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RoundShades

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  1. Off topic, but this is why secondary weapons, when nerfed and added to right, can eat a lot of spare income that doesn't get used in RenX.
  2. The Ramjet already kind of suffers from the 'doubling' mechanic in Renegade that applies some places but not others. For instance, the Adv. Repair gun is DOUBLE the normal one. It could have very well been a 50% increase and still been worth it without being as partially game-breaking as it is. It's not too bad, but it does seem like a bit of an undeserved jump. The Ramjet could also have been a 50% increase and still been a 'better' sniper rifle made for those who can't headshot worth a damn. Lol, it could do 500 sniper damage, with 5 rounds per clip and the old renegade's fire rate (no lengthy action between shots) Then at least situationally it wouldn't be a 1 hit kill. But changing clip size to 1 and leaving damage, makes it much more legacy, than reducing damage, even a little bit so it doesn't 1 hit kill free infantry. But we are left torn between big changes away from old renegade, and excellent balance. Because a ramjet being a 500 with extra ammo and 0.2 more fire rate a second would be excellent balance.
  3. Here is just another submission. The ramjet does 2 500 sniper bullets of damage in one dose. If it shot 1/4 slower, not even a whole half but a quarter slower, then it would be nice.
  4. Suicide units are a good choice for when an enemy is inside the base. Rushing harvesters is better with infantry who's timed c4 already kill in 1 try, while theoretically the harvester has more health than a suicide buggy theoretically offers. A vote kick works right now on flaming buggies so why care about this at all if you can just moderate it at all times (although it sounds like somebody is tired of moderating it so they are asking for a fix, so why add another abusive weapon that you then have to moderate just as serverely) Lastly, if it isn't a limit of 2, why would it be a limit of 3? That would mean, you can intentionally plant a remote, refill, and plant the other 2. Why should you ever get 3 for a weapon with a limit of 2? 2 is 2. Just limit it to 2. If 3, why not just make the player carry 3 rofl.
  5. Gotta admit, potentially better than a decal. Although I still like the decals on the ground in Volcano. Perhaps even Volcano can be changed from Decals to "tread texture" applied to the ground painted in lines spaced apart very precisely the whole way.
  6. The first example, an explosive... You should just make it a "buggy", that looks like a buggy, but the airstrip has 2 variants, a 800 version and a 300 version. The 800 verison blows up as it's "fire" weapon and does the flaming buggy damage. I say that, because an explosive, that force destroys the vehicle attached, will go on a teammates stealth tank, flame tank, light tank, artillery, or apache, ANYTIME I am having a bad day or my team sucks and is losing for me. Just because I can. Just because I am a vermin piecacrap lowlife troll. Not really, but you see where I am going with this. Anyway, neat idea. Again though guys, I really thing this will be "balanced" when it is limited with 2 remotes a player personal remote c4 limit. Placing more than 2 dissapears. This way, you can sucker punch a tank but not outright instakill one. That forces it to retreat, or can kill it if you hit it with a punch-combo AKA 2-3 guys in flaming buggies. It becomes a cheap cost tactic, 600-900 amongst 3 people, and effective. I can only see 3 people c4ing the same buggy as being a problem. And I offer no solution to that, other than it is a nerf still, as at least it takes 2-3 people coordinating the same plan at the same time to work, instead of just 1. P.S.: Instead of 2 buggies, make the suicide explosive vehicle a recon bike
  7. System specs and OS? Also, ever try to install any other Unreal games? Do they work?
  8. I call them skeet shoot. I shoot the heli exploded, then I practice headshotting all the infantry before they fall to the ground... ...not really, I could imagine kenz3001 doing that, but I could never do that... maybe score a bodyshot on an engineer as he falls...
