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RoundShades

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  1. RoundShades

    Okami

    How many do you have so far?
  2. 32 bit systems are limited to 3.5gb RAM. But yeah, he needs a windows upgrade to 64bit to properly play this game Which is free, but requires reinstalling everything on your computer. Nonetheless, it is practically useless with less than 4gb of memory on computer, and with 6gb I could practically gurantee it would run it but possibly clunky,
  3. Too little ram, but besides that, I am not convinced this game can run on a 32 bit operating system. If it could, 32bit is locked at 2gb ram per program no? So it still couldn't actually run the game due to not enough ram.
  4. That intro logo work? Because I always love that intro logo...
  5. I hope it is ok because Kenz, I, and some others already do it. I would feel real bad otherwise. Hope you really do bait some new players, especially when Beta 4 comes out with all it's fancy improvements.
  6. Honestly, why make C&C Renegade, when C&C Renegade already exists. What benefit would one get from reinventing the exact same object over again? They are taking C&C Renegade, making the same game and same mode and weapons and setting and character and such, and making gameplay that is slightly different. All they are basically doing, is slight rebalances which are actually asked for by the community, and mechanic additions like the ones you hate, that ALLOW soloing but don't straight up encourage it. It becomes an option, as well as using infantry at all, but it doesn't become the only option. The goal, is to allow options for a single player, a 2 man team, or a mass, to do, and make none of it overpowered for an equal manpower to deal with. It isn't "hardcore skillplayz mlg 360 noscope claymore cancel", but at least it lends variety to the game. Honestly, idc what anyone claims, any dev and anyone ever, knows the real key to a good game, is functionality followed by variety. If bugs make it difficult beyond a reasonable threshold, then it becomes unplayable and loses majority playerbase. If it gets stale fast, then people leave when they are done with it. This is different from C&C Renegade, because those sticking with it enjoyed it enough to stick with it despite staleness and issues. It was a good enough game to stick with, despite all the classes and vehicles amounted to usually 1 of 6 being a "real" choice and anything else was team-hampering. It was a unique and fun game. It wasn't too stale with modding even. Renegade X is getting some maps. Some aren't the best, but the devs are willing to keep implementing ideas to the maps until they get something functional. Renegade X is also getting the best shot they can do at 10 functioning choices of infantry and 7+ functioning choices of vehicle, as well as 4 or 5 varieties of game mechanics to exploit to achieve the goal of enemy base destruction. Infantry become functional and threatening to structures without explicit use of vehicles. Vehicles still retain their old overpowering function. Many tools like smoke and emp and airstrikes add possible openings to mines/defences/repairs. If you need to try to bypass one of those, you can use a tool to try and slip in a tactical strike. Push back tanks by hitting their repairmen. Stop a stank rush with a quick reaction emp nade. Disarm mine cluster without a long time and a hotwire or damage soaking with emp nades. Get into an enemy base with smoke nades so base defences are powerful but not "perfect". All it does is teach new gameplay, watching for these openings to be exploited. Guard patrol has to cover gaps in base defences, if smoke is seen a guard can see it and fire into it and suppress anyone trying to use it to infiltrate. In Renegade, you did 1 of 3 things upon really starting the premise of the game. You grabbed a vehicle and assaulted a base, building up teammates to overpower a structure, the entertainment really coming from the fact it took so long and so much prodding to finally overcome repairs 20-30 minutes later. Or, you grabbed an anti-vehicle or sniper, and attacked vehicles or tunnels in order to attack vehicles or infantry from tunnels and/or attack vehicles and infantry near their own base, which helped the tank war by thinning repairs and assisting armor damage. Or, you infiltrated with hotwire or tech or sbh or simply a sniper with beacon, and you used an apc or the tunnels and could only reach the edge of a structure in 1 spot if you were lucky and had to deal with the mines. Those are your options, done with 1 of 6 classes or 1 of 4 vehicles. In Renegade X, it is rather nice to run into more kinds of vehicles, since mammies aren't a wrong answer, and to run into infantry of all sorts in tunnels and field that are as threatening as vehicles are, and to run into things besides snipers and pic/rail and sbh and tech/hotwires. It is nice that despite snipers there is a free class sniper, that there is more to do with tunnel entrances besides a small edge to reach where the base defense nearly kills you but not quite, that a tank pile at the entrance of the base isn't the undefeatable king of strategies at the center of the game, and that games are won and lost in more ways than before. The interesting thing is, this is also a class based game. And if you limit equipment like emps and smoke to 1 of a single one per single person, then most combinations of equipment become 2-3 man jobs. Which still encourages teamwork, within the casual and normal realm you get within a game, and that is solo, two people, and 3 people. And that tank pyle still exists and still sieges bases, so the 16 man teamwork field play still exists too. It caters to all, not just that 16 man slugfest.
