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RoundShades

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Everything posted by RoundShades

  1. Ryptel isn't an official lead developer? He sounds like a lot of his arse goes into this game. Eh, collecting signatures early probably won't hurt since I know EA is in fact very slow in reading these on their own. It would most likely have to be sent to them for them to see it. Nonetheless, Rypel is most definitely right. As history serves, pull out a pen and pencil, Battlefield 1942 was developed alongside the sequel for C&C Renegade. Westwood released assets for a destrubtable refinery (?) to show off their progress. Nonetheless, EA wanted to narrow their fanbase support down to 1 game uncompeted, so supposedly to keep one game from competing with the other and dividing fanbase, they scrapped Renegade in favor of BF1942. So, as that very much shows, it is a GREAT IDEA to let BF Hardline to come and go a good distance, before passing this by them. If someone in EA gets the same idea again, they might actually pursue a cease and desist on a steam greenlight for this game distinctly to keep this little bugger from pulling any players away from their precious BF Hardline and/or upcoming DLC. If they don't have BF Hardline on their mind when RenX is asked of them to steam-greenlight, then there is likely no reason they would give a damn either way, and may in fact allow it to greenlight. Just letting everyone know the specific reason for this mindset: NOBODY wants REN-X to get a CEASE-DESIST. That would be LOSE-LOSE. P.S.- Signed, and posted to facebook. I have like 9 youtube subscribers and 40 facebook friends, a whole 2 of them actually play video games at all. I won't make this viral, but a few hundred buffer signatures won't hurt to start with. P.S.S.- Terrible picture for the display pic of that petition. A snowy rooftop, a generic looking handgun, a blur that can't really be made out to a newbie's eye as an orca in front of a refinery? P.S.S.S.- I know you won't want to hear this, but might want to also just toss in the suggestion of adding to Origin, as to not sound demanding to certain conditions, as if it was Origin-Only, at least EA would be using it as leverage to attract people to sign up to a service they provide via a free-to-play exclusive. That isn't the worst thing that could happen to RenX.
  2. Credit Pyling is a problem. Making the ref more important can come from either making more money sinks (secondary weapons, like a 400 carbine and a 350 weak repairgun secondary wep), and/or lowering income by maybe making income ticks come every second and a half or make refineries grant 1.5 credit (3 every 2) and when dead just .5 (1 every 2). Obv the silo would add a .5. SOURCE PROVING CREDIT PROBLEM: Noting Yosh's detailed guide, Nod has an advantage early in getting vehicles on the field because theirs is cheaper and counters gdi until gdi can afford to field meds. Well, that would be a full-game advantage if credits were more sparse and you couldn't buy a vehicle every other minute, so Nod getting vehicle kills would start to win a war of attrition by wasting those creds and vehicles and leaving a little long of a gap before they could be funded to replace. The airdrop thing, would fix with scaled cost as a 3k tank is a lot of cash to pony up for a tank if credits were more serious a short supply, but can also be better helped with less cooldown for lower tier vehicle or a wider price gap like 4-5k for a mammy and 2.7k for a stank. Some maps are way too climbable. The edges having really high vantage points on several maps now, does not play fun. Some rocks on Under should be less climbable, the handguard for the stairs should be easier or impossible to climb but not "trick-climb". Field needs more vunerability for attack on the ledge. I still like things this patch. It shows promise. The hadouken they added to volt rifles and everything.
  3. In the original crates gave you either 100c, 200c, or a refill. Everything else was from serverside mods that didn't get "popular" until like 5+ years after release, so basically when the game was dead. The only servers that got away with running that crap beforehand were servers that snagged a top a00 name like Jelly True. Still, life felt better back in 2004. And I do remember a lot of top server bots running creative crates. Apparently, it is the most remembered variant. Then again, I also remember the max player capacity being 32 in Renegade. So much better IMO as well, compared to 8+ years later having 64-128 player servers...
  4. A lot of legacy renegade servers do it, because more often you are that than something else. What do you think. Would that save more clicking more often than not? Or is it just "good feeling" to spawn as the standard autorifle soldier?
  5. Free inf is what you play the majority of the game with. Being 1 hit with ramjet (acceptable for clunky pic/rail), and doing 1/10th the health of a 1k unit before dying, isn't really thrilling gameplay. Now, no free infantry should really ever kill a 1k infantry, and some 250 infantry force you to pay consistantly and get really consistent results even compared to 1k infantry. 250 infantry definitely pose a real threat to 1k infantry, and to free infantry, but the fact that free infantry is "effective" is fairly good. You still get your money worth sniping everything with a ramjet or 500, or using a volt or pic/rail, or using a chem or flak. You almost can't get by without having the tier 2 engineers (hotwire/tech). They definitely have an edge, they just about can't lose 1v1 against free infantry both full health. But they can't take on 2 at point blank ambush, and it would suck if they could considering how often the game gives you 1k credits. The only other way to really get good gameplay, is to make the frontpage purchase units the 150-300 units, nerf the free units, spawn as the free class engineer, and make the other free units hidden in the "character tab". Because at least people would get the hint that they need to use more firepower on average than a "free" unit.
