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Everything posted by RoundShades
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It would be nice for some infantry to tango against tanks. The damage that tanks did to infantry in old ren, was pathetic compared to now, while infantry-to-vehicle time-to-kill remained the same. You know? 1.5 clips of laser chaingun against a med. Med used to take 8-14 shots to kill infantry, now takes 3-6... Mutators can be glitchy, and may make balance worse as a test-basis. Might make pugs ruined. Also, mutators take time, while modifying code directly under the goal of "making actual game code" is faster. Would slow down development. However, it would be fun. It would just be "more fun" to just be an update itself. Which is probably what it will be, in soon enough time.
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Correct me if I am wrong, but light armor was never nerfed, and was semi-buffed at times against sniper fire and small arms fire. And the shell, it has it's uses (goldrush arcing over the hills). I honestly just think the Med Tank is way good in hands of organized rushes. The more of them massed, the harder it is to kill their combined health, before they quickly arrive deep inside a Nod base. Maybe needs a very mild speed nerf to meds at best? That whiteout loss was a shame, it wasn't even a loss, just a lucky turn of the table. I still blame b0ng for magically turning the game around when he switched to gdi from nod... However, artillery is very effectively a game-winner on whiteout and Complex when a team uses them right, especially if a team masses them and holds off an equal enemy force, and then proceeds to do what GDI med tanks do while planting beacons that can be defended with the arties.
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Timed c4, like a beacon, is a pretty serious threat. If you couldn't spot beacons, it would be a communication limitation, not a design choice. Right now, not spotting timed, is a communication limitation, not a design choice. Last I checked anyway, the reason was that modifying that whole spotting thing, is more of a pain than a non-coder could know...
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I ask for this every other week.
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The kick limit was set for Vertiso amounts of AFK, aka 7 minutes. How do you even last in regular servers when you tend to stand that motionless for 7 minutes.
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Pros: It's C&C: Renegade, Cons: It's C&C: Renegade
RoundShades replied to Aron Times's topic in Renegade X
You brought up 2 other good subjects. Refill spam, and the prime first-class importance of units that can either repair or destroy a structure from inside and both are the same damn unit. Refill spam. If it had a 10-15 second cooldown like "Airdrops" have, then an engineer gets the defender advantage of a single refill in case of a firefight in his own structure, if he can't handle the fight in that time he either has to abandon the building and get a refill at another structure and come back, or he has to make the sacrifice and hope for a respawn. Repair units also being base destruction units. Planetside 2 splits units like these up into 2-3 separate units, A Path Beyond also separate these units, and generally, maybe should Renegade X. Have engineers have remotes but not timed (equal c4 damage, just more useful as it isn't timed), and have hotwire/tech have remotes with just 1 timed. That is a start, giving other combat infantry an advantage over them would help too, but that can fall under "increasing mct damage to small arms fire" and maybe even new mechanics like "variations to infantry speed and armor, so engineers have 85% base speed while anti-infantry auto-riflemen have 115% base speed". -
Pros: It's C&C: Renegade, Cons: It's C&C: Renegade
RoundShades replied to Aron Times's topic in Renegade X
All this has been discussed before, and while it is actually getting better, it is still something discussed every day. However, TTK is not the problem, TTK is already 2x faster than old ren. It actually adds variety to the guns when it takes 10 bullets to kill someone. This is excluding the sniper, which is clunky to use in anything but long range assassination of repairmen (yet "prodigies" still kill 4 people in 4 shots point blank in the tunnels so that is sort of a problem). What is the problem, is a number of things. One of them, was building health being too massive to put down all in one go. Making buildings able to take some permanent damage to bring the bulk of it's health down bit by bit until it's a possible-to-finish margin, wasn't the holy grail of solutions, but it definitely adds to the game from what I hear. The other is repairs. Many time, it was asked "should repair be nerfed"? Many ideas, such as repair needing reload, repair speed decreased, repairgun costing credits, but all of those are volitile ideas. Ask for assaulting a building's repairmen on the MCT, it is difficult but not always impossible. SBH excel at that, if they can get in some doorways they can shoot the repairmen without needing to bypass mines. However, a suggestion that came up a while back, that was just revived for further discussion, is if EMP mines disabled use of repairgun in their area of effect for the duration of their effect? Then, you walk up to a door, throw the EMP through the door and into the MCT area, and that gets an opening for tanks to leave their mark, while the repairmen scramble away to do repair to a nearby wall until the effect dissipates. That's the idea and discussion anyway. Emps already do a lot with stalling a tank rush in open fire, and diffusing mines, is the argument against. The other argument, would be that tanks in most people's experience, and especially since building armor because focus-fire switching between buildings "chip" them down bit by bit, work fine, but infantry need more anti-structure viability beside the ellusive "rocket soldier rush". Hotwire already do a lot of structure damage and with sidearms can fight a good fight, and other infantry do much less. SBH can mess up a structure alright, but takes 2 to kill using both c4 and laser-fire on mct, and 3 to insta-kill via c4. Volts are alright but against repairs they are undone point-by-point. One solution is some sort of mild-moderate increase to small arms fire against the MCT. Another is to make infantry more viable to break into a structure and wreck up the place, while mines and base defense make that currently too difficult against even a quarter of an equal opposing force. If "combat" infantry dominated more "surely" against "repair" infantry, it would help, but c4 and sidearms are very formidable even against volt rifles and chainguns. There are a lot of things to do about this, I know several people reference the Renegade Mod "A Path Beyond" with how infantry did acceptable firefights into buildings and acceptable mct damage, coupled with how "technicians" repair a building with 1/2 the current building health at 1/3 the current free-engi repair rate, but most "tanks" were squishy and they weren't infinitely repairable themselves (vehicles have to return to base for repairs or get repairs from mechanics who couldn't outrepair their own number in enemy tanks). -
I heard that importing assets is easy. The code is an entirely different language though (unrealscript is legacy, its c+ now?). https://forums.uberent.com/threads/smnc ... ops.62802/ I also seem to recall, that it makes things "glossier", like Gary's Mod assets.
