should be a single or double elimination playoff round, but I went with round-robin for the preliminary round because we shouldn't really be constrained for time, and I figured most people would want to play at least one match against every other team. It really depends on how many teams sign up. I guess I could have flushed out my other post more, but ideally I see it as something like what I explained above for the preliminary round, moving into a playoff round that is single or double elimination after that. So if we get 8 teams, we could have the top 4 teams from the round-robin move on to the playoff round. Tie-breaker games are unnecessary in a point-per-game round-robin system unless there is a tie for 4th place (or whatever the cut-off is), and even then you can avoid extra games by breaking ties with ingame stats. A round-robin preliminary round can also avoid problem from having an odd number of teams, so if we had 7 or 9 teams, the top4 could still advance to the playoffs without anything getting weird (bye's, extra matches, etc). If there are a lot of teams, like 12+, you can break it down into two round-robin groups where the top 2 or 3 teams from each advance to the playoffs. I don't think the finals should be a marathon. It's a cool idea, but kinda defeats the purpose of the tournament. Playing a whole tournament of AoW games only to have a marathon finals is kinda weird, the finals wouldn't be very representative of how those teams got there. However it might be cool to take a break between the preliminary round and the playoffs, and have a 20v20 MVP game or something in place of a PUG.
  19. This is cool and I have a few suggestions for how the tournament should work. People seem to be taking this seriously so it should be flushed out asap. Bracket This tournament should be a round-robin imo. If there are a lot of teams, you can try to do something like a Swiss-system (https://en.wikipedia.org/wiki/Swiss-system_tournament), but I think there will be few enough that you can just do a typical round-robin bracket with playoffs afterwards, seeding based off the RR placements. Pick/Ban Phase This is what I really want to see here. There's 11 maps total, some teams are going to prefer certain maps and hate other maps. Some teams are going to prefer/hate certain sides on certain maps. I don't think the method you use for pugs works very well here. Maps and sides should all be decided before the match begins. There should be a time before the match begins where each team decides on all of this, something like: Team1 Ban Map Team2 Ban Map Team1 Ban Map Team2 Ban Map Team1 Ban Map Team2 Ban Map Team2 Pick Map1 Team1 Pick Map2 Team2 Pick Map3 Team1 Pick Side for Map1 Team2 Pick Side for Map2 Team1 Pick Side for Map3 For deciding who gets first pick or ban, it can be based on a coinflip (find a website or something to do this) or you can have someone neutral do seeding after all of the team are decided, higher seed gets to pick whether they want first pick or ban. Similar to how CS/Dota works Points It says 3 points for a win in the OP. If we're playing 3 maps every match, and it's a round-robin, it should be 1 point per map. If a team loses the match but wins 1 map, they'd get 1 point. Include tie-breaker rules, this is pretty easy for ren, since when the time ends it'd be pretty ridiculous for points to be tied. I've only seen it happen a handful of times in OG ren, but if it does you can base the win condition on player or building kills. Also prevents teams from giving up if they lose the first 2 maps. That's all I think. As a bonus maybe the devs could do something to add some kind of symbol next to the names of the winners ingame, or the forums, or both. Winners get an autographed picture of Yosh too
  20. Why do you care about allchat? If they're raging on you just have a laugh, thank them for the attention and move on... It's the least important and most inconsequential part of the game.
  21. Why? It's funny watching people whine
  22. +1 The only servers 40p was ever fun on were thepitts and moonlightshakers, because both were a collection of the best players from each region all gathered in one server every night. Normal games were like renx pugs where nearly everyone was on the same level as the top5 players in this game. Any other 40p+ server was only popular because they had a high a00 name. 60p is just retarded, and so is increasing the vehicle limit on any map no matter what the player limit. It is exponentially harder for 10 attacking vehicles to kill 10 defending vehicle compared to 8 attacking killing 8 defending.
  23. Complex mistake was thinking we had enough people to sustain 10 vehicles, keep buildings repaired, and fight with inf at the same time. You can't do that with 15 people. Also I don't see how putting the airstrip house next to the GDI base is supposed to make that map better
  24. "maybe you should smoke weed ryz" epic advice
  25. It all went downhill after the buggy died...
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