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RoundShades

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Everything posted by RoundShades

  1. As a new class, melee might be cool. Or as a dedicated secondary. As it is though, adding it to existing weapons changes fights significantly. A lot of balance in fact, depends on the sole use of weapons being poor at close range. If you add "CoD Knives" you buff longrange classes at the closest of ranges. Arguably, when rifle bashing turned to instakill knives in CoD, it was the poorest balance choice ever made. Then, as it developed, the mechanics just got poorer and poorer, it was so unreliable last I played in Black Ops 2, you couldn't stab prone enemies in standing but you made the animation, you could lunge into someones model without a kill, you could slice air and get a kill, and again, this is a huge buff to the weapons balanced specifically to have a poor rate of fire and clumsy close range hipfire accuracy. Basically, if you gained melee, you would also take away entirely the autorifle jump circle strafing combat we currently have, that even classic Renegade had. That would be taken and removed, and what we would have instead is people hugging corners trying to get someone to be melee-able. If it was a shortrange dedicated primary or secondary weapon, that you had to switch to, replaced pistol, and it wasn't some knife mechanic but a sword or swung weapon that had a significant range that isn't necesarily model-touching, it would be cool. Less CoD and more sword-from-metal-gear-solid.
  2. We don't know yet. And how would they be able to make it audible only for the player that placed it. If they can it's fine, but it others can hear it, too, then they'd just find the damn thing easily. It might be still too late to disarm it, but it's not a damn beacon to be beeping. Not even if it's only every 5 second. And if they're going to make the countdown beep only audible for the player who placed it, then wouldn't a timer be more sensible and comfortable on their HUD somewhere? No. This is time-tested via one of the most used mods in classic Renegade. I used this mod. Except it beeps every 5, seconds, then every 1 second at 10, then at the end I modded my own sound file to have the "race start" beep at the green light of racing games. No, that isn't what I meant. What I meant, is that this game is low-lethality. When you kill anyone or shoot anything, most everyone knows where you are and you are usually marked with the Q button by the team anyway. This will not significantly reveal your location any more than it was being revealed by just playing the game. Likewise, you don't even really HAVE to relocate neither. You can snipe the snipers. You can avoid a sniper line of sight and still snipe engineers behind tanks. This isn't battlefield. This is Renegade.
  3. NO! Why? Most campers in Renegade are obvious or not camping very long. Getting an angle won't change anything except for the so-bad-at-the-game that they deserve the help lol. Unlike planetside2, which has "revival" which overbenefits directionality, and points with very important angles of sitting that one might camp for twenty minutes straight. Why... To time it's detonation with remotes, and/or a beacon placed nearby. Just so you know how much time left on it. And, that beep, it's only audiable by the player that placed it, no?
  4. I am going to get a whiteout map then, or at least try to in a recording, and then spend the game as sbh in gdi base standing near "not forum veteran players", literally just stand right around them, see how close I can just walk alongside them and if they ever notice it. Ofc I will stand on the snow side.
  5. I slept on that when I read it, and I was wondering what encouraged your decision? Would red be TOO easily seen? If so, you could always reduce the range. If it weren't for ridiculous white maps, I would just say make the "visibility range" steeper, where 14 meters is completely invisible but 12 is completely visible and no range where it is a blur. Blurs are easy to see on field and just the effect on a teammate is near impossible to see on whiteout. I am curious what is coming to fix this, I just hope it is a solid change.
  6. You could simplify it with icons for "Snipers", icons for autorifles, icons for anti-armor, icons for occupied team vehicles and what they are. If it were a map, even icons of marked enemies and their class. Planetside2 has a class icon system, but they have 5 classes. The classes can be quite different depending on equipment, but as long as you know the general ordinance you have a summary.
  7. This might be neat at the score screen, just a class icon. Albeit, they will have to make class icons as I do not believe they exist outside of plain writing.
  8. Wait, a dev did say they would be red, and that was particularly an important change as white maps make them invisible even if they were flickering their tongue against your neck, and red stands out on every background of map as well as emphasizes "this is a Nod unit".