  7. You are right. The "Keep 'em Coming" sound needs to come back to PT purchases. Just activate it with the "confirm" button. Cancel does not activate it. Enter activates Confirm which Activates it. Escape activates Cancel which does not. Again, maybe audio options should have on-off switch for boink and keepemcoming and junk.
  8. Just keep letting them know the situation. You made this, its painstaking for it not to be monetized but you sure are generous being okay with that, they can allow this on steam at whatever advantage they want of posting it to steam to benefit them. I mean, tbh, Capcom is a lot of things, but I never "hated them", because despite their work decisions on games, they have always been compassionate with fan projects when they cost Capcom nothing and earn the maker nothing, because they do nothing but benefit or earn Capcom something. (Still think they couldn't have went wrong developing Megaman Legends 3, how could that have not profited somewhere in the future?)
  9. *likes/upvotes"
  10. The Rail/Pic damage is enough to do the ramjet's old job in the tunnel. The ramjet loses this to an equal cost class. The 500 sniper is enough to do everything the 1k sniper can at range. And you get 2 for the price of 1. Why ever buy the cost of 2 snipers at once, to get the basic use of the cheap sniper? The ramjet also loses light armor, but so does the 500 I believe. Still, the 500 will not be able to single handedly threaten an air veh and thats alright balance, and a ramjet will be able to chip one away with reasonable damage still probably, but neither can do so much damage like before that a vehicle can't leave cover (unless 2-3 ramjets cooperate or have another air veh or infy unit assist). The ramjet getting c4 makes it worth 2 infantry when it enters a building. That is not a common use for ramjet, but if it did infiltrate a building by riding in an APC then its technically worth 2 500 snipers, so its worth 1k? The ramjet getting heavy armor damage probably gives it the effect against tanks, that 500s have against air after-nerf. Enough to assist another better unit at damaging, not enough to do more than piss it off solo. It is about it being worth 1k. Volts and Pic/Rail are worth 1k. 500s are technically pretty valuable considering their primary power and the carbine going with it. 1k without noobjetting is not worth 1k, it is worth about 600. Anti armor buff (and a proposed rof buff), and it surrenders some of it's uses to the pic/rail while getting the ability to assist in damaging more units from long-range safety, making it a 500 sniper with a portion of pic-rail damage at a huge range, which actually sounds like it's worth 1k. I say a proposed rof buff, because Rypel said it is considered by them, and it would give it more rof than a 500 I think, and when bodyshotting that would make a significant difference to it's value. a 500 sniper being 500, a ramjet firing faster would make it worth 800, and that at least is "more than 500 or 600".
