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Everything posted by RoundShades
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This is actually the case usually in Unreal games as well oddly enough. Another really good thing that Super Monday Night Combat demonstrates. You can get hits on someone in a giant jackbot grapple, by firing where their character stood when they started the grapple, despite the animation showing their character way up on top of the bot. Except somehow I think in that situation, the head hitbox moves with the animation, which is oddly enough always unique and intricate as hell. Someone mentioned bone detection. That is actually how SMNC works for just the head. The perk of this, is having to hit the core of the head, no silly skipping the edge of the head for a shot. It also follows better. In SMNC, you can shoot their original grapple position, BUT FOR HEADSHOTS, you had to shoot their model, and it HAD to be the core of the head, not the edge.
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Yup. Thanks for being the guinea pig or the coal mine parrot, ya wanka. Come back with a brand new computer/location or apology if you ever want to play here again. Or, y'know, trash someone else's game...
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Just to note, I don't exactly support a direct port of Tribes quickchat. the V combo system itself is superior of course. I just never liked my chat buttons being around wasd. I mean, he says he will make them mappable, and I NEVER use numbers for weapon switch, id prefer 1-5 being chat, and it being combos of 1-5. Still good if mappable though.
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Honestly, this "general idea" sounds like it needs in more maps. Maps like field and under benefit from added sprint and some cover from advanced defences, maps like goldrush and such can benefit from trenches and tunnels that consume time but conceal you between two useful breach points. Also, if there was a bit of a web system, it would prevent simple mining to prevent it, it should consume more mines than confortable to prevent.
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As the river works today: If you are on the Nod side there is literally no single scenario where you save time by jumping in there and clearing it, nobody is ever tempted to go into or even bordering the river because it will delay whatever you are doing so much. This is why it is such an awesome part of the map, its seemingly pointless and somewhat inaccessible. Because its slow and you can only go up again on one side. If it is a lowered path with multiple outlets, then the placement of said outlets could easily mess it up. Almost regardless though: people going from HON/PP towards the front will lose almost nothing by dropping down or checking. It also needs to be an actual drop from the bridge, if you could go from ref to bridge through this path then its lost everything. This is why i suggested the pipe, a one-way drop by the bridge forcing you to make a lengthy crouch through the pipe in order to get back up. Nobody on Nod will ever want to make the drop and will rather stick to the rocks up top, possibly missing some sneaky GDI players. This could keep the current function of the river quite well. That doesn't even need to be the case. It can be just like it is now, with a recessed wall meaning the wall caves inward to each side so if someone is above you then you can hug the wall to avoid them seeing you (on one side at least, if you have 1 nod enemy on each side they can cover the blindspot but that is fair enough), and I agree on making it a dropoff of the bridge and it easily can be where you can't get onto the bridge but can jump off the side, and it can be made to only have outlets near the end where it opens up to Nod structures. At best, it can get you from HoN to Ref. Mainly, it can get GDI from bridge to Ref and possibly other structures while covering from the Oblesk.
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He DOES have a point here, and of the 3 times I downloaded it between me and friends, it has came up as sort of an intentional design flaw every time it happened, 3 seperate times 3 similar conversations over it... ...BUT, they did make it transparently clear that there IS an SDK for it ^.^
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If you made it waist deep water, you could make modifications to make it infantry only, out of line of sight from the edges (rocky outcrops) and obelisk, and still have a wider path and multiple outlets where you can climb out and walk out into nod base without a chokepoint to lay mines although that would be less a problem really...
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I can see giving more veterancy for killing infantry that is in base, by the same check that checks beacon spam currently. I like the idea of veterancy, and more veterancy for kills on enemy engineers in repair distance of enemy tanks, and I can agree with the same veterancy increase for killing enemy infiltrators. Regular kills give regular veterancy, repairing a base under siege gives some, shelling one gives credits but no veterancy, shelling a base still gives opportunities for killing enemy, enemy vehicles, and such, that reward veterancy, but you have to actively do so while shelling.
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Some people just like to play police officer. Don't judge them. Especially when you be all in your room, door locked, playing pretty pink princess. Honestly, no matter what situation he decides to do that, I wouldn't mind him wandering around the base. I might think more of him if he decided to mass rush grenadier with us if we were down to 2 structures a team and at a balls hard stalemate.
