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Everything posted by RoundShades
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Head shots wont deal direct damage to health. It will just bypass armor stoping damage after it breaks. Direct damage to healts deals only toxic, falling and burning damage just like it is set now. Example: Dealed damage=200 -target 100hp 100ar body shot-100hp 0ar left head shot-dead I dont know how to explain it better. I got it, but it sounds really complex to calculate damage, it would be difficult to know in a split second what shooting where would do.Thus my simpler suggestion lol. I wouldn't mind adding new mechanics, like health not being repairable, armor being repairable, and ways to possibly do marginal damage to health despite armor. Fun fact, in the original Renegade Tutorial for C&C Renegade, it said that all weapons do some damage to health when they hit. Armor just reduces damage to health. So with no armor, a shot does 50 damage to health, with armor a shot does 10 damage to health and 25 damage to armor. The rest of the game campaign and multiplayer never followed the same mechanic, but it sounded cool to be honest and I sort of regret not having a lethality cap and/or lethality bypass of sorts, like marginal health damage through armor, or special shots bypassing armor like headshots, or repair not being able to bring health up and just armor. Hotwire: "Watch what happens when I shoot you!" Havoc: "Was that necesary?" Hotwire: "With armor, now watch what happens! Okay, I promise that was the last time."
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Too complicated. However, I always thought engineers repairing ARMOR ONLY was worthwhile idea, as they technically "repair" and healing and repairing aren't the same thing. Their welding looking repair guns look like they could tune up armor but not flesh wounds. Gameplay wise, that just means if you do more than their armor worth of damage, the damage you did is permanent. That much sounds good to me, especially breaking the neverending healing engines that is a vehicle siege. You could chip away at the repairmen until you actually accomplish something. Also, Ramjets bodyshots would be a step up because it would do irrepairable damage compared to a 500 bodyshot. Also, headshots doing direct damage to health, sounds like it can get cheesy and OP, but just maybe if it isn't too wtf-i-died, then it would be ok.
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It wasn't bug or skill bcs for this complained a few people in two games. Ask HaTe, there are some bugs with Cloaking and Unreal Engine in general. I am so familiar with them from my experience with MNC, that I was simply told of one and was able to reproduce it without instructions. He was genuinely suprised how I managed that and worried about that, but hey, that's me.
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Also, I just watched the video, and slapping in the recorddemo command when you got shot would have given the server operators more than enough to investigate. I mean, they would have had access to all of 2 minutes of the game, including the enemy sniper's field of vision. If he specifically snapped to you without any reason to and took a perfect shot then that is obvious cheating. If he saw you shimmer, was shooting at a door and hit you instead, or if your client side stealth was messed up, then thats another thing. It may have also been a glitch/exploit that sometimes happens with stealth not working.
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Indeed, the Tiberium field does have some special volume. Unfortunately that is not Ref's case To bullshit it, you could use proximity from the ref's location that the game uses to make q-spots from. Just figure out the correct distance when you are in the doors. May be possible to dump from undesireable locations like the back of the ref, but it would function normally-ish.
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The recorddemo command from the ~ button command prompt works, and the replay is automatically sent to the server owners. At TmX and EKT they check that stuff, as well as in official. Also, that is a known location. I too think it might not be best map design, but I have less problem with the building than the mountain climbing bullmess in the same map. I know it is "fair" because dev "Kenz3001" does it on videos constantly.
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They should have collision with entities like that. I mean they stop bullets. In an ideal world, they should not stick to walls, they should act like discs, they should throw and if they collide with wall or another mine they should simply fall down to the ground and/or bounce lightly perhaps. That would kill 4 birds with 1 stone. Magic stone fixes that offer no problems should be obviously taken into action.
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That one is obvious. But XMountain, that rock is part of the "edge of the map" and isn't entirely obvious.
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Ok I guess I will have this debate again. Why mine the bar front doors, taking twice the mines, when you can mine the bar sandbag doors, on a nonflying map? The reason on xmountain is for some godforsaken reason they thought it was good map design to place a rock just close enough to jump the sandbags. But why, lets say, on Complex?
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You also realize, you ran that mutator before field map changes, before AT mines and EMP nades, before nerfs to cloak, and before various other balance adjustments?Might have luck with the mutator again in beta 4 with new items involved....
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On top of that, it makes no sense for mines to fit inside each other, literally placed within themselves. In legacy, one mine could attach to another and sit on top or side by side. They would float in air if the bottom one disappeared. In this current one, if they don't do the same thing or fall on impact via gravity and land wherever but not fit inside because of collision, they should definitely do something else. They should NOT be clippable where you can place a mine inside of a mine. Gameplay wise, that is because people "exploit" it with the good ol' fashion "death dot" technique, where you make a deadly number of items look like a harmless 1 of an item, when it can be 4 or 35. It is ambiguous, obscure, even misleading to vet Ren players, not WYSIWYG (What you see is what you get, meaning visually identifyable by a new player), and could use rebalanced anyway so it can't be made underpowered in this change.
