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RoundShades

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Everything posted by RoundShades

  1. I wish more people with dev talent would be interested in helping. I mean, this game is awesome, and UDK isn't that hard. I also hope Rypel knows he is a badass and we all love him so he continues to hang in there for us.
  2. I say this a lot too. Really, there are 2 ways to fix it though, but 1 fixes a whole lot of other things too. 1) The quick fix is, like Hate said, make vehicles have a 9 minute cooldown and cost 3x more. This would make destroying a factory effective, albeit not completely remove vehicles from the enemy hands. 2) The better fix, is giving vehicles an 8 minute cooldown, cost 2x more, and just turn the credit income down a notch. This also fixes seeing 1k units nonstop after 4 minutes into the game, for the remainder of the next 30 minutes. It also fixes the value of the ref, if you lose it you get some passive credits but you need credits more if you don't get thousands by minute 4. I NEVER target the ref after 8 minutes in the game, it's death would never be noticed. After 12 minutes in the game, a factory death isn't really noticed if the ref was alive the whole time, too much spare cash. Really, the Bar/HoN are more noticable kills, which honestly you should be able to buy more infantry in my opinion, sbh for nod and hotwires for gdi would be fine if credit income was reduced and they cost 1k each with bar/hon down and 2k if bar/hon and pp are down? You can say allowing sbh without HoN would buff Nod too much, but the current situation buffs GDI too much because without vehicles they still have vehicles and without infantry Nod is in a much worse situation when they should be comparable.
  3. In all those cases, there has got to be a way, the game can prioritize disappearing mines, to ones furthest from base, and around the largest clusters of friendly mines. That way, no matter how many disappear, it will leave some in doorways by priority, even if overmining decreases door count to 2. It would especially be helpful if this included recently layed ones, so if someone throws 2 while mine limit reached, every mine would disappear when they threw their next one.
  4. I rather combine the above 2 mine limit ideas, with JeepRubi's. Have 1 team mine limit of 28, and mines farthest from structures and closest to the largest concentration of mines disarm first (ones farthest from base, and any mines around 3 other existing mines). Then, have 1 mine limit for each person of 6, meaning 3 defenders with mines can up it a bit but it starts with a lower team limit to counter that a bit. Oh, that, and also possibly, when "mine limit is full", prevent players standing within throwing distance of 4 mines or so far away from base, from placing another mine. Kind of like "beacon spam" already checks for, but with other mines instead of structures. You can't place a mine that is so close to 4 other mines.
  5. Nod will be stronger in these maps likely, but as long as it isn't infantry only, actually it might not be that big a deal. It can have no ref, just silos, AND have vehicles. Assuming silos are brought down to 1 credit ticks, you could easily have 5 silos and it not generate any more money than 1 ref and 1 silo, with the added bonus of being possibly able to simulataneously get more and deprive your opponent of some, with the perk that it is temporary and the enemy can man up to take his credits back at any time.
  6. Even this is better. I am honestly suprised someone didn't make a mutator that allows moderators to disarm anyone's mines (they are moderators, they wouldn't use them to cheat, besides just make it able to disarm any friendly mines in that case)
  7. Sad thing is, I still see people complain about Field marathon, when with the air drops, factory losses aren't as much stalemates.
  8. Don't... troll the feed? I don't even know what to say about that lol. Am I the only one btw, that intentionally gets on in the deader hours because I like 14v14 more than 20v20? I doubt he's trolling. RypeL got sick of working for this game a while ago, and heck I'm surprised he came back to it at all, I thought he said he was done with it. Where is everyone else? Is RypeL the only programmer left? I see nobody besides mappers ever say a thing at all, which leaves it all on his shoulders. At the very least, I appreciate him being here. I see some devs, but a project this big, even if something is already built so it just needs building onto, is a large burden ofc. The game plays really well. The balance and extra features are just fine-tuning.
  9. I'd create the votes all the time to random people. And random people would vote yes, you know it. If that was made a thing, at least make it play once a game. If it were spammable, it could be abused by enough voter supidity.
  10. Don't... troll the feed? I don't even know what to say about that lol. Am I the only one btw, that intentionally gets on in the deader hours because I like 14v14 more than 20v20?
  11. This was hilarious in this game from Kenz3001.
  12. Grenades replace the c4 slot on regular classes, and the mines slot on hotwire and techs. The Emp nade replacing mines is intentional. It isn't, balance wise, such a big nerf to hotwire neither, there is nearly no reason to need them in tandem. This includes regular classes and frag grenades replacing their single timed c4, as well as t1 engineers and frags replacing timed c4. Frag grenades also replace hotwire's proxy. You can confirm this by buying a Emp Nade, then looking at the top left corner of the purchase terminal screen. Your character's sidearm is a handgun, and the "emp nade" is where a fresh purchase would say "proxy mines". No clue about the double timed c4 not refilling, that IS a bug of losing the weapon slot. It shouldn't get replaced ever, that is a permanently on slot for that character, and unlike regular single timed c4 classes, the proxy are the modified c4 slot of hotwires so timed c4 should never be changeable or removable.
