-
Posts
2595 -
Joined
-
Last visited
Content Type
Profiles
Downloads
Forums
Events
Gallery
Everything posted by RoundShades
-
some invisible walls should block these paths Honestly the last thing this game needs is more random invisible walls. We need to come up with a more immersive way of blocking areas off without abrupt, intrusive walls. For example: the seamless boundary for infantry in Canyon. I am not going to lie, invisible walls are not abundant enough in this game. Just because a few bad places for them that aren't obvious got bad feedback, won't make me a sheeple in favor of removing all of them. The lakeside air-blocking ones need replaced with a more visible alternative, and for instance the ones on the nod infantry walkway next to HON on Canyon should be gotten rid of, if you don't want infy hopping it then make the handguard slightly higher. However, the Walls spots that air can get infantry on, should definitely be invisible walls, air should be going nowhere around the edges because they are obvious boudnaries to the map. And the ledges snipers can drop down onto from the top of plateau, just put a invisible slant surface against it, it will just look like it is actually too narrow to catch a foothold on which let's be honest that it is. Same with the rocks on the gdi/nod bunkers on xmountain, there should be no footing to climb that so make slanted invisible geometry. I will cite MW1, MW2, and MW3, when I say that 1 and 2 had way too little invisible geometry and people found the shittiest way to get out the map, while 3 had invisible geometry on top of woven baskets that got you killed when it didn't make a bit of sense.
-
I am still sold, on uniqueness alone, to let the chinook have 1 pilot and 2 passengers, and both passengers are mounted on outside, and are damaged by bullets but immune/greatly reduced damaged against explosions, and can use their character weapons. Meaning you can toss c4 off it, you can fire volt auto off it, you can snipe off it (it would be wibble wobble and out in the open anyway). Would be a good counter against aircraft, would not be any better at building kills, and would be amazing as an infiltration or cover.
-
Did you change anything in B5.02 Yosh? I just got a TS Buggy in EKT 1, 8:46 pm USCentral, XMountain, and it died to some retard (who is also a friend) who got out for a crate, gave them a MRLS in the process, and it dumped a clip into my buggy, which was then finished off by sbh lasers...
-
I think it's good design, since it reverts to timed if out of remotes, to allow timed to detonate.
-
I have the same issue. Sometimes gets in way of moderating. Once, I literally kicked a wrong person when trying to instead kick a vehicle thief. Felt so bad, donated all my credits despite him keeping his on join.
-
He cited data restrictions in another thread. Like he had 2gb and spending 600mb would leave him low on data
-
This changed slightly in b5 iirc. Handed, update inarticulate perhaps?
-
Suggestions : 1) while a automated team setting is in the works, can you guys have a 30 second waiting for players. 2) team sorting is important. There is a good reason 1st team leader should select one 1st and second should select two before taking turns. It makes sure if first captain gets best that second gets more gradually good players in return. Also, if a team losses 2 times and especially 3, consider trading top nonleader of winning team for one of the bottom of the losing one. Even one more coordinated player helps. 3) turn back on afk kick in pug server, at 3.5 minutes. I could comfortably pee and get a drink in 3.
-
AT Mines would have done us well. Even 1 less flamer would have secured it.
-
Ingame, you could also spawn one, by pressing ~ and then typing in something. It was mentioned in one of the earlier posts about beta5 release.
-
I always thought it functioned well in the old Renegade, but it really was randomly based. The Smoke Grenade at least now does an intentional, tactical, localized version of PowerDown.
-
Likely not. At any time, technically anyone could use Black Dawn or the RenX SDK to make a singleplayer.
-
I believe I last updated the countdown for Aug. 1st. Same time as every week, 1 in the afternoon united states central, and that is like 8pm GMT or something I could be wrong. That time has been excellent so far, we had several hours of consistent gameplay from people that weren't in a hurry to leave.
-
Smoke Grenade - Should it block target box acquiring?
RoundShades replied to Handepsilon's topic in Renegade X
They have significantly high failure rates at blocking player to player target acquisition. However they nearly always block targetting a structure. -
3 flying maps as is, good sir. Walls, Whiteout, Lakeside. Mesa is non flying but has ramped structures. Not sure if wf is ramped, bar isn't and hon isn't, but should be checked. Thanks again guys.
-
To be honest, any form of tech tree is acceptable. Although, I swear sooner or later I'm going to bait one of these servers to add a repair gun secondary weapon to the pt. After playing 3 marathon games this last week, albeit marathon is alright, I have noticed at least 3 3hr long games that would have lasted 40 minutes if building armor was a thing. Various times the obby on field or hon on walls were dropped down to 14 percent time after time just to last another 2 hrs.
-
Put an invisible ramp that let's you make the jump up off the side. I am likely going to immediately note to put that in any maps I may be working on as well. Any fix is fine, a part of the structure or added afterwards.
-
This was exactly what I described.
-
I won't lie, I too kinda wish 1k infantry could be 800 or just be stronger." I wouldn't mind if PIC/Rail had 4 shots that fired faster, with a slower reload, just for the high burst damage. I wouldn't mind the exact opposite for the Ramjet, be single shot but the reload between be rather fast so it can consistently fire round after round. In comparison to the 500 sniper that gets 4 shots without dropping scoping but has that long reload. The volt is already pretty ok given it's range and it's longer secondary.
-
Hate to continue this. But. On every flying map with the ramped-WF model, it has a place under the roof-ramp right beside the smokestack, that can be jumped down to from above but the skirting prevents you ever leaving except in-death (suicide to respawn). Beacon plants there are kinda stupid, would be nice if invisible ramp let you jump over the skirting, while it may be ambiguous it would make escaping this clamshell 100% reliable.
-
It is due a slightly faster lock on than now, but longer than old lock on. Besides that, it does plenty of steady damage from safety. You can't say a grenadier it a steady source of tank damage, it is either a sacrifice unit or a very frequent peck and run.
-
Computer specs, OS, and are you downloading "Beta5 and not "SDK"?
-
It is a difficult upbringing for sure. I am slowly working on a map and the lack of urban assets is even stretching my work out to where I wonder if I will finish it timely. Ask for purchase system, consider most everything in Unreal3 doable for the most part. For instance, you could have multiple purchase systems, or one that changes, based on if a player or team bought a 1 time expensive upgrade. It could even look like the same purchase terminal, but the after one has same icons but send build commands for the upgraded version of the same vehicles/units.
-
He seemed to be recording. On Canyon, he started recording a bit late, but it was a good match, especially from his recording of it.