  11. Answer this question please. The devs specifically focus on many problems with original renegade. 3 major ones are: -point whoring via shelling the fuck out of a base from base entrance with a wad of tanks ever-returning and ever repairing, which is easy as FUCK to maintain. -ramjet 1 hitting basic infantry, which is sometimes a teams only infantry -infantry also being very useless for the "objective" of the game i.e. threat to enemy structures. Emp Nades make infantry threatening to vehicles, Smoke Nades make infantry threatening to infiltrate bases and structures from tunnels, all the infantry sprint buffs make infantry combat-powerful in tradeoff-ways to vehicles, and all of that makes anti-infantry practical to prevent infantry from winning against you. Vehicles are still effective because, let's face it, shelling a base or rushing a base with flames forces players to sit at a mct or lose a structure. Ramjets getting a nerf to infantry make them not-1k-valuable, but letting them 1 hit kill basic infantry means a game with no hon/bar for 1 team makes the other team not kill the base but instead snipe for enemy door openings just to build a 20 to 1 k/d. The person with the 1 to 20 k/d will call the game garbage, nobody likes playing that way and nobody respects it as "a valid way to play". Giving it less light armor damage is just a buff to arty/mrls/air, and those arguably could use it. Giving it more damage against heavy armor gives it an edge to 500 snipers and is a familiar mechanic to other games (50 cals against killstreaks in CoD, not best example but real-life-practical and expected-behaviour from weapon). Giving it c4 means it and 1 other infantry can kill a structure rather than 3, which is arguably not the ramjets job but still adds value to the unit. Switching c4 for more ammo just shifts that c4 value to a job it does more often, except devs are planning to add more ammo drops so maybe not as necesary... Anyway, the base siege thing happens a LOT on field still, and airstrikes haven't prevented it last update, they aren't being changed AFAIK, so theoretically they should be fine. They are in fact useful, they just dont single handedly stop field sieges. They HELP. And it is because that is an OP mechanic, sitting at enemy entrance and shelling with nice repairable armor. Buffing infantry to make tunnels a threatening flank mechanic or backdoor base-kill mechanic is viable, sitting in vehicles at enemy base leaves your tunnels thinner in defense. Adding airstrikes gives the defender the advantage, an advantage but not a free get out of jail free card. Also, neat idea, like I mentioned in islands earlier, if you call an airstrike in front of the WF door leading to AGT, and then rush into the base and swarm the AGT and shell it, you can kill an AGT. The only negative part of that, is flames don't shell, and artys can't enter gdi base. You'd need lights backed up by a flamer or a stank or two.
  12. All of these are anti-snowball anti-stomp mechanics. So called good players at both Ren and RenX both agree with them because stomps r no funz. Why are you standing against them? The single thing I agree on is... This is true. There needs to be a more constant spendature of credits, or the least favorite choice would be less credits from harvy dump or income ticks come slower. Generally, most the people who played RenX when it started, left in beta 2, not in release. Release had OP airstrikes, so what? Beta 2 had bugs, something that is at an all time low. But players are finnicky to return. Your claims where they went are false, its not half what I just explained in solidity. Again, snipers, they are not in no way a do-all unit. They still anti-infantry. I still bet they contribute to anti-air. They also contribute to anti-armor. PIC have to be at a more dangerous range, but in cqc they are better anti-infantry and in field they are better anti armor. They are more powerful after this patch if anything. Volt's have more dps than any of the other 1k so it has it's uses too, despite it has the most opportunity to be shot as it exploits it. The 1ks are hopefully in the best place they ever been. Hopefully. There are improvements to be had, but this isn't "ruining the spirit", the devs told everyone long ago that "RenX is not a Renegade CLONE". Besides, who wants to play a straight up clone, with no anti-stomp mechanics, at least 6 completely useless classes in the roster, broken ramjets that most everyone agrees... honestly being able to infiltrate bases with infantry using an expensive one time item that is highly visible to the enemy, being able to disarm mine-clusters, being able to supress repairpower of a base siege, and having all units being viable to use, is a big improvement...
  13. Airstrikes are just cheese called in-base. Airstrikes are much more effective called on the opening of your base that your enemy occupies, because it kills their repairmen, and more than 1 called really thins the hp of their vehicles. That allows you to PUSH out. If they call one, you have the benefit to drive at least. If they drive from your airstrike, they are leaving shelling your base. If you drive from theirs, you drive right into the wide open field where you can dodge an airstrike by moving in any direction up until you get to their opening. Airstrikes were called underpowered not 2 patches ago. They barely got improved from that. How are they overpowered now? They aren't. They just do a useful function of killing enemies that are unable to move, like snipers, tank sieges, and beacon cover which you don't mention but is by far the most powerful use it has. As far as snipers, you still claim ramjets don't belong shooting heavy armor. Ramjet snipers are out in the field no? Who is to say with this buff, that they can't shoot at tanks while they are waiting for openings on repairmen? If they had more ammo instead of c4, this would be 1k gold even if pic/rail keep their 200 damage 1 hit kill infantry and full damage on heavy armor. At least it wouldn't suffocate a team without a bar/hand via killing all infantry all the time. EDIT: You know what IS hilarious though? When you shell the hell out of the airstrip on islands, then you call an airstrike directly between the airstrip door and refinery door, then you switch to shelling the refinery. THAT may very well actually score you a building kill, and the airstrike caller about 6-12 tech kills... mwuahwahwahwahwa /evillaugh
  14. Losing 50 of their damage off of their infantry damage AND losing damage towards light armour is though. And nobody, almost nobody, argues that it is an overall buff to lose 50 infantry damage ON TOP OF light armor damage. That is their main function. They no longer 1 hit kill basic infantry, in a game you can force a team to use nothing but. Without that, their buff against heavy armor, is merely a functionality spread to field function to contribute better in more areas instead of anti infantry and anti artillery and anti air. Especially when if you are talking about infantry and heavy armor, the rail/pic is still king with 1 hit kill potential and full heavy armor damage.
