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Everything posted by RoundShades
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Planetside 2 players would argue you should have to return to base to refill vehicles. But that is neither here nor there. I would argue there are more clever ways to do field ammo, like an ammo pack as an item that takes a beacon-planting animation to deploy. Lastly, snipers? You want to give it to everyone BUT snipers and rocketeers? Just give the rest of the "enough" ammo then. Give all of them an additional clip, to the autorifle, to the volt rifle, even to the marksman and the regular chaingunner. I would be uncertain with Patch, laser chaingunner, Gunner, Grenadier, Chem Sprayer, McFarland, Snipers, or Rocket Soldier, and that's half the infantry. It would be more "across the board" instead of "divide up special niche rules for every little thing in the game" to just increase the carry capacity for weapons that we don't really care about. Especially when we have such a long list of infantry that might need less mag size, let alone total ammo carry size. To humor you, the damage/reload on all those units would need adjusted if they had infinite ammo. LCG, just a slightly longer reload time. Rocket soldier, would need pretty big nerfs indeed, enough to possibly mess with delicate air balance. Snipers would also need longer reload times and rof times to the point they definitely would lose their Renegade close-quarter charm in the hands of anyone that ain't Yosh. On the other hand, Grenadier would just need nerfs that he already needs anyway. McFarland, had a delicate line, where if you nerf him too much it won't matter how much ammo he has, because he will never threaten anyone and will die in 100% of fights, rendering him an easy avoid-buying class...
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Kenz and RypeL told me Kenz is working on a different map, and RypeL is one of those few guys tinkering with the game mechanics like that difficult to program airdrop system. If it were one of the others, like Neison, I would be just as happy though, CityFlying is one of the biggest things that can benefit this game to come.
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For some reason, I still like the idea of weapons having an ammo limit. Well, some at least. And since those some (rocket soldier) are the only ones that ever really run out, just make sure the rest of the primaries continue to have ample ammo, 500 rounds per person seems to be nearly indepletable. The rocket soldier is one of the worst ones for the ammo system too, the original renegade had a completely different rocket soldier so it had nearly no problem beyond that with infinite ammo. Volt rifles get a pretty big buff with infinite ammo, being that they can go in swarms and just sweep the horizon with their limitless Raiden abilities...
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you and your Chinook>Orca But to remain ontopic: I think it would be interesting to test it out. Like setting up a test server for this. Will do. We thinking Orcas and Apaches lose their lock? Or perhaps just increase the range of the gun so that using the missiles is more dangerous and can get you kited to death ? As weak yet still effective as the gun is, I see no negatives of increasing the range on them. Doesn't the orca have longer range guns btw? Make sure to keep that still.
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I honestly think 800 is enough of a price gouge for a 1k unit as well. It is a GOOD thing that cheaper units are so functional. Really, Volt should be a single head above the 450 classes, as far as slightly more damage and/or rate of fire, that situational secondary, and the additional health, and decent damage to structures. It should be as strong to a laser chaingun, as a ramjet is to a 500. Well, not as strong, but 20% stronger, or whatever makes it equal damage to structures as a grenadier or what I would HOPE a gunner might do to a structure next patch...
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I was unaware of this. Where did you hear this from? If it's true, I'm excited. They had trouble before, but I am always excited at the prospect.
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Hottie + Crate = Spy NOD Officer with Mines?
RoundShades replied to Boyantes's topic in Feedback & Bug Reports
SBH that are IMMUNE TO BASE DEFENSES with PROXY are possible... Scary... -
Hottie + Crate = Spy NOD Officer with Mines?
RoundShades replied to Boyantes's topic in Feedback & Bug Reports
It sounds absolutely amazing and totally cool. But definitely overpowered, probably not as fun for the OTHER guys, and likely a bug. Generally speaking though, i'd say you were probably cheating more by using that overpowered officer right now than you were using mines. But I say that in the sense, that using 1 hit kill ramjets is cheating in original renegade. -
They are balanced. I mean, they have top damage to structure besides grenadier which is wierd. They are also automatic fire, ease of use, they got a range buff, and their alt fire actually can nearly 1 hit kill an infantry and can poke at tanks (so it's situational basically). I always thought the charge attack should be hitscan lightning bolt, but that makes PIC redundant.
