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Everything posted by Canucck
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Hitscan chaingun should be a bad idea, and would be if the game had lots of players with relatively close servers for everyone to play on with great pings. But it's not, there's 2 servers that have players most of the time, often less. These servers are supposed to accommodate everyone from australia to germany to south africa to california. They're all located in EU because that's where like 60% of players are from, and for everyone else it really fucking sucks to use anything but hitscan because trying to use projectile weapons on UE3 with more than 60 ping is a painful experience.
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Officer is not OP because of RoF. It's the new hitscan, and clip size to 150 should be the first check if it's staying hitscan. Problem with making so many things hitscan is if something is made easier for newer players it's made twice as easy for better players. But it kinda makes sense for this game since players are so spread out with only 1-2 servers. Need to find creative way to balance, just being reactionary and always nerfing/buffing the obvious stats is a horrible approach that is almost always guaranteed to backfire.
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Your top five most wanted balance changes
Canucck replied to RypeL's topic in Feedback & Bug Reports
No, active credit gain is what everyone should want. It's passive credit gain that's way too high. Silos and dead refs give ridiculous amounts of credits. -
Bindings=(Name="F1",Command="voteyes", bIgnoreShift=True) Bindings=(Name="F2",Command="voteno") in the same config file, probably directly above the chat keybinds
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Yes
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The main reason this was never done in the original is because they didn't want to make multiple textures for every vehicle, it had nothing to do with balance or capability. Same decision for renalert, likely the same decision here. Games with bigger budgets (ie planetside1, maybe 2 as well) take the time for it, but for volunteers that's a lot of time to invest if they want to do it properly, for very little gain.
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They do damage through geometry in renx. In ren if mines were places in a hard to see place (inside edge of a door, right on a corner, etc) they're usually just end up being wasted when someone came close enough but was still protected by geometry. In renx you just die if that happens, so there are some places where you'll just never have time to get the proper angle to see them. Probably mainly people with ultra high gfx settings complaining. With lensflare and all that other crap in your face all the time everything becomes hard to see
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I typically try not to archive whole streams. I just feel like I would be abusing Twitch's system by doing that (Im sure others do this anyway). I dunno. If I find a worthy highlight I will save that. They don't consider it abuse at all. Highlights are allowed to be unlimited length on purpose, otherwise vods for dota/cs/lol/etc matches, speedruns, 24h charity streams, letsplays, etc would force traffic away from their site. Videos of people just playing random games fall into the same category, twitch would rather someone watch your video on twitch.tv over youtube, even if it's 6mo from now.
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The first thing is from the scope slow, it doesn't always get removed when you unscope/unzoom. Tapping sprint resets your movement. Imo the scope/zoom slow just shouldn't exist, way too cod-ish with no place in an arcade shooter. It's also more noticeable now because of the really slow acceleration on infantry. ie anytime you press w/a/s/d you reset to 0 movement and have to take ~0.5s re-accelerating back to normal speed (I think this applies even when accelerating from 0 to zoom-speed). In b3 acceleration was near instant
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All it really does it change the FoV. Shouldn't happen ya, but if you think it's more comfortable to play at the higher FoV then you should probably be doing 'fov 110' or 120 in console anyway
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If you highlight the video it stays forever
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Gunplay issues: Bullet spread and ADS.
Canucck replied to GatsuFox's topic in Feedback & Bug Reports
Does the 500 sniper have spread atm too? It kinda feels like it, but maybe it's just noregs -
Probably should have left the tunnel alone and just switched the WF/PP. WF bay exit facing the ref, PP orientation the same as Nod PP. Maybe the end of the bridge nearest the Silo could stay blocked off to vehicles
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hp/armor values are from getting in/out of vehicles. Switch weapons to fix it
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The ref giving trickle credits after dying would be a good idea if silos didn't exist, at 1c per ~3s. 1/s is too much either way. With silos, refs they should give nothing after death. Silos give way way way too much money as is, it's just like having another refinery. SIlos should give at most 1c per ~3s, the current rate has always been really over the top. I'd love to see some stats that compare winning team to silo control time per map... Having an objective to fight over in the field is a good idea, but most of them are poorly placed (or there is just no place for them on the map at all) and end up giving a massive advantage to the team that manages to get slightly ahead. It's completely a 'strong get stronger' mechanic atm. (Under has the only decently placed silo imo)
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[RenX | Beta 4.01] PIC / Rave - shooting still bugged
Canucck replied to N3tRunn3r's topic in Feedback & Bug Reports
viewtopic.php?f=122&t=74888 same thing -
autorifle is better,, machine pistol is better, flechet is a lot better, carbine is still great, shotgun is still great, and they don't die in 1 body shot to ramjets anymore so they can be a lot more agressive
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I agree that the game was made significantly easier overall
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Future Ren-X versions should NOT use shell map in main menu
Canucck replied to zocom7's topic in Renegade X
You could just google it... and yes it does happen in RenX, not in game, just in the menu. -
runes are not jungling. The way he explained it, crates would be as important to people in ren as they would be to a player with a bottle in dota
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Future Ren-X versions should NOT use shell map in main menu
Canucck replied to zocom7's topic in Renegade X
UE3 menus like the one in RenX are known to kill cards if you leave them running for any length of time (even less than an hour). Cards try to max out fps on the menu and burn themselves out, even if you have good cooling. I have to keep smoothing on in ue3 games that use these menus to prevent it... -
In the original crates gave you either 100c, 200c, or a refill. Everything else was from serverside mods that didn't get "popular" until like 5+ years after release, so basically when the game was dead. The only servers that got away with running that crap beforehand were servers that snagged a top a00 name like Jelly
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The thought of playing a UE3 game with 64 players gives me brain cancer. It's UE3 lol... All it's supposed to do is make it really easy for devs to make things look really pretty. Everything else, especially critical MP functionality (i.e. input) was like a tertiary concern for them back then, and now even Epic is being punished because of this in UT4
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[RenX | Beta 4.01] Sniper Rifles use rounds but don't shoot
Canucck replied to N3tRunn3r's topic in Feedback & Bug Reports
It happens when you try to shoot too quickly after reloading/rearming. You have to wait ~0.25s after the actual reload time otherwise you'll get a nofire like this. Applies to every weapon afaik. -
Something went wrong here I think, there's a new little delay when you try to start moving. It's like you have the slow already applied to you automatically, then reapplied every time you stop/start moving. Feels really clunky and annoying (inf accel time should be near instant)