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Original Renegade's server bots were able to process players requesting team change. Really, there is a middle ground. In his case for instance, 2-5 players even, would be able to get on the same team reliably. 2-4 players would never be too big an advantage together with the rest of the randoms in a game. Any other 2-4 man team would also be seperated so the first 2-4 man has an opposing 2-4 man. The only thing you COULDN'T do, is make 8-12 man teams reliably together, in which case you put your big boy pants on and concede to spare against them in even divisions of 4 a team. Any mass of players that big should be willing to divide up for the sake of quality control. Any other game I play, if I play with experienced friends matched with inexperienced players, I divide us up and we each play with a few scrubs on our teams, so we both have the same handicap and it's roughly even.
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And, as far as narrow passageways, it just means instead of pyling 6 up, you have to space 2 segments of 3. That way it takes 2 emp nades and/or they take some damage or need to manually diffuse. Also, can you carry emp and beacons? If so, meh. If not, then once they diffuse the bridge, they still need in the front door of a HoN in a non flying (?) map, with an oblesk covering the back door nonetheless.
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If you have a team of two LCGs, each with a repair gun as secondary equiped, that's basically a duo that doesn't need to run back until they are out of ammo (which they most likely will). What's more, a lot of those techs by the tanks, if they were smart and are tank-dedicated would use heavy pistol which does 2% damage a shot to tanks usually, making a clip do 12% damage. Rather high actually. A repairgun secondary means sniper teams or anti-armor masses escorting their armor, have a sustainability option. Not repairing health, limits it so if they sustain more damage than just armor then it starts to dwindle. Another possible mechanic, like Old C&C Renegade's tutorial suggested, for all shots to do some damage to health no matter what, might be neat too. If everything did 1 point of it's damage to health even with armor damage, that means you can only survive so many bullets despite repairs. In the old Tut, it was like 20% of the damage, but in hindsight for multiplayer it would have to be no more than 1-5 points of damage depending on the initial damage. 1 for autorifle, 5 for a grenade hit, 10 for a 500 sniper hit. Obviously shots that exceed armor just do the normal damage to health, this is just a thought if health was unrepairable and just armor, this system would both increase and decrease at the same time.
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Would be hilarious if the moderators from irc or whatever intentionally moved people.
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Yes I know about them being clans within communities, as I have been around long enough to watch them both live (and die-ish) in the original. The clan aspect is just very casual. Meaning so long as you have a good personality and get along with people, you pretty much are accepted. It's more of a community with dedicated followers that use tags than a clan. No offense to them; I both understand and respect that fully, and get along with both of them very well. My ideals are simply different in that regards is all. My timezone is EST. My in-game nickname is {WaRx)BoJack (I plan to get rid of the {} eventually, after it is established that its a clan well enough). Please do note that WaRxSecret is the clan head, and I am the lead administrator. We both come from having lead WaR in the past, and we work well together with these titles. I often represent the clan, whereas Secret prefers to run things and stays mostly behind the scenes. Played with you earlier. You definitely showcase how OP the shotgun is. I mean, in comparison, McFarland is weaker than both grenadier and shotgunner if it werent for the fact he had weaker cheesier variants of both with more health. Still, as a McFarland, a shotgunner can 1 hit kill half the time at barreltap, and 2 hit kill even between the rocks in the middle of walls. GG btw.
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Honestly: >>Repair guns might should always repair armor, techs or not. That much was established. I had the hugest Planetside2-esque medic-orgy in RenX earlier today in a marathon server outside the enemy tunnel. >>Mines should be about as fast to disarm as they are to repair the damage soaked by a teammate. Basically, at least 40% faster. Because each one takes 8 seconds now when someone soaking a single mine of damage takes 3 seconds to repair. >>The purchaseable secondary, should probably be engineer strength for sake of simplicity, but cost 300 which is almost what an advanced repair gun could run you anyway except you CANT buy an advanced one as sidearm.
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I can dig that idea too. However, a purchaseable item isn't a given, it is economy based, which economy needs more to spend and less earned to balance it anyhow. The problem isn't the passive 1 credit tick you brought up just to reinterate and pretend you aren't reinterating it. It is how much economy in general is given. The 2 ticks per silo is more bothersome. Also had to do this... That is another problem. I rather SBH get carbine and flichette, than engis, but if other classes could just get repair guns, then at least you would see primary weapon classes with repairguns compared to engineer-only games.
