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RoundShades

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Everything posted by RoundShades

  1. I had missed that and was bummed too. I was called into work... on a day they decided not to hold work... I went in for no reason, and could have attended this if I'd just told them "fuck off aye" ahead of time. Bummer, really.
  2. I want a MML Romhack, not monies tbh. I'm a very simple small-footprint man.
  3. Remember that job change to get the weekend for RenX? Well, I made the change and... that made things EVEN WORSE. Now I work 60 hrs per week, and inevitably that falls on a Saturday. At least until the end of the year. Then, either schedule will become better, or I swear these guys are going to have to find someone else. This is crazy. I got stuff to do.
  4. Really, it's still up to "report suspects and a demo-recording can be reviewed by a server operator to issue a ban". AFAIK, the demo will not match the anything consistently when hacking. Bullets flying won't match damage hit (there is no lag in a demo, just raw simulated data), characters will moonwalk, cats and dogs living together. It's obvious. Unfortunately, it does require manpower rather than being automated, not sure how VAC or anything handles it but I want to believe it's mostly peer-reporting. Some research might reveal unreal3 games that can record data and a bot issue a ban.
  5. On top of that, if you were big into organized teamwork in old Ren, there's an organized community game on Saturday. It's 1pm USCentral, dunno what time that is your time. Good seeing enthusiastic hearts out there!
  6. "I didn't open fire because I was in no condition to win a gunfight, were I to draw attention to myself." ~my hypothetical excuse If they're doing it with intent, it's dickish, but you can't prove intent, and I wouldn't open fire on many veterans if there's a chance they can shoot at other people and I can get by them and do something that doesn't involve my own imminent respawn. Then, it comes down to arguing if you're owed a gunfight from me, when I have better things to do, or is it decided that I have to shoot every enemy I see or I'm just not good enough. Can we ban every technician/hotwire that lets any enemy walk from their base entrance without opening fire on tanks with their pistol? I mean, they're hardly helping their team if they're not shooting tanks with their handgun, because it drives past. You know, even arguing intent, what if the situation were, they are mutually high-K/D and are not shooting each other in passing just to shoot other enemies. How many kills are they getting? Aren't they not dying from mutual agreement? Doesn't that mean, that the mutual agreement is by far the superior way to kill the enemy and assist their team by not dying? I'm just wondering, how is living a form of team-hampering? Lastly, couldn't they "shoot at each other, 'happen to miss' both get behind a rock, and walk away afterwards"? Again, being bad, isn't team hampering, what if they just can't shoot each other before getting behind cover?
  7. This does seem logical. This, or somehow make beacons scale in time or damage or something, based on playercount. Honestly, I always liked scaling damages based on playercount, but while it's hard to argue it for the rest of the game, it's impossible to argue it here because disabled beacon purchase in 6v6 or less sounds simply superior. What about c4 damage though? That's honestly even more obnoxious, even with proxymines, in small games. Really, I still believe in the latest answer to small games: Have an adapting maprotation use small maps for small games and add larger maps for larger games. Map rotation based on playercount, would fix beacons, mct-c4, and generally lack of any interest in gameplay, for 1v1-6v6 playercounts
  8. They used to not to, and then suddenly they did, not sure what the case now is, playing RenX doesn't meet some deadlines I'm working against right now though. Then again, neither does sleeping and drinking, so I have other problems as well. Such as a work schedule on Saturdays that mostly prevents me from even considering attending a PUG the last 3 months.
  9. I mean, if some people are better than me, as sniper, versus every other class in the game, and that decides every match, then I can accept it. Part of accepting it, is knowing the game's already decided, so I should go watch a football game such as the Texans vs Patriots, that has better odds of different outcomes than the sniper situation in RenX. By that logic, I'm almost accepting it, better than the people who are in denial that snipers aren't heavily influencing the game.
  10. Officers. And given approach of cover from the x-mountain bunker from the only approachable paths, it happened. several times. Also prevents airstrikes from being effective either. I ended up really feeling like in situations like that, being smart enough to know when to quit is a form of getting good, and I got real good at it. As far as removing all one-shots, I'd say if you can't at least reduce them from working on full health or at least requiring some additional damage or at least not 1-hitting the high-health 1k units or Kevlar-based anti-infantry units... then reduce the durability of snipers where the ttk one isn't high enough to provide backpedalling and hipfire instakills against even groups of enemies. It's the difference in ttk, from "instant", to "six seconds". In other insta-kill games, the ttk with other weapons is 2 second, or 4 bullets from a 2.0 rof automatic-weapon.