  13. I like the airdrops, but they cause building loss to have little to no effect now. That is NOT the drops fault. They do more good than harm: Keep a game from being an "abandon this and play any other game off steam" situation, because why stick with a sinking ship? That mentality is for just us old Renegade players, a community it makes not. The culprit, is the fact that 3000 dollar mammoth tanks are still obtainable at a difficulty of about 8 or 9 out of 10. The player getting that sort of money, is like 3-7 minutes into a game, which isn't that much in an AOW, let alone a marathon. You play like 3 free classes for 2 minutes, and you can already afford a thousand dollar toy. The culprit, is credit abundance. Drops would even function better right now, without veterancy, if their cost were up'd. The entire game including drops would function better right now, if credit ticks were either 75% the current speed or 50% current speed with 3 credits instead of 2 and silos and dead refs granting 1 credit at slower ticks or something. Counter it a bit with higher credit earnings for kills or vehicle destruction. But a lot of the game is pretty cheap to get ordinance. I actually wish you could get infantry at 3x cost when infantry is destroyed. Not just basic neither. I don't mind SBH and Hotwires still being a thing, as long as they suck all the economy out of a team to employ. Same with tanks, I don't mind getting tanks, but a tank should be something you take 10 minutes to get, at least, when the ref is up but vehicle factory is down, and if both are down it should take a team scraping up for just 1 in a dire emergency (a defense mammy). Right now, a vehicle factory down can still amass a rush. What is the cost of 6 flamers without a factory, like just over 10k. 6 people will have over 10k amongst them a lot of the time. By the way, I wish the team bar had total credits as well as total score, so you could see a team's total economy value (not the enemies ofc)
  14. Idk. I don't want mines to stay the way they are right now. I DONT WANT THEM IMMORTAL, EKT will kick your ass for planting them in the wrong place but won't kick you for planting them floating with your big ass name on it because your leet hacking skills are contributing to the team major sauce. I rather them be more sensible, maybe a little more obvious as far as how it pops from the background, and we need some sort of system that doesn't lead to you getting kicked for griefing when you weren't griefing. Giving the enemy tanks, and planting 30 mines in 1 place, is one thing. Planting 3 mines at the opening of the goldrush bridge and getting kicked for it is bullshit. If they keep mines, they have to own up to it and fix them somehow. No, they do not work now. I won't argue removing them, I liked them in original Renegade. I expect them to be own't up to though. Also, the carbine, while I am complaining. It either needs more cost, veterancy requirement, limits, cooldown, nerfed, not as hitscan as it is, ammo limit to it by only having 2 clips which is enough to use it but not exclusively on your class, something...
  15. I don't. The floating ones can't be disarmed. AT THE VERY LEAST, MINES SHOULD NOT BE IMMORTAL. After that, I also suggest they not be stickable. I personally LIKE them being plantable on the rooftops and walls, but it causes problems. It also allows them to have gravity so if you throw them they just fall to the ground if they hit something, maybe a light bounce for expected effect. Also, I still say giving them to hotwires, one of the most common classes in the game, causes part of the trouble, and if they were an independent item then they would cause less natural problems in the hands of newbies as well as displace some of those 9 out of 10 roles a hotwire fills. Then just reduce her cost by 50 creds, or don't because I wouldn't care either way. After that, the mining and the limit. That is the reason I rather have breach doors. Then you could give each person a mine limit of 3-9, or do something else with them that keeps them. Besides that, you could do it another way. If you are going to do mines then make a system that doesn't get misunderstanding people kicked from a game by an elitist community. Here is an old suggestion about mines: 1) Players have a personal mine limit of 6. 2) Team has an overflow mine limit of 24. 3) This way, if a player mines, it takes their personal mine limit first. Afterwards, it takes the team mine limit. Any extra mines past the team mine limit start causing the personal mine limit to disappear. 4) This way, shit miners can't ruin the game after good mining has been done, and if shit mining was done first at least some corrective mining can still be done too if needed, if worse case as a temporary until shit-mines are disarmed or something.
  16. The vehicles driving was what caused a lot of lag. Also, in original renegade, come to think of it, they didn't clip. Generally, I guess your idea makes sense for making it in Unreal as far as not being buggy like that.
  17. As is the case for UT3. my failed headshots kills was particularly because I aimed too high sometimes, making it as normal kills That is a call of duty as hell way to play, aiming for the very top edge of a person's head.In real life, it would bleed a lot, but it would at least have to hit some skullbone to be highly lethal, and even then hitting the grey matter itself is where the magnitude of lethality comes from depending on how massive the bullet. I can see a massive bullet being a big issue with the bone alone, but rifle rounds can chip bone without removing a hunk of it or causing any brain issues.