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I don't entirely like everything about classic Ren though. One arguement, is that it flattens infantry pretty effectively with straightline sprint speed. I'd like to see what a damage increase does in light of kill time differences between meds, but I am not sure if it should actually be stronger than a med, for just 100 creds more, and the lack of health is easily excuseable for the cloak. I have a video, we almost destroyed a Bar in about 30 seconds with 2 stanks, if the team commited we would have scored a kill but me and 1 other guy manned up. It was at 4 percent when repairs overpowered us. A very slight damage buff would both make 2 stanks effective surprise building killers and effective against a med tank from behind it's turret (as the med tank would not initiate the fight in time to win the fight)
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I wish there was a way to mark "preferred spawn", and then all spawns are equal chance random by default. That way, airstrip nerds can spawn airstrip, hon nerds can spawn hon, and defender nerds can spawn back of base such as in goldrush or lakeside or walls.
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1) CityFlying, i'd help too. 2) Some map with no ref, instead silos. 3) An infantry map like Rainbow 6 indoor urban combat, with capturable mcts for credits.
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Suggestion: Steam or Youtube the games. Both for publicity, gameplay tips, and for pure entertainment. If I didn't work saturday night, I'd record them, but I use that crazy-low graphic setting I posted in the forum for people with weak pcs. I mean, I still record, but it's likely an eyesore for anyone but me. Will do, but I don't usually record the full game so someone else can do that. It's competitive veteran team games, there has to be decent gameplay highlights and exciting endings to matches in there somewhere...
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Suggestion: Steam or Youtube the games. Both for publicity, gameplay tips, and for pure entertainment. If I didn't work saturday night, I'd record them, but I use that crazy-low graphic setting I posted in the forum for people with weak pcs. I mean, I still record, but it's likely an eyesore for anyone but me.
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Edit: Shit... you are right... I guess I play too much of.... one of those two games I mentioned... ...meh, still going to argue it's case. Besides, a lot of people request third person view in Planetside2 as well. I mean, they are always shot down and it ain't guna happen, but really it would help see what cover actually provides you and what enemy is going to blindside you. Idk, my last arguement though, is that so far AFAIK there has been nothing removed from Renegade in RenX, repurposed at most. So far that has been a generally good thing. Actually, nothing has been removed BESIDE the instant-180 button (X default key in Renegade)... I'd rather them add that, than remove 3rd person.
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But wait, SMNC and TF2 are 3rd person shoulder view only, and they have tons of melee. That is also where I got the roll idea from, because SMNC has it attached to melee weapons as a secondary fire. You press secondary fire, you roll. Besides, being first or third naturally caters to more, and honestly I don't see a problem with that. As long as you got your first person view, why bother what everyone else has. Becasue they can jump you around corners? Then use third person just for corners, and always walk around corners as wide as possible. Perhaps use 1 of your 3 frags generously to check corners?
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In practice, why buy a class with a primary that is weak, and a secondary that is stronger than the primaries of the classes available, with full intent for the secondary to be the only one of the 2 you use? Besides that, it still doesn't encourage less hotwires. They don't have c4. They still have a repair gun. That is still much more useful with a carbine, than a volt rifle is. That just causes some niche balance where carbines are designed just for techs and other classes don't even really use it because they need the equipment slot. Really, the path of least resistance, would be just design the darn thing not to be a fully sustainable option of weapon. As a secondary, and based on a game with class selection with primary weapon, there is no reason a secondary should be purchaseable with the intent of being a full on weapon. That is the exact role you buy a class for to begin with. I understand, as a item that costs 100-200, it should maybe be more effective than a free class primary, but if it's going to be carbine strength then it definitely needs less ammo for instance. Possibly less rate of fire so someone can react to it faster and more bullets can miss while someone is pecking for the head. Imagine if the carbine, belonged to a class instead, what would you value that class at? At least 250 right? If that class also had a repairgun, you could easily value it as a 1k unit. That is also the sort of mentality that states it should be weaker or cost more (250-300)
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I do remember them being OP, that much hasn't been forgotten.