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I hope to see you there! Fingers crossed that it'll be a good one!
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Wanna see what it's like after picking up 25 speed crates?
RoundShades replied to djlaptop's topic in Renegade X
I only got two nuke crates the whole time, so I can't say for sure. But I was able to escape the blast radius after about 7 or 8 speed-upgrades. However, the crate was the one over the waterfall, so I also jumped off the ledge which increases the z-distance significantly. Not sure if that matters to the nuke crate! No, no, I am fairly certain it is 2 or less that gets you out of the blast radius of a nuke crate assuming you run across the crate in a straight line and never pause even a moment. It is frequent enough for people to achieve, that it has to be 1-2. -
Wanna see what it's like after picking up 25 speed crates?
RoundShades replied to djlaptop's topic in Renegade X
I can't remember, but I actually think it is 1, but it might be 2 or 3. I am pretty sure it depends, some you can avoid via terrain (the rock by crate that spawns center-map canyon) (jumping off the side of the plateau on top crates). It doesn't take very many though, I know that. -
Actually, a moderator brought up the issue he had, he can claim credit if he wants, and I agreed, and Agent told someone to make a post in the private section first, so it can be read, before posting it officially in the public section. Which is how it works, anywhere, on any site and forum. Simple vetting process of official announcements. We decided the announcement about it, was better than the constant chit-chat about it, often inappropriate chit-chat about it such as the examples I gave. It's not cool that the attacks are happening, but less cool that people take it as serious as they do.
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Good. That is optimal. I hope to keep it that way.
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Pros: It's C&C: Renegade, Cons: It's C&C: Renegade
RoundShades replied to Aron Times's topic in Renegade X
The problem isn't necessarily with headshot damage being too high or too low. It is actually about right, too high and Bananas will make nobody but Tokyio wana play, and too low will make fights too lengthy and not about aim as much as position. Snipers is sort of a problem, their overall dps isn't that high but their instant kill damage can even end a point blank engagement 5x faster than any other weapon. Really, their headshots would still be rewarding if they weren't instakill, and their headshots wouldn't be instakill if they were 2.5x instead of 5x. The rest of those problems, maybe engis aren't balanced for their role versus every other class being necessary after having a full-engi team (sniper aside, a full engi team is not a problem), but the game isn't that stalematey. I am glad you think it is an improvement over original Ren though. -
To be fair, it was asked, I pitched the wording, it was read and approved, it seemed informative and worth putting here to calm people down. Most people jokingly say "the ddoser is this guy" and "the ddoser is that guy" and "I am the ddoser and am going to ddos the server right.... now" and other pokes at humor about it. It is really just a joke people keep entertaining, but it has had its drama and is really starting to "clog the works" of forum and game. People are still probably not going to stop having fun with it or going crazy because it is happening to them, but at least 2 of us pretty much established permission to start aggressively consolidating DDOS discussion on the forums, if it's off-topic for its section or thread then it's getting moved here or deleted. Seems sound enough.
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The issues presented in this balance list are, more or less, being discussed and worked on to become addressed. It may be in a creative and different way than proposed. Creative in the sense of possibly "more and deeper gameplay mechanics". No guarantee how exactly since it hasn't been guaranteed to become a reality quite yet. Just WIP and Discussion so far. However, there are at least 3 ideas and 1 coding effort that pretty much all address most of these issues in a way that mixes up the gameplay issues of: 1) too many classes 2) too few "real options" of classes 3) the "real" options are "free/350-engis" and "500-sniper", because they do the only important functions I personally agree, regardless of which idea, an idea to change gameplay might be better than one on balance due to the utility of the classes being both "necessary" and "all you need", mainly "repair" and "kill enemy repair-men*". *...and repair-women
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This is already a thing, and is acceptable at your own discretion. Alternatively though, for those who boycott Steam EULA or otherwise refuse to use steam, just show up to the teamspeak at the usual time and you may receive instructions on how to patch into the game via udk console command.