  9. Points really should come closer together, a structure kill versus a matchlong farming. Idk about volt rifle, unless you are literally magnetically tracking the head it literally doesn't seem to match up to it's two 1k brother classes. Perhaps this is "situationally" as you said in another thread, the first hit of the others lands you dead on your ass as you are turning the corner before you get 2 shots off which add up to maybe 40 damage. They should trade that secondary for ADS, but the secondary does very rapid damage to a vehicle for the servere negative that it can't sustain and it is super glitchy on clip end. Definitely replace with aim down sight. BTW, technically, I am basically advocating 20% more bodyshot damage, clip empties faster, a small chance of sweeping multiple close enemies in tunnels and hitting at same time, and removing headshot damage (as a multi-bullet weapon hitting with same damage on any contact wouldn't reliably headshot like a flamethrower or chem sprayer) AT Mine: Watch Kenz3001 play, notice he dies all the time. I die all the time. You place one in center of door, instakill. You can clear them, but that takes "knowing better" and I apparently "dont" and that makes me "bad at the game" or something.
  10. I would rather ramjets be single shot bolt action and pic/rail keeping their 4 round clip, given ramjets can reach mapwide and pic can reach medium range. I would also like to see a volt buff. Give it it's secondary effect as primary, with a really tight shot group 2 infantry shoulderlengths wide at max range, which btw max range should be increased slightly and rate of fire should be increased slightly. What about the secondary? Holographic sight like PIC/Rail. Now, of course, max damage should come from 1 beam contact, multiple beams should do same damage at 1. This basically just make it an autorifle that can aim with some deviation and still hit. ITS A 1k AUTORIFLE, it should be able to hit with wide spread deviation for fairly sure damage and rapidly build up damage on infantry and heavy armor, considering both it's siblings knock you flat on your arse in the first hit. Anyway, that should balance the ramjet, doing less overall damage per second to light vehicles but doing large chunky damage, and hitting infantry with longer delay between. You can still use a PIC, or idk possibly snipe with them across map derp. It also gives the 500 sniper a different role much like marksman does. While we are at it, buff the flak splash range of mcfarland while keeping the damage down to 20 per shot, so you can splash snipers around corners but not do critical damage killing 7 enemies in less than a clip like pre-nerf.
  11. I... I don... are you... THE LIMIT WOULD BE 2. The remote c4 limit per person would be 2 of course. Why would it be ANYTHING but 2? You carry 2, you don't need not a single one more. As you said, tier 1 infantry...
  12. So, when's the last time you had to PAY for vehicles in Battlefield? Flaming buggy cost 300 to make, and right now for 300 you can take down a 1500 credit unit...instantly. Second, on a map like Islands it is VERY easy for a buggy to just already be too close for you to do anything about it. Those fuckers are fast, and tight corners with lots of cover means they're literally too fast for you to do anything about them. You can't back away fast enough and it is physically impossible to kill them before they connect. Why is this still an arguement? I believe they already are making remote c4 a personal limit. Meaning, flaming buggies are limited to taking down possibly an MRLS and doing a good chunk of a Med Tank but not killing any tank in 1 hit.
  13. Flaming vehicles honestly aren't bad if not overpowered. They were also in old renegade. They should take much less splash damage though. or not at all, but whatever.