  11. There is a reason Dark Souls catches so much shit though. Just saying.
  12. Some of us tried, 5v1, to kill snipers, failed, were told to "just try harder and get better", and decided if we can't even meet the first threshold of beating a single sniper with a quarter of a team on the job... ...that instead of trying, it'd be more useful to spend time practicing on bending spoons with our minds. I mean, it's like trying to come at a mobile character with 3 chances at instakill, using a character that can only chip, when health drops are also a thing that exist. If this were a Street Fighter tournament, this character would've been banned, just saying.
  13. I run a Megaman Legends memepage, work on a Megaman Legends randomizer romhack, write some Megaman script meant for voiceover and video editing, and do some small stuff here, there, and everywhere. Also talk some politics. Sad life I lead.
  14. I still like my original fan-idea of: - armor is consumed to reduce damage from it's specific-armortype source - damage always hits some health, less for ineffective-damage source, more when armor is depleted or effective-damage source - health cannot be repaired, but armor can. It both increases, and hard-limits, an infantry's health. Eventually it runs out of health. However, it's armor is highly effective for as long as it's health lasts, if the infantry is repaired. It also gives "elite and heroic health regen" a specific ability advantage that infantry cannot obtain otherwise. NOTE: I hear the ORIGINAL C&C RENEGADE was going to have "armor game-mechanics" on infantry like that. It's in the tutorial, mentioned that armor reduces health-damage but damage always eats some health, however it's never like that in actual gameplay, likely because they just shoveled it out the door with bad netcode and simplified gameplay when the launch time came. Was still an amazing game despite it.
  15. Everytime I infiltrate a PP, 7 people suicide and spawn right there with me, die, and spawn again. Yet, 2 sydneys come to HoN, and crickets. My life summarized.
  16. PUGs were alright, really felt like we could have saved that HoN though. If nobody read gamechat, that sounds like a fundamental gameplay problem to me.
  17. Flametroop have flak iirc. Also what's the TTK difference? Obv. the sniper is literally "in a bodyshot and possible veterancy difference because he's sniping, instantly", but if he misses, how many more bullets does he have before the flamer kills him? 3 or 4 chances? 2 flametroop, can be destroyed by an average sniper, flickshotting...
  18. I know I'd like to see snipers only used as snipers again. Then again, my suggestion, was to just make their bullets account for Kevlar, so they can kill engineers, gunners, LCGs, ect, but they cannot outperform against shotguns, riflemen, chaingunners, and shit that only exists because someone desperately needs to kill a sniper. Not being able to cqc-snipe a sniper, and lack of any other option whatsoever, is what makes toxic snipers so damn toxic. A no-options situation, tends to make the "leave game" button a lot more noticeable.
  19. I used to stream Twitch, and then went from map-making, to video-edits, to MegaMaker (Megaman map-making). I know the routine, some people are just passerby's. No shame in that, did love Siege though.
  20. It would be nice if, idk... snipers would kill engineers and long-range infantry, but like, close-range anti-personnel infantry were capable of killing better than a sniper was? Food for thought. As much as it's talked about, wouldn't be surprised if they didn't eventually see more balance changes. It definitely seems like it'd help the playerbase, that's for sure.
  21. The type of vehicle it is may be "too much information". Stealing a vehicle and getting it away from enemies or using it to effectively wipe repairs who are taken by surprise, stops existing with the above feature. You steal something, it's just forcing it to self destruct, you'll get wiped the moment that notification pops up. It's little less intrusive if it doesn't mention "Medium Tank", and it's even less intrusive if it has a 5-10 second delay before broadcasting to the team (enough time to either vehicular manslaughter the repairs or to drive calmly back toward base.
  22. I tried attending the last one. Even spoke to Gormomma right that morning. Ended up being called in early. My Saturday schedule is unfriendly to me attending the PUGs, otherwise I'd love to play more frequently. Sadness.
  23. This was easily the third best fanfiction writing I've read this year, but considering it wasn't even fanfiction, just really fancied up fiction, that makes it even better.
  24. @Havoc89 @TK0104 Here's an idea. If one of you already have a developed map, and TK has made a scaled version that has demo'd some map design flaws, then why not just continue official development but if there's anything TK/TheCommunity can do to speed it up then just ask. For instance, I don't think the Ref being so far from the TibField is a bad thing, credits can be scaled with harvester dump and silos can be added if harvester dumps aren't increased. Both harvesters have always been super vulnerable to death in Old Ren City Flying. I also don't think Fying needs removed, the game just needs proper debris cover within the field, from BOTH snipers AND airships. Something infantry can hide under, behind, and around, possibly enough for a threatening group of infantry (at least 4 gunners?) can get across a field unseen, in contrast to Eyes which is a good map but is too long a trek with too much visibility.
  25. At least you give me hope bruh. More than Capcom or EA ever pretended to give someone. Best of luck, please let me play this fucking map in RenX eventually.
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