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Modify the code slightly, to instead kill the tower and everyone in the game? That way, they all have to start off fresh from their own spawn points, and that gives a relatively fair shot to either team depending on things like credits beforehand. Mines can easily be placed before SBH, APCs can rush both ways and emp nades and at mines can be employed. Nod can deploy armor faster, GDI will have more often a win if they can get 5 minutes into a tank war though because without base defenses the tanks will be unstoppable. That sounds much better. Or a map in it's own right, but I would settle for a bonus event occuring at the end of every base defense map on marathon.
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If I may suggest, the towers would be the only thing you need fix 2 of. It was the only structure in original Ren that functioned when 2 were present as well. Same thing you describe, worked in old Ren when 2 structures were placed EXCEPT for towers. 2 towers in old Ren functioned right and many maps had them when custom maps were designed with 40-64 player per match/team was the case. It also sounds easy to recode just the towers if anything to function right with just 1 since they appear mostly already working anyway. They may already work depending on situation of PP. If they don't, I suggest it be valuable if they did. You'd only need rephrase and reorganize the order of the checks for the tower to pp and pp to tower, and it would do a lot of good for the mapmaking community Please? Thank you.
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It's not. It don't. But from the way it sounds, you got troll'd by someone who probably makes fake polls to kick random people. It isn't your fault, or the server's fault, it was an automated poll created by a low-tier common casual that probably doesn't play anymore anyway. I'd have mined the same place. That bridge is worth at least 5 mines.
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First mines. Also, I have a video, where I was called an overminer and wasn't kicked but we lost a (different) building. All I did was mine the barracks sandbag opening instead of both doors, wasn't a flying map, but apparently there is a rock you can use to jump the sandbags (bad map design? no offense kenz...). Overall, I think whoever else WAS mining, would have been better off accepting that and defending the 2 structures that ARE lost early in xmountain: the ref and PP, which are 25 seconds walking distance away from the WF and base entrance, which is REALLY GROSSLY too far away, also bad map design, bring the WF and Bar closer back at that rate. That video, I think it is poor map design that allegedly you can hop the barbed wire sandbags in front of the barracks on a non-flying map (xmountain). Besides that, it shows we need an idea to make "mining" more "noob friendly" (or shut the f*** up about how bad mining ruins the game and git gud, this isn't 5 Nights at Fuckboys here)
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Radio-spam is a staple of Renegade in some weird ways. That said, best improvement for those would be to be separate from the actual chat. I am very well aware of that and I've never been a fan of it. An option to have two chats next to eachother with one dedicated for radio commands and one for text chat would be great. Nah guys, they really should limit any callout someone makes to 3 in any 30 second period, and 6 of any kind per player in any 30 seconds. Original Renegade had that, but it was less strict than described and could benefit from more strictness. Besides that, better volumetric spotting. Spotting an infantry, what kind of infantry? Spotting a vehicle, what kind, especially if it's flying or not? Spotting needs to be specific, the GDI ref or Nod Ref. Spotting should also work for enemy C4, and reference whatever it is attached to, be it med tank or mammoth tank or artillery or GDI Ref MCT.
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Here is a video when I reproduced that glitch, by the way: For nostalgia sake if nothing else, it needs to reach the WF from the entrance of GDI base. I know the game isn't very scale, the map is marginally larger so the range would in fact be longer than intended, but for the tank's functionality to be similar to Renegade, the tank has to be threatening from within an enemy's base to just about the whole perimeter. Currently, I think it has just about the range of the flame tank, albeit the flame tank is not optimal at it's max range unlike the stank. BTW I love how easy it feels to hit enemies with the flame tank, how effective it is to hit even at max range, and how well it scales up the closer you get. Now you can at least get injuries on enemies at max range with a hitbox that makes sense, and still get the function of huge point blank damage. I always thought Unreal volumetric projectile was a good idea for it.
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I won't say anything more than that I was able to reproduce it too. I also don't think the sbh can do it. Bad news is this is likely due to Unreal's signature problems with remembering what it is doing while it is doing other stuff and/or through latency in a network. Good news is it should be an easy fix of adding a wee bit of code. More good news, is that a firing stank is fairly obvious, cloaked or not, sound or not. The best it can be used for is easier escape while not destroying your stank, as the recloak time will be instant since it is basically already cloaked. I cannot see someone exploiting this getting any real advantage over me ingame though. Especially looking at my youtube videos. Stanks and stealth frustrate me in many ways, but I am easily able to see stealth. The only time I am ever ran over, is when it comes from an angle in such a way that I didn't notice it until running to the side wasn't fast enough, and even then I see it before it happens but the sheer width and speed of the vehicle makes seeing it not very helpful at that point. In that regard, here is to hoping they patch the stank firing while cloaked bug, as well as increase it's range and make the missiles fire from closer together and more straight from the front.
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This most originally from all of my experiences, most indefinitely originates from Call of Duty 1 in 2003, which uses the identical system. You would press v-1-1 or v-5-4 or whatnot.And yes, I do like the idea, although leaving legacy for the sake of leaving legacy is good, unless you intend to use those buttons for something later in this development. Could you do both? As in, leave the old chat options, as well as basically implement a second route to get to the options from the new chat menu you purpose?