  14. At beta 3, moving forward to beta 4, here is my list of feedback for the game. As per usual, I played old Ren and this Ren, and although not a huge amount, I suggest things that should make the game that much more fun for anyone and everyone. I have a list of discussed improvements, comment on them: Problem: Like last time, Secondary Weapons feel unbalanced, benefit engineers more than combat classes, overused and win a lot of encounters. Tied in slightly with this, there feel like there are more credits in RenX than Renegade so spending should be amped. Solution: No changes to my last suggestion, I think this has a chance to greatly increase the variety in-game instead of decrease it. I extend my suggestion to include recent item additions. 1) Add a variety of secondary weapons. Rapidfire assault, steady antiarmor, single shot high damage infantry, repair. 2) As stated above, in fact add a repairgun to secondaries. Repair classes will ALWAYS choose very-strong anti-infantry secondaries, give classes who already have powerful primaries to have a secondary repairgun. That way, the game isn't 90% repair classes with secondaries, but at least half good primaries with a repair secondary. 3) adjust price, where to go secondaries constantly, is almost as expensive as going with an actual class. With the current carbine and a repairgun secondary, I would say price them at 350. 4) The AT Mines and the EMP Nades should go in items with the Beacon and Airstrike, and take the same slot in the player inventory. For simplicity sake of knowing what replaces what. Also, proxy mines should be "items" as well, meaning a beacon or airstrike removes proxy c4 from a tech. 4-Optional) Remove proxy mines from a tech, add them to items, reduce cost of tech to 200. Because techs laying and disarming mines are just about as overnecesity a utility in a single class as possible, which is why I suggest other classes also being able to disarm and lay them. GRENADES: would replace timed c4 as they already do, or remotes for a tech (they have an additional special slot for timed c4 that other classes always empty) EFFECT) The above would address overuse of repair classes (an engineer can use a free repairgun with a costly secondary, a costly primary can use a costly repairgun secondary, a costly repairgun can use a costly secondary). It would also address where an item you purchase will go, as all items go to items slot and all secondaries go to secondary slot, instead of currently finding out AT mines replace actual proxy. It would also address secondary overpowered by adding cost and variety so a number of secondaries would be viable depending on what you want to supplement on the primary, for instance I would like a choice for a strong single-hit to go along with assault rifles or a carbine to go along with marksman rifles. Problem: Snipers and infantry in field have a pretty big penalty if they run out of ammo. Solution: 1A)The easy fix is give primaries more clips in reserve. 1B) The interesting fix, is to add a new item to the beacons, emp-nade, airstrike, ect. A supply pack or ammo box. Cost 400. Used like a beacon, takes half a beacon plant time, it refills ammo upon completion. If beacons took the timed c4 slot this would not be a problem because it trades timed c4 and on engineers it exchanges a timed for 2 more remotes and such would not quite instakill a building IIRC, nor could you use any with airstrikes and beacons and each other and such. Problem: Too big a restriction when losing a structure. Solution: What if a destroyed building still worked at half ability? 1) Air/WF destroyed, vehicle cost +100%. 2) HON/Bar destroyed, infantry cost +100%. 3) Base defense destroyed, it takes twice as long to aquire a target and does half damage. Oblesk could be ran and agt could be ran, and both could be survived if taken a hit. Their absence is a constant siege, their partial presence would at least keep "base integrity" 4) Ref destroyed, credit income -11 and harvester removed from play. 5) PP destroyed, HON/WF/Bar/Air costs +50% (stacks with structure loss), refinery income -1 (stacks with structure loss), base defences double target acquisition and half damage (stacks with base defence loss to 4x delay in target aquire and 1/4 original damage) EFFECT) A loss of WF/Bar/HON/Air would not be game ending, but would strain credit usage and reduce vehicles/infantry durastically. A loss of PP wouldn't be the worst structure to lose anymore but would still debuff whole base. A loss of PP and structure would double the debuff. Losses like these would still be massive enough. It would equally nerf Nod's lucky nukes, as well as buff Nod as they depend more on structures. Problem: Stealth visibility. Solution: I hear the white effect is being turned red next update. Good. Other good to see ideas: 1) When sprinting, stealth is visible for 5x farther away. 2) When crouched, stealth is visible from 1/2 as far as when normally standing or running. Problem: Emp Nades are very specific right now, also questionable in balance in creating stalemates. Solution: Give it multiple effects. I like the following: 1) Emp area slows all units, tanks and infantry, by 33% 2) Emp disables hud, including unit hover-over box. 3) Emp disables repair gun 4) Emp delays all c4 triggers. Timer c4 will not detonate in one, proxy c4 will not detonate, remote will not detonate, all will detonate normally after the EMP is over. 5) Emp uncloaks stealth, stealth will have to recloak afterwards as if they had just got done firing their weapon. 