  9. Difference between vehicle armors. Timed c4 and that most classes have it so if an enemy infantry got near you then you vehicle likely has aids timed c4. I would also wait till beta4 for the video, as new players will be playing that and it is significantly different. You may be teaching emp nades and smoke nades alongside what mining is. Parachutes, don't forget infinite reuseable parachute. What stealth does and doesn't do. Does make invisible longrange, not shortrange, nor bypasses base defenses. What crates do. What structures are more necesary to usually target, the pp or base defense, the wf/hon... The armor system in general, and what weapons do what to infantry/light/heavy armors. The q button. The mine counter and how if it goes down means to check the base.
  10. Not sure I like that though, but I have no idea why that was necessary. At least dying tells you where you died from now, apparently, so I won't have that ridiculous frustration. Lol, that update showing your angle of death completely pissed the Planetside2 community off. I am glad we are not them. Also, the tracers were the only negative the Ramjet had to the 500. With no 1 hit kills, I don't see the necesity in the ramjet keeping that. It is a cosmetic choice either way at this point, not a necesary balance lever.
  11. It is a shame this will be patched by a team cooldown on airstrikes next patch (If I am not mistaken when I read that). But this was honestly a cool idea. Get volt rifles and you take the air down to 20% a lot of the time with just 4 guys. Adding 4% to that for each guys not only adds damage, but can theoretically keep repairmen from reaching the mct or the hoarde from filling your skull full of lead.
  12. Or making another class/giving it as purchaseable equipment for any class. 1st rule of remaking a nostalgic classic: Always keep the classic stuff, even if tweaked. The ramjet will work like a 50cal tank rifle now, and the 500 sniper will work like a bolt action, but they are legacy with a tweak, much like the mammy's buff and the arty's arc and the tiberium splash rifle being moved but not gotten rid of (the character was a duplicate anyway so they didn't get rid of it either and still added a Unique canon character and a Unreal beloved weapon). So, I have been like, so hyped about the approaching beta 4 release. I have been so curious to the much secretive beta 4 testing as to how it's going and how everything feels. I know a lot of what they are changing even before public release and it just makes it even more amazing. I am so friggin excited. Hopefully two weeks tops now. Cheers!
  13. My comment to your comment: I think cover being less finnicky is a possible solution. Honestly, it would go well WITH keeping smoke nades. However, smoke nades are still countered by the APC/MRLS camping the tunnel entrance. It is a "defense" strategy, and I think "guard patrol" should be a position in RenX. Patrolling a base was something not always needed in old Ren just as much as infantry only had select roles while in RenX infantry is just as fearsome as tanks in all the places tanks aren't at. Basically, I believe RenX benefits from having 2 fields of combat, infantry and tanks, instead of just tanks and infantry affect the tanks, which is what RenX mostly does and what old Ren did. Now, infiltration kills on structures, in competent games, happened 1 out of every 20 games. I would play 20 games of Renegade just hoping to achieve or witness it, someone c4ing the Nod PP in Under or something 1337. The only problem is, it wasn't practical and was finnicky. It only happened, cuz nobody guarded, cuz most attempts were failures where the obby shot you for some subtle mistake. You couldn't get reliably any farther than the rock beside of the PP. So, beside adding more and/or reliable cover from base defenses from within an enemy base, I think smoke should stay, because the hotwire replacing proxy c4 is possibly something else entirely that should be rebalanced. I think the timed c4 slot should be what any purchased item goes in and should always be 1 timed c4 or a grenade and that hotwires should lose proxy and double-c4 by spawn (perhaps reduce unit cost to 300 or 250). Their role as infiltrator basically gives them 2-3 most important roles in the game, seeing them used 80% of the time as anyone's choice of infantry, whether it's defend base, repair tank siege, or infiltrate. I think ALL that should be broken down. So, get this. This is my suggestion for that: -Hotwires and all classes get 1 primary, 1 secondary, and 1 equipment. Engineers and hotwires get a 4th slot that has 2 remotes that is unique to them, and even this is up to grabs for "making remotes equipment". -Only 1 secondary and only 1 choice of equipment, cannot carry any multiple equipment, must choose the 1 they want when they spawn. -Equipment can start for free as 1 Timed c4 or some frag nades. -Purchaseable equipment includes: (possibly 3 remote c4 for 300), 2 timed c4 for 400, proxy c4 for 250, AT mines for 400, Emp Nade for 500, Smoke Nade for 500, Airstrike for 800, and Superweapon Beacon for 1000. This way, it divides up the equipment independent of the class. More unused classes that are actually decent if only they were dangerous become used as possible infiltrators depending on the player's choice of flavor. No class has an inherent advantage. 2 man strategies become more powerful, but so does any single player's choice of their 1 equipment because of mines, smoke to infiltrate and shoot mct repairmen, airstrikes. 2 man strategies seem more "normal" for this game than mass strategies that are too difficult to setup but isn't as brain-dead to do as soloing like some generic military shooter. It also rebalances overused hotwire/tech and their overpoweredness with smoke.