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1. No, AFAIK that's just gonna end up being more expensive around here. 2. As I said before, I need portability. I won't be able to work on my campus project efficiently without laptop 3. There's no internet at home. You are really in a rock and a tight place. Really, I agree with them to a small degree, that you are incredibly lucky this runs on what you try it on with the most minor of UI issues. I seen some games have unclickables off screen for instance. This doesn't even place info off screen, just in odd sizing spacing onscreen. You are REALLY lucky with your specs you aren't limited to minesweeper and free cell, which don't get me wrong are great games tbh.
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I'll be honest, I posted a glitch video that doesn't show you how on my youtube, but I think 4.02 is still a winning beta build. If anything, I am waiting for 4.03 just for balance update, because they said that can become a more frequent think, for which I am thankful!
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"OneFrameThreadLag=True" This should always be set to false. Setting it false will lower your fps, but you'll actually be able to aim properly, if set true your crosshair will skip pixels. All of the TEXTUREGROUP settings can be edited to lower quality below "low" too. I added that to my original post. Also, by below low, what word is used below low? "Lowest"? "None"?
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Under the assumption, that med kits replaced c4, the rep gun replaced secondaries, and the possibility of repair guns no longer repairing health and just armor, I had originally meant both. Just so you know. To get slightly more complex, an armor item that is faster than a medkit and equip mid-combat for +50 armor, that takes the c4 slot, and isn't reuseable in opposite to a slow regening medkit, might also work. Be sorta cheesy...
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Your top five most wanted balance changes
RoundShades replied to RypeL's topic in Feedback & Bug Reports
I think the longer time it takes to acquire a lock is a fair balance. However, you lose that lock so damn easy. It should stick the lock just a little better than it does now, where a bit of jitter and the guy is still out in the open but loses the lock somehow. -
This is the part that is arrogant. Really? New systems are more common? More expensive systems are more common than cheaper systems... If they are so common, you wouldn't mind parting with one, because I sure could use one... Also, real statistics are better than ones came up with on the spot to support your arguement. Steam hardware statistics: http://steamcommunity.com//app/219640/d ... 4131592186 Shows 1080 most popular, which a lot of people use their television sets, one of the next most popular is 640x480, and... it's rising in popularity compared to last month by .01%? ...yeah I don't get it either, but apparently it is...
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I do approve of out of combat med kits, for restoring health or whatnot either slow regen or fast-one-time-beacon-loadbar, for the same reason. However, I also approve of a purchaseable secondary weapon repairgun for classes with primary weapons to opt to be half ass engineers. For the same reason, engineers are overrated. As well as making c4 loadouts purchaseable, to seperate infiltration from repair on the same unit intertwined.
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Okay, so trying it myself, my old link was NOT entirely good for this game. However, these following instructions worked for me and I will in fact actually use them myself for now on. 1) Go to Renengade X > UDK Game > Config > UDKSystemSettings.ini 2) Open this webpage: http://pastebin.com/raw.php?i=pTrzH9NP 3) Copy-Paste that into your UDKSystemSettings.ini TAKING MIND not to change RenX's last 3 lines that say [iniVersion] because those are important to keep and not change. Paste over everything else and remove the IniVersion you pasted and keep the original text file's IniVersion. 4) Suggestion: OneFrameThreadLag: Set to FALSE instead, because damn the fps it does wonders to your aiming ability. 5) Optional: Manually change your resolution in the text file to that which you want. 6) Optional: Right click UDKSystemSettings.ini, click properties, at bottom of properties select Read-Only to make the settings stick and not change through updates or whatnot. This also makes the settings not change if you change them in the game options, just so you know.
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There are plenty of internet guides to get fps configs for unreal engine games. They all work afaik. A game I used to play a lot of, we had a bloke called "grimbar" that would probably LOVE RenX if he knew about it. He had made a pretyped up config.ini or whatever. I will look for it. Here is the thread. I linked the thread itself because it explains a little bit, in case it isn't "perfect for RenX", you will hopefully know if anything needs changing. In matter of fact, I will try it myself to see if it helps me Edit: That link was garbage for this game, I did better in my next post.