6) Increase range to the size of 2 mammoth tanks across, and 10 seconds of effect 7) Cost 500 credits. Problem: Ramjet is weaker than original ren but still too strong, chem sprayer was overbuffed and kill infantry megafast, mcfarland was mildly overnerfed, volt rifles are some of the weakest situational for 1000. Solution: 1A) PIC/RAIL used to have 1 shot a clip and 30 shots, ramjets used to have 4 shots a clip and 28 shots. I think Ramjet should now have 1 shot a clip and 40 shots, and PIC/RAIL should keep 4 shots a clip. That way, ramjet can still 1 hit basic infantry but not lots quickly, it suffers from misses more than other weapons, it loses 1/2 DPS against light-armor but still damages it plenty, and 500 snipers have pros/cons. 1B) GastuFox suggested decreasing both snipers basically by 20. That way, it takes both an extra bodyshot. Tbh, that sounds nice if fire rate is returned to old renegade, because the important part of the nerf is removing the instant kill upon contact. 2) Decrease chem sprayer damage vs infantry. IIRC, every individual pellet of the chem sprayer does damage and has a large volume of hit area. Well, keep that, but make it where 1 pellet does full damage and multiple pellets don't do "more" damage, and reduce the damage to 2x the damage of a single pellet. Keep current vehicle damage. What would be neat, is also adding tiberium poisoning x2 to an enemy, possibly also adds poisoning to a surface it shoots that an enemy touches within next 15 seconds, or a lingering effect in the airspace it shot through where the projectile remains floating for several seconds. 3) Give MCFarland a large AOE range on his flak splash grenade but low damage like 18 a shot. His shotgun is alright. Flak is supposed to be a unique role in any game, that can hit from wall to wall in a tunnel and hit every enemy in it, but does weak damage per second to a single enemy. 5) The volt rifle has a secondary with 8 beams. Well, give that to the primary and make it a 100% of the time kind of deal, tighten it's spread to about 2x the width of a torso of an infantry at max range, make it do 100% damage whether 1 or 8 hit it does the same, make that damage it's current damage, give it's secondary ADS with a holographic sight like PIC/RAIL, give it 20% more range and 33% ROF. It should be able to hip fire sweep on enemies, easily track and remain on enemies to damage them, steadily damage tanks, and be threatening as a 1000 weapon. Currently, it is the least threatening 1000 weapon, less threatening than laser chaingun. These suggestions are in fact from a pub level, not a clan wars, but it shouldn't buff anything too much in a clan war.
  15. I rocketeer all the time. As well as gunner/patch/laserchaingun They do damage to heavy armor, which is what GDI brings to your door. Nod team's worse problems, is their lack of faith in their light tank. When havoc spam is bad, 2+ light tanks, a field of light tanks if you must, does a job while not being hard-countered. If I had to balance the game myself, I would do an old school ren favorite with ramjet balance: I would leave the PIC as 4 shots a clip, and the ramjet as 1 shot a clip and 29 shots total. That way, the ramjet can kill anything anywhere, but with a servere rate of fire reduction. They can still do big threat damage to light armor especially in large numbers. And in all actuality, they aren't that bad. Before I would nerf them, I would rather leave PIC/Railgun at 4 shots a clip and 32 in refill, and then buff volt rifles to have their secondary effect at long range in a tight shot group all the time as a primary and to normalize that damage where if 1 hits it does full damage but all 8 hitting still does 1 hit of full damage (support's shotgun from SMNC) and to give them the PIC holographic sight as a secondary and possibly increase range. The volt rifle needs it the most, as it should tear down infantry in assault rifle fights using hipfire and sweeping infantry, as well as steadily bring down a tank, since it's other 1ks do the same in big-chunks. Because I feel ramjets are universally very okay, but its worse that other 1ks are less useful in spite. The other 1ks can use buffs and the ramjet can use a rate of fire nerf. Also, this would still make it more powerful than the 500 sniper, but would leave the 500 sniper it's own benefits. I would like to see the chinook given heavy armor and slightly less actual health. That way, it could respectably be used as an air infantry invasion option.
