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Everything posted by RoundShades
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For consistency and new player friendliness, since there is no reason for a grenade to detonate just because of enemy impact (though headshots with frag nades are hilarious)... ...I'd just suggest the fuse to be slightly shorter. If it feels right now that it takes 6 seconds, it could stand to take 4.5 seconds instead. It can also perhaps detonate on impact too though, I don't mind that, but relying on that as a game mechanic when lobbing at vehicles seems unreliable, throwing it in front of a tank should suffice.
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Just tested ingame (RenX). With every missile hitting, medium tank kills stealth tank in 9 seconds. On the contrary, it takes 15 seconds for a stealth tank to kill a medium one. So even if the stank gets 2 missiles off at the start, it still doesn't matter. That's really only 2 seconds longer than the Renegade stealth tank then. Perhaps a very minor buff in damage to come close to matching that would be beneficial. In that arguement, consider bringing the TOW missiles damage up against heavy armor higher. Their structure damage is decent tbh. Don't want to make them better flame tanks for a mere 100 credits more. It is more important that the missiles do better turning and straighter initial firing with closer firing points and angles between the two missiles.
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Someone else has already brought this up; we can also discuss snipers here as a 3rd class (I personally disagree though). I personally disagree about taking away 2nd timed from Adv.engineers, but I'm open about this topic. All infantry having 2 timed c4 would be pretty OP, meaning almost any kind of character would be able to bring down (to 20%) a building by itself. yes that's a huge bug in the game, but! It's a bug and not a balance issue, and has no place in this topic. Well, for arguement's sake, making 2x timed c4 a 750 purchaseable item, wouldn't be that bad, considering for 1k you can buy a beacon that instakills a structure from anywhere it is planted around the structure... Also, I don't mind infiltrators having sidearms, I just propose that there is a better way to balance sidearms that benefits infiltrators less. 60 round carry limit for carbine would help. If it needed an actual nerf, it could use a slight rate decrease.
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If all that calculating is true, the stank gets 2 missiles off before the med tank can respond if firing from cloak from where his turret wasn't aimed. If the stank had missiles that didn't hit random stuff, it could still win engagements even with current stats.
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The laser rifle probably could use a decent reduction in the spread. I use it effectively situationally. I mean, it does what it should, nearly 1 hit kill or demolish enemies that are perfectly still, while being clunkyish against enemies that are actively engaging. I got a video where I play the champ, and we lose HoN early game yet I do a lot with 1 sbh and no sidearm. I got a lot of infantry in 1 burst down below 33% and they half way don't react to the next burst neither. When they do, they are already being shot so they just jump-flinch all ragdoll and junk. In that regard, it wouldn't necesarily change anything to reduce the spread, you are going to land 3 perfect headshots on a target regardless unless they are moving around in which case you have just as much chance landing shots due to spread when near-missing as you do hitting because it's more accurate...
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I appreciate him of all people saying this. If the passive income was lower but not completely gone, as well as credits in general lowered, starting by the easiest ways such as structure damage/repair, then it would help the overflow of credits currently ingame, while not completely turning off new players who can't get a foot in the door in their first few games. I also believe someone (him?) said that currently for building damage/repair, the damage/repair credit income difference is 3/2 when in old ren it was 4/2. That leaves more nerfing for repair income, than for damage income. As long as that comes with some moderate income from kills, getting 10-40 credits a kill won't feed too much income, you usually get 6 kills a life so even on advanced infantry that is only a meager 200.
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Could you please make Scorpion Hunters?
RoundShades replied to challenger's topic in Feedback & Bug Reports
Again, I'd much rather have City. -
If there was a server option for how much and how often: 1) It can be adjusted up or down to dictate balance 2) Can be used for Marathon and AOW differently, as different game mode has different needs in this area. 3) Can be turned completely off without wasting the effort that the devs took to having a working Airdrop option, via server owner turning it off or making it 1000% and 30 minute waits.
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That's actually a really solid solution that I think would work well. Actually, limiting it to where it "doesn't kill in 1 clip" was a suggestion I made in Beta 1. I still think it may apply today, where a reload give the enemy plenty of chance to either dedicate to rushing in and fighting or bugging out and fleeing. McFarland is effective right now, and I would like it to stay that way, but he used to kill in 4 hits in beta 1, and now he doesn't kill insanely fast but does whittle down a bit too fast. As long as his whittling away is effective. In Beta 3, his weapon didn't have the splash to hit around corners, and his damage was not intimidating and ran nobody off of you.
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That would be the nerf lol. Need to conserve that. However, a little coding can make a character default to switch weapon when they run out. The game already supports "discard weapon" and "pickup weapon". So, it is possible, that a little code can "discard secondary for pistol" upon empty. Might be easier to just code the secondaries to take a different slot than the silenced pistol, giving you 3 weapons. Then again, they should still do that to beacons replacing emp nades and timed c4 in my opinion, having any 2 of those 3 has some tricky tricks you can do with it.