  14. The way the Oblesk is designed, wouldn't changing the side the door is on compared to the tip work? Basically, the tip curves no? If it curved torwards the opposite side of the Obby that the door is on, the middle part would block at least all of 15 meters of blind spot in front of the door. Alas, the lack of blind spot will end up on the other side, meaning if you are under the side without the door, it can smite you if you "step back a whole 10 feet". EDIT: The structure already curves that way, had to rewatch. It just shoots through the structure. Is there no way to make the structure's mesh and model obstruct base defense vision? If it blocks it's entire view if you do it, is there no mesh and model you can place inside the tower arm floating in such a place to obstruct it's aim straight down that isn't part of the tower? That becomes kind of a hacked in fix, but a fix is a fix. Just stick a disk or barrel or something, below the oblesk, to block it's vision of it's own door. Nobody can see it anyway, it will be inside of the entire oblesk arm, concealed from player vision. I liked some of the things the video pointed out. However, I liked the skill cap of infiltration using terrain from Renegade, but I can't bring myself to fully expect everyone to be able to accomplish such a difficult game mechanic. The obby has killed me over half the time I held beacon in hand alongside the nod ref in Classic Renegade, a lot of time because lag would drag me back out into the open, but a lot of time just because I didn't perfect it. At least smoke is more "consistent". It doesn't function with frame-perfect timing and unreliable high risk to your valuable investment. It also is balanced by being visible to enemies, it screams "search here or ELSE". I once thought the answer was much more realistic infiltration entrances, like underground tunnels with a short sprint to a building doorway (lakeside never gets used but if you did it was reliable unlike rock-cover in Mesa-II. Now, I think more realistically useable cover for infiltration is an answer, but smoke is a much more consistent answer. Harvester walking, as said above, is even less consistent in this game, the AGT lets you do it a small fraction of the time which should maybe even be tweaked somehow, I wouldn't know how, perhaps scripting a blindspot where the AGT won't fire at enemy infantry so close to friendly vehicles or possibly just the harvester, or perhaps adjusting height of AGT and Harvy by how close the Harv path is to the AGT. I appreciate you taking notice of this Rypel btw.
  15. And, in A Path Beyond RA mod for Renegade, spies looked like enemy units until hover over (and disabled buildings while they stood within them). So this is kind of a mix. I sort of like either team getting enemy-character spies, as well as cloaked spies. Gives a variety, as well as makes cloak spies more rare and sought after.
