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RoundShades

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Everything posted by RoundShades

  1. I too do this and feel it is a fair strategy. Placing mines where they might check one and see it's friendly so assume they all are. Pro Strat there. I also think that enemy should have thought "wait, the mines didn't explode when he passed over them... something ain't right here..." However, mines and particularly AT mines are too invisible in general. Almost wish they all had a spot of yellow or red on them (no, not team based, just visibility)
  2. Right now, given they have aoe, their projectiles are hitscan as far as unavoidable even from across the mesa cave. This is actually badass, but given they have that sort of straight-fire range across the entire mesa cave, id give the projectile more gravity so it is fast but arcs more serverely. At least people would have to aim up a bit? I think their rate of fire feeling high is a result of how easy it is to smack someone at long range with one now.
  3. I have been informed this was listed as fixed in 4.02, as buying a nuke and then afterwards character would then remove the nuke... HOWEVER, NOTE: THIS IS ACTUALLY ALLEGEDLY STILL BUGGED IN 4.02! IF YOU BUY A NUKE AND THEN A CHARACTER IT REMOVES THE NUKE. Just so it gets the attention of the devs to check back into and try a fix again. Please and thank you guys. Temp Fix: Buy everything including character a refill BEFORE buying a beacon. Then buy nothing else afterwards. You can try a refill, it should not remove the beacon but nothing SHOULD remove it so doing anything is at your own risk. It is safest just to not make purchases once you grab yourself a beacon and if purchasing multiple things always get everything else first and grab the beacon very last.
  4. I had a Brazillian foreign exchange student. He learned 4 languages and said that was semi-common. Portuguese, Spanish, English, and German. 3 of those are distinctly different. He said Spanish was interchangeable for French and German was interchangeable with Cantonese in his curriculum... Now, the game CAN translate on the viewers end to whatever they want it to say. And arguements like player communication would be down, well you got lemmings already. They could learn a few words sure. They could even be kicked if they do overmine or whatever, that is a rule and regardless of their circumstance the server operator can handle that however they want (if it were a smart server owner, they would open their other monitor and pull up a translator in like less than a minute). However, Localization can be a comfort, that they can enjoy, so not every single interactive word is a chore. Outside of a fan project, dub is really unlikely, albeit not that big an issue anyway given the shortage of speech in this game besides warnings. The text warnings being issued in another langauge, entirely possible with UE3 both simply by fans themselves as well as by the devs if submitted to them. If someone wanted a dub, I think I can do Havoc's voice
  5. I typically try not to archive whole streams. I just feel like I would be abusing Twitch's system by doing that (Im sure others do this anyway). I dunno. If I find a worthy highlight I will save that. Highlight it in multiple segments, name then x.1, x.2, x.3, like I do. You can then cut out load time or idle time or whatever. Alternatively, dump your twitch video onto your computer via flash-download which you can do from browser addons. Edit a bit of it and condense it to just active gameplay (cut out PT visits), and upload it to a youtube. While you are at it, record your facecam and make loud commentary in a colorful dialect or variety of voices, and be some million subscriber hit. I am just asking because that would be REALLY healthy for the game's popularity lol. But seriously, the first suggestion as well as the second are serious.
  6. Was fun! What do you think of Beta4 gameplay? Looks like you get as much a kick out of it as Kenz!
  7. I like the arena-esque feel of the cave.
  8. renegade-x.gamepedia.com/ This looks Beta2. Someone should totally submit something at least vaguely hinting that the current version is Beta4
  9. Aye. But Gunner got buffed a bit. Also, Chem definitely got stronger and McFarland definitely got weaker. Both are good ish, closer to each other, and both are bad against buildings no? If Nod needs building killer, BOTH have the rocket soldier. And for Gunner, I can agree with you entirely, especially on the 10% building damage per clip. Still though, they don't HAVE to be building killer just like Patch doesn't do the same thing. They were in classic ren. But, unlike other changes, I feel about 80% strongly torwards Gunner being more like classic. Patch being changed to LCG variant/equivalent just makes me feel stronger, as Gunner needs that to be LESS like current Patch. If Patch just has longrange pelting ability, Gunner just needs clunky slow traveling devastating hits. Otherwise, he is just Patch with a different rof/damage/clip ratio. A less consistent one. A worse one. Like, if you chose him, you are doing close range tunnel brawling and can lead missiles to headshots, or you accidentally misclicked trying to select Patch.