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Also, another quick question. We been playing for about a month or so with the airdrop change? Why has none of us got off our lazy duffs and tried patching a mutator to fix airdrop cost multiplier and possibly tiberium silo income? I can live with officer and mcfarland, nobody abuses them but me anyway (no, literally, I do, I am not usually proud afterwards but I am usually happy ), but people keep preaching "this build unplayable" and I feel if we are sure about this, which we are, I could look into a temporary mutator until the devs tweak it and/or add a server config for it. If it isn't next patch, which it very well may be given your feedback, then we can use the mutator for serverside tweaking until it is. Note: The tib silo tweak is pretty much confirmed, so that's a no-brainer to add to a mutator if one was made. Also, I am unsure if character damages, being registered clientside, would be safe-functional to mutate.
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I think it do needs some buff against infantry. There are a lot of situation when you are fighting infantry (for example grenadier, mcfarland, gunner, or anything with tiberium weapons) uncloaked. Whenever an infantry starts shooting at me, I always just try to "run" away, because stank is currently not capable of killing them fast enough or at all. When I see an uncloaked stank as an infantry, I just go attack it, it's almost like a sitting duck, can hardly defend itself. It can't do everything for you. Not at the cheap cost of 900. It already can cloak, that is why it cannot be stronger than a med besides in an ambush. If a med gets the first shot off, it should easily be able to take one down with 1/3 it's health remaining. But a med can currently win after being blindsided. The stank needs to be stronger than that. More accurate too. Besides that, it can crush infantry, but infantry have always been a customary counter to stanks, as automatics can highlight them with fire even if an autorifle, and anti-armor can make quick work of them as the grenadier should. Besides that, think about it, the stank is 900 and is invisible, and the PIC/Rail is 1000 and isn't invisible. Does it really need that buff?
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Fair enough. PS2 didn't have "real" base repair and the engineers didn't do exactly that. Really, they were more "vehicle mechanics with stationary mountable guns". In my opinion, PS2 was closer to TF2, they had an engineer and medic seperate too, did same things PS2 ones did, except for the addition of vehicles and mech suits and the engineer getting repair over those while medic gets infantry coverage. But both games do demonstrate, that maybe it was always "better design choice" to divide up that role. Renegade was 2001, it predates this so it is possible it was just so early in creation that it didn't do it. Maybe it actually could benefit from being divided if it was tried?
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Did... Did I put MRLS Lockon as a request? It got translated to MRLS I think, when really it was about the lockons themselves. It is so hard to aquire, yet you need sniper accuracy hovering over the target to retain a lock on, the second you flinch from it, it loses lock. Anyway, since that didn't come out right, I change it to stank buff. That one won't get lost in translation.
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Eh. To be fair, APB implemented a lot of that in different ways, pretty much just seperated out differently. It worked, from a game mechanic perspective. Really it wouldn't be bad to have anything that isn't an engineer class that can do 80% of the tasks in Renegade "sufficiently enough". Even if that class was split into 2 or even 3, 1 being structural based and 1 being field based and/or 1 being vehicle based. Because APB had technicians, mechanics, and medics. This takes a drastic turn from legacy, but it's one of many options. I also liked the tank mine thing, that would totally be a reasonable addition to a mechanic or field repair class, as a variation of the proxy infantry mines the structural ones can have. They just need the damage flipped so they do moderate but not severe damage to a tank, perhaps none to an APC to make them serve as sweepers (maybe not), and particularly to be semi-useless against infantry (around 25 damage)
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Here is a new post in this thread to pitch a new idea related to it: On the topic of a melee secondary weapon, what if, assuming it were free and did 100 points of damage and wasn't incredibly rapidfire (rate of fire of .5, once every 2 seconds)... ...what if it also reintroduced the "rolling" mechanic from Black Dawn back into the game? Like, seriously, what if melee was just a more limited sidearm, with the added benefit of an evasion skill via rolling? Ofc, rolling would only be available when wielding the melee secondary, would have to be nerfed a bit, like 1 every 4 seconds, perhaps a decent range of lunge, perhaps "locks" sprint afterwards too during it's 4 second recovery to prevent it being just used for obsessive speed increase.
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If that became a problem, nerfing it's vs-infantry would be the next logical conclusion. Besides, stank don't need anti-infantry weapon, crushing them suffices. It isn't guaranteed on more clever infantry, but I am great at spotting stanks and sometimes they just hit at the most perfect angle with enough speed that it can't be dodged.