  15. I WOULD like to see more suggestions on "lines of sight" and "opportune locations for cover"... ...making sure any single location isn't absurdly distant and well covered and able to see several important lanes at once, or making sure any single location isn't so massively wide open that one cannot cross the entire clearing in a single twelve second sprint. In which case, SOMETHING should be in the middle to take cover behind... Watching Kenz make Canyon makes me pretty sure of that map's lanes. He tested many things even in-video as far as vehicle and sniper line of sight. I sure hope someone tests that sand dune for vehicles to hit it. I suspect secretly that artillery (wrong team I know but stolen vehs) can make it arc enough to hit it or that some curve with the rockets can hit it or y'know that vehicle stacking trick? Yeah... put an mrls on a mammy and you get the vantage point to ranged kill the air.
  16. Sadly there won't be any streaming of Beta 4 due to possible changes that may come after the closed Beta session, to be honest it won't and shouldn't be long at all from when the closed session starts to when Beta 4 is released (hopefully) Alot could still change as stated above as that's what the testing sessions are for to make sure nothing is game breaking or over powered. Eh, I always thought the streaming like done for previous releases always excited the hype. I can see how that can be a bad thing too though (I'm a popular at the Uber Entertainment forums for instance). Either way, I hope it's not too much about "OP or UP". It would be nice if nothing is broken use-only or worthless never-use. However, any overly finetuned changes submitted by only the best players, will probably feel clunky to regular players. I mean, some games do this and their damages to anything "strong" are capped low while "hard to use" is left normal which becomes "high" and then... well I won't beat around the bush, then SMGs get to be retarded strong and then nobody likes Call of Duty anymore... ...but they have terrible balancing in their most modern games anyway, so I am sure that won't happen here. Honestly, so far the changes look great and if any changes are made to the changes I would expect them to only be "better idea replaced it" or "made an exploitable situation"... and not "people shot other people too well with it" I mean honestly the only reason the ramjet is seeing a change is it was pretty much "exploitable", different to the chem warrior which usually needs adjustment but is merely a cheesy "shoots too well". It never decides a whole game and the chem warrior isn't all that is seen. I'd like to hope and think that more people are testing "can you place beacons inside of geometry" and "can you spray chem through corners completely safe behind cover" or some other wierd junk, more than balance.
  17. Do you have a localization submission website yet Rypel? I seen a crowd-submitted translator, which, since it's done by people suggesting best context, is usually accurate. http://www.getlocalization.com/signup/ Besides that, the file mentioned is a start but if you could list the files that contain the game's non-nomial text scripts (not weapon names for instance), someone can get them all. It would just be trial and error anyway to find ALL the game's text including obscure ones, but it might help to get a for sure how-to. Sadly, this post makes me sound like a bot lol. But I am just familiar with how localization is sometimes done *shrug*
  18. I understand how this is useful with Mines and Timed C4, but what if you want to throw your last Remote C4 and blow it right after, I do this a lot and I hope it doesn't get changed. It should either not do it with remotes, or it should do it with a 4 second delay (enough time for it to land after a really high throw) The ramjet is actually less redundant against the pic/rail. That is actually BECAUSE those retain their 200 damage. Those still DO 1 hit kill infantry. Usually from a range where they can get clipped by a bullet first, not full-map. WITH a slightly longer reload between shots and clips I beleive. They even keep their massive vehicle armor damage. That is why the ramjet got things to comphensate. Though I thought that should be extra ammo. The heavy armor slight damage buff pretty much immitates "anti-tank rounds" in current FPS shooters, which isn't the worse "fps immitation" one can do, it isn't like they are adding killstreaks... Ask for the airstrikes, they are adding smoke, and besides, airstrikes ARENT that lethal. You pretty much use them on a pile of tanks camping a base, in hopes that not all the tanks have spaces for passengers and you can kill the repairing folk. That is an IMPORTANT role to KEEP the airstrike for. Airstrikes, EMP nades, and SMOKE, are all added to cite specific missing roles, breaking a base siege, disarming proxy-piles without a hotwire/tech, and allowing infantry to walk into an enemy base for a brief moment. Where? I wana p̶l̶a̶y̶ watch it! Anyone recording?