  10. RenX currently uses mostly legacy classic renegade prices for units and vehicles. However, most old servers at least believed the old SBH was worth more than 400. This isn't about that per-say. I always thought the credits in this game were over-abundant. Free infantry is really good, so unlike legacy renegade, I don't think even the cheap infantry is necesary for every spawn. That being said... ...should we reconsider the prices for everything? Again, not for balance, as cost balance opens up a whole new can of worms and it is easier to balance class to cost than it is to every unit against each other in both areas. But for credit-abundance, as in picking a general ratio or multiplier, and evenly increasing all current costs For instance, as far as credit abundance, 1k units eat cost up and aren't 5x more effective than 200 credit units. 200 credit units are some of the most cost effective little guys. I can see the officer and rocketeer staying 175 and 250 for instance. However, McFarland and Chem, should they be 350? Should hotwire/tech be 400? Should gunner, patch, sbh, and chaingunner be 550? 500 snipers now 650? Then, that leaves a gap of around 2x the cost between bottom and top tier infantry. I would still argue, being able to buy 2 very strong LCG/Patch would still be viable, and being able to buy with the passive credit income even with a dead ref is also still viable. For vehicles, this could mean making buggies as cheap as they are still, but making the apc 600, mrls/arty 525, light tank 700, med tank 900, stank and flamers 1000, vtol/apache 1100, mammy 1600. Maybe make structure/pp loss multiply by 40% and 80% instead, as costs are higher anyway so "multiples" multiply higher. Reducing the percent, just keeps the increase current, so a mammy isn't 3200 but merely 3000. Idk, that is just a thought. This might extend the early game, which shooouuulldd be ok but I could be wrong, I mean a harvester dump is a lot of credits so it may exaggerate the effect of losing a harvester, but if things really didn't get rolling until 2 harvester dumps then it instead makes it softer as losing 1 harvester is recoverable (although losing both is devastating you still have fairly strong free infantry which works as well as good credit management through not dying all the time and donating). The games are already 30 minute rounds in AOW, so a longer early game means the game isn't filled with 1k units 4 minutes in and is constantly played as such for 25 whole minutes. Thoughts?
  11. I don't agree with how ineffective he is. HOWEVER, while not agreeing with you, I noticed a trend. The autorifle is worse than a lot of other classes, and a lot of other classes have access to at least hitscan weaponry, be them situational. Even the pistol, EVEN THE MACHINEPISTOL, even the carbine. That actually raises a good idea. Should we go ahead and give the autorifle the treatment the marksman rifle got, and give it at least near-hitscan speed? I say near-hitscan because there is a VERY FINE projectile speed that is practically hitscan on even a moving infantry at mid-range (flamethrower max range), but fairly dodgeable at max range (that thing has range from walls to midfield on walls) That might be bawsome.