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The following is a Public Service Announcement to the Community on the topic of the recent server crashes caused by the Denial of Service attacks: As most the Renegade-X players and hosts may already know, there are many Denial of Service attacks targeting the servers that anyone decides to host, via a surge of network traffic all instantaneously. The devs, in cooperation with server owners, have come a long way at figuring out ways to filter the traffic and getting servers back to being playable and enjoyable. 1) There are ways for hosts to filter traffic to try and prevent the crashes. If you need to inquire about it, ask for it in the server owners section or via PM. 2) The attacks are still frequent enough, but aren't as easy to pull off and don't always result in a crash. Just be aware of that. 3) The attacks aren't serious, it is really just an empty-ended source with no motivation, and the game continues with minimal damage. 4) It is a wise decision to keep positive in all discussion about the attacks, on the forums and in-game, if you would kindly do so. Nobody really has any interest in the attacks or their motive, so talking about it just perpetuates it you know? 5) It clutters the forum discussing the attacks on every thread on the forums, as well as creating 7 new threads in 5 different sections. So, we are going to try to keep discussion about the attacks in just 1 topic (this one), with few exceptions. If you create new topics just discussing the attacks, they will be merged or deleted, and if you have any important information to share for any reason, just post about it here, the server owners section if you can, or just PM directly to whom it may concern. 6) Thank you for bearing through it all, and knowing that the attacks are resource-intensive and time-intensive, both for the attacker and for the developers. There is only so long the attacks can continue, as little as they accomplish, and as little interest as they generate.
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On the wall? You mean the sloped roof of the ramp that the harvester takes ref-to-field? Its... sort of intended? I mean, take a screenshot if you think it's obscure, but it's much more visible and accessible with a repairgun, than the wall next to GDI WepFactory that a Stealth BlackHand can place a beacon on and it be tall and awkward to see or repair... ...not to mention sandbags of gdi bar if you place it just right... There is also a pillar under the ramp between GDI WF and Bar that obscures it from the bar entrance so you can only see it looking from Ref (and coincidentally, makes the sound plausible to believe the beacon may be ref's tall-silo), and since vehicles can't get under the ramp it also makes it more defendable as a solo infantry.
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Backup Power for Offline AGT and Obelisk
RoundShades replied to RadicalEdward2's topic in Feedback & Bug Reports
I won't lie. Unless literally threatened to be kicked for it, I would literally launch UDK 4 times and have 3 afk'd with startfire, and just play on 1 with semi-lag (still enough to defend buildings and repair tanks). Which is why I just suggested scaling the damage to roughly half, where it prevents a single tank just sitting in an enemy base out in the open or infantry just walking around freely, but isn't lethal to infantry in 1 shot nor able to destroy 3 vehicles in a rush. With 100 damage, obby would be lethal in 2 shots free infy and 3 shots paid infantry with moderate tank effectiveness but still not enough to 1-hit a humvee. With 80 rocket damage, it does even less damage to infantry (not that Nod tanks have any more armor than GDIs) but it does have the advantage of "instant-engagement" over the obby's charge. I maybe could get off my duff and at least try to do a mutator for it. Just have to make a parallel obby shot and agt shot, and code the agt and obby to check for both it being alive and PP being dead to use it. If it's dead, no-go, and if PP is alive, no-go because it already uses the one it's scripted for. Can't be that hard from the perspective of coding... -
Most everyone I ever see congregates at CT teamspeak, regardless of affiliation, because of it's lack of affiliation itself and it's reliability to being almost always online. Just pitching that out there, it isn't exclusive in any way. I dig IRC myself so no harm in chatting through it either.
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Backup Power for Offline AGT and Obelisk
RoundShades replied to RadicalEdward2's topic in Feedback & Bug Reports
Not sure if a "manned bonus" is a good idea, but I always did like the idea of barely functioning base defenses in absence of power, just for the sake of it. Like if AGT only fired missile that does 80 damage instead of its normal guns, and Oblesk fires beam that only does 100 damage instead of it's normal beam. That alone would be worth it. Same animations and such, just little work on coding to make them not-useless if unpowered. Or, as you might as well already, make it so if PP is destroyed, it is destroyed as well, because that is already pretty much the case, it doesn't ever keep a team alive and either gurantees a point-advantage if kept alive or is allowed to die intentionally to remove another surface that points may seep through to the enemy. -
Really nice. Maybe this should be added to All Deck All Day, though that would defeat the purpose of it's name...
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I run it with 8gb ram, 200gb hd, win7, and 9500gt gpu.
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No clue. Okay, here is an idea that is not mine, and is not the whole idea, just a part of it, but here it goes... What if, character specialties decided their speed and weapon-damage, and engineers ran at 85% current speed, while shotgunners ran 100% and autoriflers ran 115%, and anti-infantry had resistance to bullets while anti-armor had resistance to explosions so if grenadiers ran at 85% they would take 60% damage from splash like tanks or c4 and engineers also take 60% damage to c4 as engineers. That would give anti-infantry the most advantage to kill an engineer by backpedalling, and would actually make engineers relatively safe against other engineers because c4 does less damage to explosive classes, thus nerfing bitch-use of c4 against infantry.