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RoundShades

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Posts posted by RoundShades

  1. Honestly, with the ability to penetrate walls, I can still dig as fast as it repairs late-veterancy, to be limited to a smaller range. Just saying.

    It's still kind of weird that you CAN repair mines, but a single person (mind it eliminates them from the game by just camping emp-spam) isn't going to be able to stop every building from being EMP'd. Even on Field, if you constantly EMP the wf/pp, and they camp it, then you do the AGT, and then constantly randomize which building, then they can't get to the mines in time to save the mines.

    Another honest point, is that vehicle disable range, is literally point blank, with a massive delay. Need to be a little less point blank, at least 1/5th the disarm range, or would that be admitting the disarm range is too large?

    • Like 1
  2. 20 minutes ago, TK0104 said:

    There will be no Complex round because I had a hard drive fail and now the Complex video is corrupted :(

    Tried recovering any fraction of it yet? You'd get lucky sometimes and only have to lose a minute clip.

    • Like 1
  3. 15 minutes ago, Henk said:

    With 3 options it's still possible to have Walls, WallsNF and Walls Snowing as the only 3 options.

    What I'm trying to say is, make 1 "group" for all variations on walls, same goes for Lakeside and Islands. So only one of the variations appear in vote, and after it's been played, there should be 2 or 3 different maps before a variation of walls can pop up as a vote option again.

    I thought it was already the case, but it turns out it wasn't. Maybe not WallsNF grouped with the rest, but Walls and WallsSnowing should be randomly selected from a single vote option or share a vote-option name. Were there a Field-Day, it'd be the same concept with it. Were there a ComplexINF, it also would make sense to stand on it's own vote because flying/not and inf/full are pretty big differences.

    It's very unlikely, given how frequently Walls is voted, for 1 or even 2 to be inside of the voting frame, when a vote comes up. If it is, and it rolls a 20 for Walls, then I guess it's about time for you to play one of the most iconic Ren/RenX maps ever, ain't it?

  4. I'm still waiting for maps to load based on sever population:

    1-22 players to consider maps categorized as infantry-only (Valley, Ash, AllDeckAllDay, modified Complex, modified Goldrush, Modified Under, Modified Crash Site)
    14-36 players to consider maps categorized as "chokepoint/small" (Under, GoldRush, Canyon, Walls, Tomb, Tunnels, Siege)
    28-60 players to consider maps categorized as "large" ( ArticStronghold, Field, Complex, Crash Site?)

    11/10, would improve 60 player limits, would be the foundation of "infantry only", would actually "seed" servers properly.

    If I'm also not mistaken, since servers can change map rotation on the fly instantly without turning the server off, can't they just have a bot check server population and command the server to add or remove maps to the rotation based on player population? At least until perhaps oneday it's a game feature that checks the map config for "map player size" (already a number iirc, but the game doesn't base map vote or select, on it).

    • Like 1
  5. I didn't post it here, but on another thread, I suggested airstrikes should sustain fire on an area longer, but have a longer cooldown.

    If they bomb an area for 9 seconds right now, make it bomb them for 18 seconds, but then delay 72 seconds between next airstrike. Doesn't even have to do more "damage", just space out the shots to deny safe repair for longer.

    GDI A10: 5 strafes instead of 3, 60% damage done by 1 strafe, instead of current 100% of what a strafe does.

    Nod AC130: Twice as many cannon strikes, half the damage of each, same RoF of cannon.

  6. Under was a very well executed multi-prong attack. It wasn't a bunch of small uncoordinated attacks easily fended off with half the investment of the defender. It was 2 people dealing enough threat to distract 6 repairs so the vehicle front could sledgehammer onto the soft spot.

  7. 5 hours ago, Henk said:

    Might take some lines of code, but isn't it possible to not show WallsNF and Walls Snowing when Walls Flying has just been played and vice versa as vote options? Same goes for Lakeside.

    It was already possible to include 2 maps as "the same map", somehow. There was a "canyon night" and a "field day", make every version of walls a submap of "walls".

    Not sure if the game specified "which one" was up for vote, so significant changes like "flying" or not, means the map vote should probably specify which is up for vote.

  8. The veterancy numbers make sense to adjust, but GDI and Nod are balanced despite the light tank's performance.

    This is why I suggested veterancy granting purchase privileges when buildings are down. It'd be a fair fight, if it were lights vs mrls, or meds vs arties, but meds != lights, and arties != mrls.