  18. Not today yet Cant you see that the game is not finished and this door-mining system cant work forever? I feel like stucked gramophone record, repeating everything again and again- Now its working just becouse there is good comunity. Mines were in original Renegade. They actually work in RenX better, besides the floating ones that are so easy to run into on servers and completely mess up your mid-game doing anything, and since mines are usually around game-deciding outcomes, it can directly affect a game's outcome. I felt like in Under it affected the outcome of several matches. I am just saying, mines aren't that functional. They are legacy, legacy should be kept and maintained to a degree, but you can't ignore new ideas or functionality. Speaking of, give mines gravity and non-stickiness please already!
  19. Those are problems? I see those as entirely within the realm of reason. A tech/hotwire can breach with a heavy pistol easily by that logic considering the damage that damn thing does. That would require them to not have a carbine too, imagine that? As far as tanks, yeah, they could shoot into buildings that way couldn't they, imagine that? Who here thinks those are IMPROVEMENTS? I do. I say that after having to painstakingly win 2 games by getting the repairing engineers off the MCT in a building, and on canyon the wf side door was mined and my tiberium splash was very difficult to get to hit any repairing guys, and on whiteout the backdoor of the ref kept closing and I couldn't easily get a shot inside with a stealth tank because the door just would randomly close and I am fairly sure the hotwires weren't intentionally opening it and closing it.
  20. I don't think you played with them enough, afaik I remember them being repaired as shells, unuseable until you repair the shell fully, and then when it is repaired it starts at 1% health and you have to repair the working vehicle again too. If it was "contested" by multiple infantry mid-field, then it would often times be redestroyed at 1hp, just to become a shell instantly and need repaired fully all over again. Or, y'know, an autorifle could do as much damage as repairs did so it was rather easy to destroy it if need be.
  21. Honestly, every map with a base defense, functions fine with infantry infiltration against the base defenses. The fact that they fire off, is in and of itself an assisting factor. The defense scoring a guranteed kill against anyone that tries it, or having a very ambiguous path to escape it's shot, is not necessary. Especially the second one, it just mean "good veterans" can infiltrate and "newbies" can't, which brings the playerbase to 200 players up to 220 and right back down to 200 again the very same day the entire +20 gets fed up with that. The smoke grenades and being able to sprint to get into a base despite getting shot and warning the entire base, so far is working every game I played so far. As well as the Emp Nade cluster-disarm on tunnel entrances. The job of the base defense, is to set off an audio cue that infantry came in, and to discourage any enemies freely accessing the base particularly by tank and tank-mob, which make them play out as siege maps instead of rush and burn maps.
  22. I bring up SMNC a lot in these forums. I am not sure if it's appropriate, sometimes it doesn't feel like it, but it is where a 5+ year history of Unreal Variants stems from, and I say Variants because it was a small-studio game as well and had a variety of development changes in it so it had a lot of unreal engine limitations shown in it. But it seems to simply come up on it's own whenever I see a bug, game design, game mechanic, or engine tweak. I have been using it only since it was brought up in this thread, and it is incredibly fast, which coupled with my brand new mouse with functional right clicker, is actually helping me as well. I knew this existed, I just didn't do the footwork on it until asked. Once I did it, I really am thankful of myself lol.
  23. Why don't RenX have: 1) Vehicle shells from standard tanks and apc's. The destroyed husks of vehicles, that you can repair to resurrect the vehicle at lowest health and then repair it from there. Those actually made strategy more in depth in Classic Renegade servers. Honestly, sometimes, I'd rather husks than being able to purchase vehicles post-factory-death. 2) "GDI Weapons Factory Destruction Imminent". If you are going to take away a man's weapons factory, damning him to 2-30 minutes of being sandbagged all friggin game depending on the situation, at least give him the most of the benefit of the doubt, and play that sound at the structure 25% mark. I haven't seen it needed as much in RenX when I played, what with structure icons and them turning red, and the Q callout becoming more urgently worded, but I still feel it needs to be a given.
  24. Describe the flaws with the mine system, and the breach door system? I think the breach door isn't as flawed of a system, is a good supplementary system, and is a "good system" independent of mines altogether. As far as mines and breach doors go, I know the "consensus vote". It will be the same reason marijuana isn't legal, but alcohol and tobacco are: legacy allowance. Despite both being extremely toxic in comparison.
  25. I am not going to lie. I think mines should exist, and continue to do what they do, and not be apart of hotwire/tech class anymore (independent item purchase)... ...but honestly, "Breach doors" sounds like a decent ass idea. And, you can always just make 1 remote open the SOB which is the equivalent to a SBH clip iirc, and you can give engis an extra brick of remote to comphensate (and the havoc/sakura), and all of that in total you can still just wait for an enemy to open it for you like I see so many hotwires do to Nod when they hug the geometry of the back of the Ref or PP when infiltrating because players are blind except for me. I +1 breach doors, but that would be a big experiment in balance and should be taken as such, perhaps just as a test for the devs to test with one of the servers or their own internal testers. Give breach doors "light armor" also, if I may suggest.
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