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But there is a way to do it with Unreal matchmaking, using playertags when game ends and remixing teams. It just isn't very likely to happen in RenX if it involves doing it on join or starting a server. For doing it on join, "request team change and an enemy accepting trades you" would be very ideal by legacy standards. There could also be a "choose team" button on map vote, and it highlights your name red or yellow, and too many players choosing one team simply results in the earliest choosing players getting in, while ideally players that didn't opt one way or another just fill in the gaps to balance teams.
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If you gave me rough numbers, i'd believe you if you told me you tested it. I am on typing today, should be editing some videos but might not get to that. If it doesn't get done by sunday afternoon I can do it (I work up until then)
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Isn't that basically already in by typing a 4 letter thing in brackets in front of your name in-game, and it will match you all together? I thought that was the case. Note, match you together will only work after the 1st matchmaking and if you literally don't make up half a team yourself. Idk, maybe I got "suggestion" mixed up with "update"...
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Is that accurate when you factor in the RoF of the weapons? Or just per 1 shot? Because imo the real problem with the gun is how fast it can shoot (and that the clip size is a bit too large). Yes and Yes. I mean, i actually don't know exactly, but I don't think its 2x the RoF of a grenadier. If it is, I may not be using it right and/or clicking it too slowly. I am fairly certain a grenadier is just about 2x as damaging. So they are if anything close. A shotgun though, is in fact more damaging. I am not sure if mcfarlands shotgun can headshot, but I am fairly certain it can yet it cannot 1 hit kill. Even against basic infantry. It does a whole mess of damage, but can't 1 hit kill.
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Oh? I didn't look at the discussion, I just submitted my own and generally tracked the poll numbers. But that is exactly what I'd do, except for maybe slower rockets, because the ones in Renegade seemed so easy to dodge even in tunnel fights in Field. You would just splash damage from ground to death or get a really randy rocket headshot that you mishappened to dodge "into". If his rockets were slower, he could easily apply his rage to his ideal targets still: Structures and tank masses. Moving tanks and more reliably infantry, is more of a Patch sort of coverage. Which is the best part. Differenciating him from Patch. They both do the same right now, just sort of different. Removing infantry from his strong points, and giving him Real tank destroying power, on par with rocket soldier and grenadier, would make Patch look weak in comparison, except for the fact that a light tank or infantry with automatic weaponry won't end your life as badly as it would a Gunner.
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All are my feelings, to less extremes. I'd say more like: 1) 2 clips max carry, possibly just 1, so it is much less useful for a sbh/infiltrator. 2) As they are sort of sidearms and you brought it up, I must comment that I wish beacons replaced timed c4 and that equipment replaced timed c4 and thus beacons and equipment can't be together. Smoke grenade with a beacon is sort of miserable. 3) The headshot multiplier with carbines and flichettes are pretty wild. I would go for your 3rd wish verbedum.
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We have the Heavy Pistol, Carbine, Flichette, Tib Rifle, and... oh yeah, the silenced and machine pistols... And all the ones that cost creds, are overpowered. All of them. Don't say the Heavy Pistol isn't. It is. Guess which one IS getting a confirmed nerf next balance patch? You Guessed It! The machinepistol... Sorry, couldn't help it... But seriously, what is everyone's opinions of it? Mine: They are too strong. Lol. Really, I don't care which of the following happens to them, but I actually prefer them in the following order: 1) Huge reduction in ammo, Carbine for instance down to 60 shots total, 2 clips, 1 in the gun and 1 to reload. Go refill it if you like, but that caps it from ever being a second-primary like sometimes used, and particularly nerfs it where needed: In hands of Infiltrating Hotwires and SBH and field SBH and Hotwire. Defending ones are less troublesome. 2) Price increase 3) Damage/Stats decrease As a last note, they should really throw in there a 350 weak repair gun secondary, just for general all around fun, since hotwires and engineers get to use sidearms anyway I mean.
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Should be given the Grenade Launcher. No, but seriously, his weapon should be adapted to the Grenade Launcher's power from it's 8 shots, into the Gunner's 6 shots. Give him slower traveling missiles to comphensate or something. You only need him to lay the hurt on a building or tank blob anyway. If the tank was moving, that would be Patch's Shtick...