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For personal record, yeah. I like the dev's idea too. In a Moba, the bot kill stat is usually prioritized in order and size to the kill stat, because bot kills shows how much you progressed your team goal. Vehicles fit that shoe in Renegade X. Mobas show deaths because they progress your enemy's leveling, but that isn't the case in RenX so that stat is unnecesary on in-game boards like end of match stats. If trackable by players, fine, especially per map stats would be cool.
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You know i love this game and the updates but...
RoundShades replied to isupreme's topic in Feedback & Bug Reports
My computer's pretty trash and it runs it alright. I can even sort of record it, although it too is trash. Make sure to turn static decals off, they are bugged and dump even good machine's fps because of it. Also, make sure to turn all dynamic rendering off like dynamic shadows and anti-alias (although instead of off, sometimes x1 is faster) -
I guess this is why, few multiplayer military shooters (none?) present swimming as a mechanic. Because it is either UP, OP, or in the instance of UDK, glitchy. I don't get the hate though. Specifically, you can't plant c4 and defend it from inside the river, so why the fuck even care? Just mine the way from the river to the structure doors. Beacons won't just about ever succeed from that direction. They have to get out of the river to accomplish anything, they cannot kill or attack from there.
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I agree these would be the best areas to spend work at. Personally, vehicles can't get much better with their delay and all, but one thing to try with the "sprint" button is for it to be more like a "jerk" button, where it nudges the vehicle basically. That way if you use it the second you change directions you can avoid shots better, and if you use it while your moving forward you get to top-speed faster but it doesn't really take you above that. Besides that, just leave the vehicles with acceptably mild acceleration with whatever the "sprint" button's top speed was anyway. Infantry, they are honestly more fast paced than any other game. including the base character of SMNC. They are more mobile than Karl, less than Assault. Commando classes are obviously more mobile (SMNC commandos have rolls like the Black Dawn demo had), enforcer classes obviously less in trade for chubby health and firepower. Any other game I ever played has clunkier infantry, including any CoD and Battlefield, even though Black Ops 2 had dives and Advanced Warfare has superjump on everything basically because they thought it would be cool game design to give sniper rifle no scopes the superjumps to go have fun with... Bugs are hard to fix, but they are the single best thing to fix, as far as the flying vehicles not wobbling by locking them to an axis at the front/back/bothsides, and crashes, and the spectator thing if that can be reproduced...
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I always target them out. I feel a vet system would do good to reward killing engineers within repair range of their team's vehicles or structures. To be honest, I wouldn't mind dividing up the engineer roles. For instance: >>Make c4 setups like engis and techs use, into purchaseable items. This way, any class could use them. Note, sbh would honestly not benefit too much from this, as it would contribute to the cost of failure each time they reach mines or get spotted. It would be more possible reward for costlier failures each time. Also consider making it part of the vet system. In case the sbh thing does be a thing, make at least the double timed c4 a purchaseable item to replace single timed, because sbh still couldn't 1 hit kill a structure with 2 timed. >>Make mines into purchaseable item as well. That way, they aren't just linked to the overpopular class already. Also consider making it part of the vet system. >>Make the weak repair gun a mid price secondary weapons. Also consider making it part of the vet system. That way, you see engineers as they are the cheapest way to repair. You see engineers with seondaries as they are still potent, you see tech/hotwire because they have the single strongest repair gun in game, you see them with secondaries, and you see other classes more often and they become viable tank drivers and base defense and such, because they can carry a secondary repairgun or infiltration c4 albeit be more expensive an investment to do so as a 500 class may become a 850 class if the repair gun was 350 and would still be cheaper to get a hotwire with a simple pistol/machinepistol.
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If the dev says it's intentional, it no longer becomes a glitch by definition. He says it is shaky, which makes it a mild exploit. Sort of like some of the stupid ass climbing in most maps and in all of Call of Duty 4. So, yeah, there is that. We aren't calling it a glitch anymore, nor are we just insulting people who use it since it is intentionally developed. That would be like me insulting everyone that uses Officer, everyone insulting everyone that uses snipers, everyone insulting everyone that uses chem troopers in Volcano... "Hey dude, I'm reporting you to server admin for using Chem Trooper to cross the cave in Volcano!"... That sort of thing... yeah... Besides that, you are right, he is looking for feedback on the feature. You apparently hate it, thus your name I suppose. He apparently likes it. I never seen any casual mention it ingame ever. I can see it being "ambiuous and obscure" to casuals though. Which is bad, whether they realize it or not. Sort of like putting a one hit kill secondary fire on the light tank, and never documenting it or telling anyone, nobody may realize it, but it is quite obscurely borked. As is, that is why I think making it a more obvious path, like a rocky crop leading around to inside the base protected from the oblesk. Knee deep water could still keep the astetic feel. Wouldn't be as commando op style cool, but would be less obscure.