  16. I still hope the ramjet is acceptable against air, I would like the ramjet to be as strong as 500s are in beta 3 vs air, and 500s to be reduced to half. The ramjet is iconic, they haven't removed a single Classic Ren thing yet so they shouldn't now. Making it into a standard shooter's 50 cal (slight more damage on infy but not 1 hit kill, and decent against vehicle armor), compared to the 500 sniper being the standard shooter's bolt action (strong on infy but half as strong on armor and not at all against platearmor). Another infiltrator class via the 2 timed c4 thing, why not make that a purchaseable to replace timed c4. It is kinda like adding another class, except as an addon to every existing class. Any class can purchase 2 timed c4 for 400. Makes sbh cost 800 so failure cost more. Makes any non-tech class able to count as 2 in infiltration. Really, probably most powerful for volt classes, as a single volt class infiltrating a ref could toast it by laying it on thick to the MCT all at once with 2 explosives and a clip of volt. Someone do the math, if the explosions happen with the gunfire how long does it take to kill a structure with a volt? I would guess 25-50 rounds of a volt is all it'd take after the explosions. Also good if infantry run into enemy tanks at close range, as 2 timed can melt heavy tanks. Besides that, this beta4 changelist includes some entirely new game mechanics, so we should see how the ramjet changed to tank-rounds sniper-rifle works, and how smoke grenades and emp mine disarm strategies work, and how light armor works. Really, it is good with all the infantry buffs to their ability to accomplish the goal of the game via enemy base destruction, that artillery and air are getting buffs to be more dangerous pressure against a base.
  17. That is actually a nice idea. Atleast, I think so. Meby that's an idea for a Tech building of some sort. Nah, I mean like the same building, but with different look What would be awesome, is the larger structures. Not EXACTLY from the ones in Field TS and such. But I did sort of like ones with elevators or multiple floors or multiple hallways. They shouldn't be that huge, either 2 story (basement or such), or 1 story but stretched to have an additional room of space.
  18. Bawssome. I'd hope if beta4 is the gold I expect, it would be an awesome time to synergize with youtubery. Pewdiepie is a bad idea as well as most 5m sub channels, they hardly play shooters and that is why they got there which is good because shooters are bluck to most people. It is tactical which is why I suspected Yogs might do it, and some high sub shooter channels include speedyw3 and captain sparklez which just did a vid with markiplier a few days ago. But 10 other channels with personal interest in the game can easily equal up to some effect of a large sub youtuber. I don't have many but in light of youtube search I make and will make them in case anyone lands there. I am appreciative that you will. Maybe as we do vids, we might find time to do cooperative vids and spark open interest even more. What's your channel btw Jello?
  19. Can nod not get an invisible spy from a crate? Basically, a SBH from a crate, called a spy on the global announcement, that is a SBH that GDI base defenses don't shoot at? If not, they should either be able to get a SBH from a spy crate, both gdi and nod should get sbh from spy crate as well as other characters.... ...or GDI should be able to get them and Nod can see them across the map (as they can see their own sbh across map), rendering it a convincing teammate but NOT invisible. Either way makes sense.
  20. It shows Renegade X when you launch it from the launcher or something IIRC. Idk. Either way, steam would help. I have high hopes for Beta 4 being the patch that won't drive away crowds as well.
  21. TotalBiscuit already did it. Honestly, Any 1m sub youtuber would work. Maybe Mark, Jack, Toby, Pewdie, Yami, ect... Idk, there are a few slightly less but still significant ones that specialize in actual shooters. What about Speedyw3 or CaptainSparklez or a group like TFS or YOGs?
  22. Lol, you are a dev, and you are making an independent map that will not be included in the default game on your own? I mean, I guess I can see why, you want to start off where everyone else will start off and record so everyone else has a step by step on how to do it. And that much is applaudable, because you are right that it will be the most important thing to keep the game going. It kept original Ren through hard times.
  23. For RenX, official ones are downloaded with the game and are made by Totem Arts development team. Unofficial ones will be made by fans, us. But, I think Kenz in his post, meant it that he was making a new map, not a port for an old Classic Renegade map. So he will be making an XMountain or Lakeside, not Volcano or Canyon...
  24. While it is undeniably too loud, you can just remove/rename the movie files. It is like "street fighter 4" too loud though. I mean, it is loud, but games do that, and badass ones are kinda cool. This is a badass intro and junk. It is longish, but shortish. If it were any less, I'd rid it. I don't though. I did once upon a time, when beta2 crashed a lot. Beta 3 came, and I watch it, since its only 1 or 2 times a day I watch it. Besides, Kenz said there should be some mention of totem arts when/if you stream, and that intro is pretty convinent for that (I record, so I can modify sound/volume for the end product)
  25. a single level with half the assets.
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