  12. Gunner specifically, patch has the laser chaingun esque viability against all makes and models of hostiles... ...So gunner, like in old ren, could use a decrease of viability against infantry (he already has a small bit) for an increase in viability against structure and armor. I would even settle for it just being against structure, although a PROJECTILE SPEED DECREASE would give infantry the biggest chance against it at non-point-blank (just carry a trusty sidearm) and vehicles a fair chance against it if not clustered and/or siege-mode. That would give gunner the ability to be killed easily, as well as huge potential as a cost effective tank siege defense, and his classic glory days building-melter. How much would his damage have to be buffed to achieve volt-rifle tier building damage, 20%? So I present that idea, only because I LOVE patch having his field-antiarmor and anti-infantry role, and gunner having his old blob-antiarmor and anti-structure role. Rypel said this new patcher presents the opportunity to test out balance. This means I can hope
  13. Idk, different tiers have weapons intended for this sort of thing but aren't as practical or powerful across other applications. Grenadier has short range cap and can only situationally address other enemies. Laser chaingun is almost OP in other situations. Volt Rifle now has a secondary, have you measured it in this case? PIC/Rail has higher damage per shot so if you have more people you can kill it rather fast in the time between 2-3 shots. Rocket Soldiers are just cheap PIC without hitscan and ammo and AOE (like Xenoverse Death Ball versus Special Beam Cannon). Chem trooper is a really powerful cheap class, most of Nod's tools shine in the cheap area, which is why they have the most comeback potential when lacking credits or vehicles, it is a huge asset on Volcano. I miss gunner having more building killing potential as from old Renegade, maybe make his clip fire faster and shots have more damage, but the shots travel slower limiting even medium range tunnel use to trying to land a lucky missile on a ground?
  14. How many headshots from an original SBH killed a havoc, how many headshots from a soldier killed a havoc, and the difference in the rate of fire was huge, you just landed more headshots because it was slower and easier to twitch.
  15. SBH are special. Their weapon is only slightly stronger than the Soldier, and they NEVER attacked you first. You always dropped their health 10% before they even said "i'm compromised, GO LOUD!" so even when I played when the bar was down and we were creeping down Nod tunnels in Under, I was still able to kill most SBH with a soldier. Then again, as SBH most killed me as well. Headshots land lucky, you can down a havoc, but I was mostly trying and occasionally succeeding at slipping by in plain sight as they were focusing on fighting. Harder to do without sprint.
  16. Some people still insist that teams let their base die down to the ref, then camp that where it can't die because the mct is mined and repaired, and then you can't be point-whored and the enemy can still spam vehicles. However, that was possible even before, especially on old Mesa with the barracks, plenty of times that barracks couldn't die and all around it was a minefield and Nod couldn't pointwhore as well as GDI with 1k units and gunners. The trick, may be to reduce income across the board, like making credit ticks twice as long and 3 instead of 2, and then making dead-ref 1 instead of 3, and silos 1... Then, credits in general would be 25% more scarce. More things to buy like secondary weapons, would also be cool, but that is whatevs.
  17. I think my overall feelings torwards it, is that you should get huge nerf or an occasional forgivance, but once a building is destroyed it should almost but not entirely remove that from the game. Basially, it MAY be to lax now: - As for the refinery I think credits are too abundant and making it 2 second ticks and 3 credits for alive versus 1 if destroyed should help (75% original, and 25% original incomes). - PP already disables base defense and is usually fairly open, it should reduce the damage of the base defences or lower the fire rate instead, among it's other debuffs. Or just do the base defence and not the other stuff. I prefer it doing a little of everything, reduced base defence damage, increase purchase costs 50%, decrease credits to 2 every 2 seconds. - the unit and vehicle factories, credits already buy them ingame so needing them is alright, just put a cooldown on that along with a 3x price. The infantry should have airdrops too. - the base defence could be given lower damage when destroyed, and when both it and PP are destroyed it can stop completely.
  18. It's so much more fun when you hear a homer "DOH!" or a Peter Griffin "ehehehehehe..." every time you kill someone... Especially en masse. When a beacon kills a group, and you get the 5 peter griffin laughs or quagmeyer giggidies all at once...
  19. Then make them like achievements, for getting kills with a ramjet after doing a 360 or stealing a vehicle as a sbh. Or, y'know, encourage "skilled gameplay" with vet system, like killing engineers repairing the armor, or the such. Maybe even travelling 2/3 the distance of the map with 2+ allied infantry as infantry, should grant 1 point. I mean, that is why old servers used repairing buildings and tanks as vet system. Because rewarding doing that is rewarding the real hero, the forgotten hero in all the gunfights, is the guys doing basic maintinence. PS: In my system, there is a safeguard for just tagging with 1 bullet or using an unrealistic weapon to do it like assault rifle on mammy, with the 4% thing. Really, it should be like 1 pic/rail shot on a tank, or for infantry like 30hp of damage.