  19. Depends, I know I always played it with good classes in hopes of getting even more versatility, or even just a repair gun for when I need one. That is a good point. It would do the OPPOSITE of buffing 24/7 Hotwire/Tech, if repair guns also dropped. Then, you would have the various 1ks and 500 sniper and SBH and Patch, with repairguns. Which at least isn't hotwires
  20. Best... Idea... Ever....
  21. Effects don't take in vehicles. You could go to a vehicle to survive it. Now, tunnels, at least the one shot could continue to fight the havoc/sakura afterwards. Just seems like a highly "micro" mechanic. The ramjet gets discussed a lot. I don't get it. I was pretty sure it was agreed that the bodyshot damage should be like 150, the damage to light armor if reduced should still be in the realm of "effective", and the weapon maybe should get something to make it worth 1k like that 30 damage to heavy armor or more ammo reserve than the 500. I think it should have more ammo rather than c4, between that and the heavy armor damage I am sure this arguement wouldn't even be happening right now, and 40 posts in this thread simply wouldn't exist. If ramjet stopped bodyshot-killing free infantry, and had a total ammo capacity of 60, and did low double digit damage to heavy armor, I would imagine it would still be used just like it is now, except dropping maybe a single tier in tunnel fights. There is so much to be excited for though. Emp nades to clear mines. Smoke nades for infantry to enter bases despite a tower. Did you know the pic/rail might actually be pretty top-dog in the tunnel now? And even with the pic/rail, I imagine many more autorifle and free classes getting usage. Before, the ramjet and pic used to be too similar. One had a scope, and one did damage to heavy armor. Now, they at least have variety. One does more damage, and one... comes with more c4... (although it really should be more ammo...)
  22. While I share your frivor for not balancing the game for too high a skill ceiling... The devs have done this before and honestly it hasn't turned out too bad. They will get to test it sure, but from what I seen of the devs, if they play it and nack at balance issues with emp disarming mines or ramjet damage, the devs will release the same game by February's end. They will likely only change functionality issues, not balance issues. Like if EMPs started damaging enemies inside of it, or there was a way to make a smoke grenade effect permanent by EMPing it or something stupid. I would feel less jealous though if someone streamed gameplay of it
  23. I noticed this when you made your Youtube video on Beta 4 Changes. Yeah, people could make naval combat if they wanted. The shoreline is just sitting there on volcano. Just gotta put in the unreal development and the game will run it. Whoever knows how to, could do it.
  24. Stolen vehicles still help. They just don't nerf the enemy, they simply buff your team. Really, storing them is more dangerous now anyway, given sbh can disarm mines and/or smoke the defense tower. So, really, using them in battle still gives you up a vehicle, possibly a powerful one since gdi benefits from arties and stanks, and nod benefits from mammies and meds.
  25. I don't know. If you want me to be a dick about it, I would say to make snipers balanced along other classes in what they do, reduce the ramjet to 100 damage, give them some sort of buff that gives them 40 damage to light armor, 20 damage to heavy armor, and 5 rounds a clip and faster fire rate between shots. Then, they don't 1 hit kill, they do the same damage as the 500 sniper sure, but they are better against field vehicles and they can take bodyshots in faster succession. Because I would prefer "quickly" anyday to "instantly". Instant means fights are over instantly. Quickly means if a sniper encounters too many enemies they will take "some" bullets each fight and eventually need to retreat or die. Honestly, it would be nice if 500 and marksman damage to light armor was left alone. I am not sure where the spread/c4/lightarmor changes come from, but all we wanted was the 1k sniper not to 1 hit kill, and for some minor buff in some other area to comphensate. Heavy armor buff, rate of fire buff and an extra round per clip, all buff it plenty while removing the 1 hit death bane of all existance. The double timed-c4 was a GREAT idea, that is so useful for any class, just make that a purchaseable item. Replace 1 c4 with 2 c4. Make beacons also replace c4, that nerfs sbh using emp nades. Plenty of equipment options for all!
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