  6. Couldn't people modify and host private games already with the sdk release, albeit likely off the public list? Really, if any 64 players are dedicated to such a gentlemans club server, that is fine. I too agree with Rypel though, that no new player should see a server list and see a 64 player server and get tricked into thinking "hey, clicking this is a good idea". Because it isn't. It takes very high dedication to the game to play on "spawn wave" scale like that. 64 players in 99% of average "pub" gameplay situations would only piss off "pubs"... I miss really old original renegade, playing 24 man games. 12 a team completes the balance power between teams against let's say meds-hotwire vs arty-tech, with elbow room for goofing off and wandering about in a combat environment. I actually played much less renegade when it became capable of 128 man servers much later, besides glacier and custom maps it didn't often seem confortable with 128 players at once, even when you get the understanding that you NEED to spawn-wave aka wait for 8 guys and move out as a group ala red alert 1 infantry (I actually liked playing like that more in APB where classes really shine at doing that).
  7. People avoided them like the plague in B3. A shame really. As far as Original Renegade anyway. So many crates wasted your sorry ass in so many creative ways. Will always miss that. I also feel that crates shouldn't be literally nothing but positive like they are now. They used to be high risk high reward, they would kill you 5 times in a row so you never risked a 1k class, but they could also give you a mammoth tank every 20 crates or so, so if your base was destroyed there was nothing that crate could do to you that LIFE hadn't already up to that point. Then, in b3, they lost all death effects. The only thing they could give a free class, is something better. They could give an expensive class a weaker class, but that isn't even as servere as a death at times. The fact the death crates were removed, increased odds for spies which were buffed with automated defences invisibility, and for vehicle drops. Now, they even added algorithms, to prevent expensive classes from getting weaker classes from crates, so crates literally cannot do anything but benefit, unless you grab it and get a free class spy crate mid-combat with another infantry unit. They even prevented full ammo and health from getting refill crates, which isn't negative either but wasn't positive enough apparently lol... Meh, at least they are highly contested now. But, being nothing but positive now, I think they should require standing inside them for a 5 second time to collect so fighting over them is literally winning the gunfight to collect them, and they should have the original beta1 odds of vehicle/spy drop. With how Under plays, this is very necesary. Under should not be as climbable as a sherpa in the alps fo' sho'...
  8. You are not a street fighter character. You can't be, else you'd know the light punch hadouken was always the best. That was because it was 2d so you couldn't side step, but still. Speaking of which, it makes him more dangerous in tunnels because they have choke points and a fireball denies the passageway if spammed down it. I just like how badass this idea is, kudos to the gent who thought of it.
  9. For the sake of the assets from old Renegade, if any modders are interested in legacy assets from the modding community, here is one of the only sites I know with at least a lot of them. I know at this state you kinda have to probe the internet for old maps and even then a lot of things I remember is lost without downloads anylonger (or a broken link at planetcnc, RIP). http://www.renegadeskins.net/
  10. I am pumped. When it comes out, I plan to make a little "balance game forum thread" known as "keep/change", where everyone weekly can submit a post suggesting 1 thing to keep that is perfect and 1 thing to change be it op/up, and each thing they suggest can be done once every 3 weeks, and I will edit the main post to keep count of submissions on different things.
  11. They did get sort of a yes. I wish they would try their luck and either submit it to origin or steam and use that quote in their greenlight submission page just in case EA crosses path with it they can read the form of confirmation they have. They can still argue it sure, but at least they will be inclined to "allow it unless they have personal issue", rather than "deny it unless they actually want it". And this could easily greenlight. If it even tried, I have faith in Polygon and other following online gaming press to article it and get us where we need to go. We should at least release beta4 if we were ever to try that though. I hear beta4 in fact cures cancer, but we need to make sure of that. If it in fact plays so well that it cures cancer, then yeah, steam will keep it floating in excess population.
  12. Pretend it's a Particle Beam, then recoil is valid (to be honest, it'd need to be to inflict that kind of damage, even though C&C always called it laser). Personally i preferred the steady full auto laser rifle over the burst fire. Oh yeah, the muzzle flash is a bit too big and bright. The burst laser is quite lethal compared to old one though, and that tempts people to shoot more often, which gives nod a team instead of a list of spectators waiting for gdi to get out of vehicles mid field which, let's be honest, isn't going to happen because they know better.
  13. We are the advertizing, that is true. I always mention updates on facebook, my other community forum's off topic section, I do gameplay recordings on my youtube, and I discuss with friends. I don't usually use steam, I sort of wish there was a steam forums or a placeholder section to link people here and showcase this game as free and delicious.
  14. For a realism that the player expects, not a realism that is realistic. Also, because it looks cool and is better balanced. Imagine any gun that powerful without recoil? It worked just fine back in the original game with no recoil. That arguement is to remove recoil from the entire game. You can't remove it from 1 gun on that arguement, and not all of them, because no guns had recoil. They all had spread, often very minor, and in the chainguns case it was about the same as the autorifle. This game has recoil now. So might as well apply it to most things.
  15. RoundShades

    Steam?