  20. It is worthwhile to encourage teamwork by making assist reward open ended. Mobas do that, and it invaluably improves lemming-logic in the game. It is good to encourage everyone to shoot a little everything, as well as for everyone to just lay into the thing at lowest health about to die. If the entire team is rewarded, so be it. Increase the entry level into veterancy if necesary. If the entire team performs well on targetting, they should all be rewarded. If anything else, then instead, they should just reward the one guy that did the most damage to a dying target in it's lifetime (within the last 20 seconds of it's life perhaps). And not worry about the assist at all. Because it ends in the situation that people either try to get an assist and then stop trying after that, or where they don't go for the assist in a gangbang at all in light of horrible odds of getting it.
  21. I said that. And you specifically mention early game. Early game, it is low lethality versus low lethality, where you have the 10+ seconds to kill the enemy. Once purchased classes come into play, its 10 second lethality versus 5 second lethality. Thus, me saying that basic infantry compared to cost infantry in original, was a huge gap. And that 5 riflemen taken on individually barely if not at all killed a 400+ character. In RenX, free infantry can now kill enemies in 2 encounters reasonably.
  22. I like the idea, of a vet system, that: - rewards player actions rather than "winning, charlie sheen", via repairs to structures being 1 point for whatever amount it was in old ren servers, repairing actual teammates being 2, "q" calling out 15 targets being 1, disarming 15 mines or 1 beacon being 1, killing enemies being 1, killing enemies that have been repairing teammates or mcts being 2, kills around a teammate's beacon being 2, and killing an enemy with a high killstreak being 3.This would also add value to the airstrike, as stripping a blockade of it's repairmen with an airstrike could net a healthy amount of vet system. - everyone that contributed 4% the death should be rewarded despite when it happened, to encourage "tagging" which is a good practice to encourage, even if it is a few bullets. 4% is to prevent tagging a tank with an assault rifle which is retarded. This should be tracked from the last time the target was at full health, meaning a full repair of something would no longer give anything that attacked it previously the reward. - veterancy rewards a universal 10% discount when spending any credits, decreases the cooldown of vehicle/infantry airdrops, perhaps increases the rewards of crates, perhaps gives a minor health regen, perhaps negates some of the powerplant loss debuff with things costing 20% less, possibly even some unique secondary weapon access like strong repairgun for 600 or some crazy stuff. Problem with veterancy, is it would in fact likely be the hardest thing Totem Arts has attempted to develop for RenX since getting the darn thing running lol.
  23. Now I know why I dislike this change, I guess. I can't stand dota games and I'm not a fan of instant gratification without any risk. I also can't remember playing on any server that just had the standard crate settings, tbh. But crates aren't a game breaking thing, however you're going to config them. So crates are going in the direction of adding "jungling" to RenX? Honestly not that bad a thing. Especially adding importance to infantry presence in tunnels. As well as more divided up paths. However, some random rocks you can climb should probably be removed and some side paths probably be either less covered or more seperated to prevent them from being free full view field sniper spots.
  24. Yet he is still very threatening in combat still, compared to old renegade. He was in old, if someone took you by suprise with chain headshots out of the blue. But now, with shooter logic, an autorifle guy can easily reliably every conflict he is in strip any enemy of half their health, scoring a kill in numbers of 2-3. They are also flexible, compared to shotguns losing out long range and marksman losing out med to short range, and engi not having an unlimited supply of c4, and grenadiers/flamers doing poorly in mass against non-cluster non-chokepoint situations. I would miss him if he went, but I would also think it cool to spawn as last free class.
  25. Balanced? No. Cool? Yes. If you gave it to the light and med tank, it would even sort of be balanced, since both teams would have it and Nod would arguably benefit more from it.
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