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I think him and rocket soldier are pretty situational. Fun Fact: McFarland is weaker than a grenadier and shotgunner. He is just a LOT more utility than a grenadier and shotgunner, he has the shotgun get off me weapon, coupled with the grenadier area denial spam for tunnels and against snipers. If he was a little weaker, like 20% rof reduction, I could live. He can't stand to lose much in damage or range to not go back to Beta 3 mode. Him and grenadier can use more arc on their weapon too, effectively shortening it's range. They shoot ridiculously far. From Nod Tunnel Entrance to Hand of Nod, is pretty far. GDI could snipe a HoN with grenadiers if they wanted to. If you shorten it, to make them able to hit the Oblesk but only at it's max range, then it would be better as well. The projectiles for grenadier and flak, move so fast now, that it can't be avoided, unlike old grenadier and flak where you could try to miss the ground impact. The ground just explodes right out from under you a moment after the trigger is pulled it seems. I'd joke that the flak shot might travel faster than the autorifle bullets. Another Fun Fact: It makes more sense to give Gunner and Grenadier to switch weapons.
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It will probably still be OP, just not blatantly. If it isn't OP, it'll likely be useless. It clip will still kill a whole arty no? It's 200 rounds how can't it? It is still more accurate than the autorifle, which it'll act identical to. I'm just going to call it the double autorifle... I'd rather it act more like the laser chaingun in how it fires, but not do heavy armor damage (and do less light armor than lcg). It'll be worse at long range than autorifle, because autorifle actually hits where you aim without a giant spread. By the way, why isn't the bullet for autorifle being sped up? I'd love for it to be as fast as old marksman rifle, not hitscan but near instant at all but longest range.
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I am entering dangerous territory here. But how about we just increase the price of McFarland, Officer, and Rocket Soldier, and Chem Troop, to around 300-350? Oh, and remove rockets lock on infantry? I only ever have problem as infantry against rockets, if the rockets are across maps with height advantage, read:Walls. Besides, the shotgun and grenadier are top tier and still free, so the other question, is why don't we make 1k classes 800? They are 2x more than 500 snipers and can never be worth it without being stupid strong. 800 is a great price for them in retrospect. Lastly, if the rocket soldier lost damage or fire rate, the damage likely has to go back to sniper based weapons again. At least, a bit more to marksman and a bit more to ramjet. For the cost, 500 doesn't entirely need AA capability.
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I think it has plenty of damage. If someone don't repair, 1 or 2 can easily pick off a structure in the back of a base like x mountain or canyon or islands in less than 30 secs. I thought it needed more range. But actually, it does reach better than I thought. It can hit the wf from field entrance, unlike I thought. It just doesn't, because of inaccuracy. I will be specific in my suggestion: I suggest the weapon muzzle and turret, be invisible inside of their chassis. The x Axis will be locked to the chassis turning with it, or more easily, just the same speed as chassis turn. The up and down will be quick, the two missile muzzle will be real close together and face the same angle together, and so it will fire practically side by side. I say that, because I believe directly the missile origins are actual positions on the tank front and are too far apart and angled differently to fire together and hit the same thing. Making them invisible points that are more flush from within the tanks top, makes them fire more closely together. Everyone would love that.
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I regularly shut-down 5-10 people in the first minute using marksman. Its by no means a slow-killer. I would list it as needing a nerf but since its so difficult to use, i think its great. Its the best basic infantry gun by far. TL;DR Dont underestimate MUH MARKSMSANHN! Most people argue it's the shotgunner. I argue the second, is the grenadier. I put marksman ahead of flame and autorifle. I don't even rate the engineer in this, as far as use I put it ahead of the marksman as well.
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Placing collision or 'no beacon area'
RoundShades replied to Handepsilon's topic in Feedback & Bug Reports
While we are ranting, I had placed a beacon on XMountain against the cobblestone wall the width of a harvester away from the War Factory, and it DIDN'T kill it. Pfft. That is some fickle range. Anyway, yeah. Maybe there should be some trees or rocks to plant beacons against that are around buildings, a close enough distance to destroy the building without being obscurely far away so it's an obvious spot possibility. But for instance, one map with a woodpile behind the wf, that is sort of chicken shit. Every damn time. Tall grass got the ref killed on islands once, just planted in tall grass, and I swear the light was never visible. Maybe the buildings should do a better job, of having some places to hide beacons around, but not bullmess obcsure or otherwise unfair places, as well as the buildings themselves have some collision because if I am not mistaken the beacon is just a grenade with 0 throw force and gravity (like mines should have lol), so it falls straight down. If there were collision areas, the beacon could land on the collision area instead. That sort of detail work is time consuming though. Which is why it hasn't been done yet. -
Holy Julie that was fast! Google drive can't scan the file, but if this is a scam you both got me good. I need this in my life right now despite work in just a few hours. I am so freddy for ready right now! EDIT: AWww it loaded indefinitely for me trying to start it on skirmish. You had it in it's directory folder when you packed it and I extracted it into RenX which automatically stuck it in the directories, I checked. It is in there correctly, and I see it in skirmish list correctly, with map details as funny as they are, and islands map picture and such. I just wonder what I did wrong