    Pandemic and Westwood goes without saying in these forums...
  16. RoundShades

    Steam?

    With steam and a reliable build, I would bet the constant freebie influx would at least keep a cyclical come-and-leave crowd coming enough to keep multiple servers populated. Then some may stay on a regular, building a "regular" base stronger as well.
  17. Dit it look something like this? never seen it, always hoped to. It is a default character from Unreal, that the AI for some unknown reason chooses to play as even though it is an unused character.
  18. Most unreal games in my experience, are just moderated using recorddemo. Aimhacks are real obvious because they snap to target, so a record will be really obvious, instead of a smooth snap it will snap or track really unrealistically or spaztastically.
  19. For a realism that the player expects, not a realism that is realistic. Also, because it looks cool and is better balanced. Imagine any gun that powerful without recoil?
  20. Then...have a timeout on the refill...e.g.: make it available for use every 5 or 10 seconds or something, so it cannot be abused. That should've been done a while ago, anyway. Of, course...I've benefited from running back to a terminal for a refill then stepping out to shoot at helis and tanks, then jumping back in for another, popping back...etc., but it felt stupid. It shouldn't be abused like that. It exists now, and bases still die, so it's abuse isn't godmode. It is just a defender advantage, one of the few "anti-snowball" mechanics, or mechanics that benefit the defending or losing team. In comparison, Monday Night Combat has a spawnroom, literally a room with 3 seperate doors and shields that allow teammates through but not enemies and the room itself refills health upon stepping into it. You can stand from the door and fire at enemies all day, except for the fact that there are no good lines of sight from the door to the field or even the base, and that enemies can still blow you away the second you step out to fire.
  21. I simply think the gain from porting it, is less than people actually think it is, as far as functionality and benefits, compared to leaving it right now, and considering it would in fact be more than a little difficult to port. Being as difficult to port as it will be, to get the very few benefits, really is too much for such a small team to do in their free time. Remember, it took years to make it a functional unreal mod, then years to make it a standalone udk game, at this point, trust me, you don't actually want what you think you want, you don't really want them to spend 2 more years just to make the game playable again on Unreal4, compared to them focusing on the current very functional game we all enjoy playing AKA RenX via UDK. There will be plenty to enjoy from UDK for the next 4 years as far as functionality and support. There is no way UDK will be "difficult to use, work with, or develop with" compared to UE4 over the next 4 years. People will still be making models, assets, maps, and code for UDK even over the next 4 years. It isn't like UDK will vanish overnight in a month.
  22. They can humor your pokes, or do their work. They can't do both, and they can't do more of their work being a non-profit project than they already are. Honestly, Youtubers are more set in their workload than these devs are because of the profit difference. These updates take a few months, and delays sometimes, but they do amazing loads of work for what it is. When this does hit beta4, it will be well enough with the open mapping and the gameplay variety, that the game will be terrific for another few months. Just gotta do the most, with the limited dev time they have amidst their regular lives. We should be congratulating them on their work so far, it must take a lot of manhours they freely give to the project, just to get a closed beta of beta 4 operational.
  23. Back on Topic, but is there anyway we can get a sitrep on Beta 4? No, I am not pestering for time, just for any information so far. Is there any further additions to list alongside the old beta4 changelist, or any changes from the original beta4 changelist, any new ideas being added or changes based on feedback from testing or balance or anything? If so, a post in the Beta 4 Changelist sticky-pin, updating what is new, would be appreciated while we wait for release.
  24. "extras quantifigon" (...con?), or "extras fqqrm"
  25. Is possible in udk, such as Dungeon Defender and some sandbox game and certain mods and stuff. Didn't really old RenX Unreal3 mod try construction and simply opt out? Really now? I thought the game using UE3 full-license. I have no idea. But I just feel like it'll be easier in UE4 I could be wrong, and both those games technically do. But. Actually. No. I know for a fact some games for UDK have build lock points. Technically, they are interactable objects that can change, but it is close enough to building, and they also destroy. Either way, I am pretty sure they intentionally opted out of it because of game design, like doing without the spawn locations there or the purchase terminals, and that messing with the gameplay. However, the scrapped assets for C&C Renegade 2 by the official Westwood Studios team before they got cancelled so EA could funnel all playerbase into Battlefield 1942 like the asshats they are when they aren't even similar games in the sense chinese checkers isn't chess, DO include destructable buildings like a ref that falls apart on destruction. So, that is one thing that supports the destructable building idea, is that it was an official canonical idea from the actual developers to add to C&C Ren2.
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