  16. Its broken clientside for renx. There is a server-demorecord that works, and is mainly used for capturing the time a cheater is present in a server, as if you do it a server administrator will check that replay out and blacklist an offender. Hope this helps. Btw, I believe DemoRecord is the console command for the server one. It might be recordDemo. Idk. That would also explain why folder was empty. Oh, also, demos only record to server the 2 minutes it was typed. If you wanted, I am not sure but perhaps you can ask the server you were on for their copy. If you are trying to record, best to use a capture software. EDIT: Darn Ken Ninja, what next, hitting me in the face with throwing nades?
  17. I think ramjets are OP, but they were moreso in original renegade. Against light armor and infantry. And someone else above was also right, light vehs are cheap powerhouses of dps, being completely flimsy even to ramjets is what keeps them sane. Even then, one can be repaired faster than ramjet damage. However, a ramjet can soak off some heal while a tank also pulverizes it, together they render lights weak, which makes sense for their cost. Now, as most people mention, the longrange one-hit infantry aspect causes a lot of problems. If you could buy just a 50 increase to health/armor for free infantry classes (like in "items" terminal), it wouldn't be nearly as bad. Generally, all snipers also easily headshot their victim, making good ones instakill with any sniper at any range. Really, the nerfs they got are appreciated, but they are still overpowered in ways that are hard to address.
  18. This can be turned off in options AND will be patched next update. No risk in adding them before packing this into the game, right?
  19. I can dig this. The wide openings to the tunnels will eat up mine limit, the vehicles are as much a threat as the infantry without a base defence, and the silo is in open sight to both. You can get killed from atop the tunnel entrance above, just as easily as from ground level. You might just need team control of both if you are to capture it. This might be the most dense fighting map to date too, given it's size and the short distance vehicles fight and large tunnels infantry fight in.
  20. The materials are looking pretty good. I didn't think ideas could get better since the time you put the decals for tank treads into the ash on volcano
  21. The game works perfectly fine on my computer. I bet that you just have a really bad computer or there is something wrong with your OS. It is possible that there is a bug with your specific hardware though you might want to provide more information such as Hardware, OS and when or how the bug happens. I know, its like 3 strikes in baseball... with a rigged umpire. "STRIKE 1" "what, that ball skipped across the ground?!" "STRIKE 2" "WHAT! that ball was thrown to second base!!" "OW!! AGHHhhh. I... I think that ball dislocated my shoulder... Ugh... Can I... Can I take my base now..." "STRIKE 3 YOUR OUT!"
  22. It really is great work. I actually liked some of those f2p that werent p2w and indies and kickstarters though. I would pay money for this game if it were possible at all. Hopefully oneday they have a good pitch with a game of their own with their own IP rights. I doubt it would get kickstarted anymore since people avoid it like the plague, but I would still do it Can't wait for canyon. Even moreso, can't wait for City.
  23. Some of us already do, so that would be a shame if not lol. Just saying.
  24. Actually, most Carbine arguements stem from ADS. However, that is the only gun that if it touches the head it drops a half a healthbar but it has such a short quick clip that it doesn't work without tracking the head ads and trying to do it form the hip can result in headshots but not as massively.
  25. I would be okay if you could get on top of the barracks. Even on top of the openings to the nod underground. Solution is to try and squeeze one of those "flying map" barracks with the ramps into space it is now. Waiwaiwait! I remember there being a "wall" with the cliche openings for snipers and the blockades and stuff, in front of the Bar facing out torwards the GDI entrance. What if that also had a sheet-metal laid across acting as a ramp atop the bar as well? And ask for the top of the nod underground entrances, just add "vehicle unpathable" and not "infantry unpathable", so infantry can and vehicle cant.
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