    On that note, and the note of veterancy, reward for destroying a vehicle, should go, med>arty>light>mrls, or something. MRLS should grant little veterancy since it's utility on top of flimsy, Arty shouldn't reward too much because it's flimsy, but Light is outright unthreatening and shouldn't yield a reward for destroying it.

    I'd even daresay Mammy should drop down to 1400 or 1200 credits, based on cost compared to infantry or other tanks, or that Arty and Light should switch costs... but all of that would get really unstable and unfamiliar, yet veterancy is "new" and there's no "standard" yet, so reducing light tank kill reward is a good start.

  9. 6 hours ago, Jarzey said:

    (Assuming that you are a tech/engi) Lob Remotes on your vehicle and blow it up (and yourself as well, so enemy team won't get veterancy for killing an AFK person); if the vehicle has more than 400 health, just lob timed and exit the vehicle. In this way, only allies will be able to obtain it without having the vehicle blowing up. Enemies who steal the vehicle will probably not notice the timed c4 and lose the stolen vehicle.

    First suggestion counters second suggestion. If worried about dying afk and granting veterancy, do NOT allow an enemy to steal a vehicle even if they're guaranteed not to keep it, that's even more veterancy than a kill on you. (a solid player would kill you, take the vehicle and incur both rewards with neither penalties)

  10. 2hr.

    Yeah, a good marathon-ish game. Rarely are they ever that good.

    I enjoy when games have the variety this one did, they do more often these days than ever, but they still don't always go like this. Sometimes they're stiff 2 hour games, or 7 minute mop-ups. Sometimes they're back-and-forth 25 minute games, and sometimes they're back and forth 2 hour games.

    Does CT record all their demos still? Would they have this, you think?

  11. 25 minutes ago, Agent said:

    Why are you talking about classic Ren?

     

    Free games are free; you don't lose anything by grabbing them. I already had Chivalry but never played it though, apparently.

    What AREN'T I talking about?

    For instance, PA Competitive, or Super Monday Night Combat, or Loadout... really, lots of games end up that way. Like Medieval Warfare.

  12. I hear the end-meta is garbage and community is toxic. Remind you of anything? Joking aside, I like medieval combat games, even if it's the worst pvp melee combat ever, I'll "give it a spin" (quite literally, from what I hear of lvl16 only-viable-strategy).

    I have to say, community. Thank you for balancing Ren-X so diligently, and being prudent of various features. It's nice that it's diversely viable in at least a handful of strategies.

  13. @limsup, this is probably because of a change to remote c4 to stop flaming vehicles. If you put remote c4 on a vehicle, they are vulnerable to enemy attack, unlike the terrain or buildings. When detonated they apparently do enemy damage, on behalf of the teammate. Go figure.

  14. 7 hours ago, Quincy said:

    Teams imbalanced from the start - for some reason two players with the godly aim are put in one team with no counter on the other team. I point that out at the start to avoid this situation but am assured all will be fine.

    I'd have broken the rules and quit the second stomp in. It'd not have balanced teams probably, and caught you hell, but aside from 4 "VIPs", nobody'd blame you for doing what comes naturally.

    I was unable to attend because daylight savings and because work schedule creeping backwards. Same problem this week. Will wait to see if it changes on it's own, before I request them to not do it. I'm the "weekend bitch", they ought to at least push my arrival forward a single hour to compensate. Alas, dem's personal problems and aren't related to the PUG itself.

  15. On 3/7/2017 at 1:10 PM, Madkill40 said:

    I'm curious how this map would be if vehicles could only go around the outisde of the map and not through the middle at all, making Harvesters only susceptible to infantry attacks.

    I too sometimes find myself up at night, staring at the ceiling, wondering to myself, what it would be like if Mesa still had harvesters enter the middle, but not vehicles, and then had it's base defenses removed.

    It would be an interesting concept though. I just thought it was kinda interesting how Training Yard had more differences to Mesa. Despite, truth be told, I had conceptualized a map similar to that description.

  16. Thanks guys for the birthday gift of 1 wrecking, 1 tough-cracked ion-cover, and 2 maps that resulted in total stalemates and thankfully surrenders before dragging on too long. I'm off to work, peace.

    • Like 1
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