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RoundShades

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Everything posted by RoundShades

  1. No. Actually, if you dropped any sound file you want into the folder and named that sound file "Correction_3.wav", it WOULD change the boink if it WERE Renegade. Since it isn't, this is a very valid preference request. You are just being jerks if you strongly oppose it even being added to the options menu.
  2. Oh well shoot, thanks for letting me know. Now I can join the right servers, so I am only mildly inconvinented by searching manually for just the servers that have roughly 16-30 players in it, the size I prefer. Thanks man!
  3. I play it at low settings. First off, its probably going to run on integrated graphics as long as the computer has 3g ram and at least a dual core, or basically is a year old laptop or 2-3 year old desktop. I don't have integrated graphics, but it should. Second off... PC Player: PC is best platform Console Player: I have a pc, but can't run a game PC Gamer: Get the most expensive system you can like I did scrub THEN you wonder why there are console gamers in the first place. As long as system setting scrubbery is going on, people are just going to keep buying the magically balanced game-running box from Sony... Third off, this game plays differently from Renegade. Even if it looked similar, the headshots, the airstrikes, the maps, the different vehicle and weapon balances, the player support... It could look like renegade all it wants to as far as I care though, I just play for FPS settings, because if I wanted it to run smooth and look good, I'd play a game on my 360 instead. SEE ARGUEMENT 2 ABOVE.
  4. I dislike how people don't know how to handle a beta. They judge games too personally based on betas. Like, take an indie game in early alpha/beta, judge it like EA Release, then they completely rationalize it because "EA is what a beta really is", like sega does what nintendon't or something up in here. Really, EA only makes such good betas using the blood of the studios they run into the ground and then liquidate. But no, seriously, EA develops things with 200 people and for years, then they pretty much finish a game, then they could release it but instead release what they call a beta. It is really a demo for publicity and it is exactly what they are releasing and if you had any suggestions please write them on a piece of paper and roll it up and eat it because the game is finished and it's too late. The real EA betas go on behind closed doors in places distant to the game release market with signed contracts promising not to disclose anything or they will sue you for the value of the game.
  5. I remember this happening in normal Renegade, I'm used to it Just kidding. That said, I wonder if someone placed a nuke beacon in a similar circumstance last game when I simply couldn't find it outside the Tiberium Refinery. As far as I know the building isn't climbable, but I looked all around where it was chiming and simply couldn't see it. At least I know what to look for -- I was hoping Renegade X would add a little periodic flash, or flicker, or at least something to distinguish beacons. In my opinion, the difficulty should be on protecting it, not on defenders trying to compare shades of gray to see if that's building texture or beacon texture. I felt the same, which is why I always used colorful yet not-rainbow skins for the beacons in old Renegade. Generally, in this game they could have used more lighting effects for it. Meh, no biggie. More of a biggie, is a few places one can learn where it morphs into the ground. I don't use them, but there is a special place in hell for those who do.
  6. Lol. I've been part of games where I felt the criticism against making it a clone is what made it die. And it was a good game too. overall, before this I avoided shooters, abandoned the genre as "10 year old territory", let Timmy play his game and I'll just go back to rts rpg and simulation (ksp). You couldn't make me play generic shooters if they were all that's left.
  7. Ohh thank you guys for helping. Didn't consider disabling. I'd leave it if it were esc skippable.
  8. well, can't wait till secondary weapon locking and beacon ambiguity and airstrike overuse is fixed. Those are three undeniably over discussed problems. Everything else is not as big. I guess also server joining sometimes sending you into random game, the intro not being esc skippable, and the c4 and beacons sometimes don't diffuse even when shot and do blow up
  9. K/d don't mean s*** /samueljacksonpulpfiction or more accurately, k/d means after you killed the enemy air/wf and bar/hon 10 minutes in, you grabbed a ramjet and started farming kills like you were playing a very gorey Farmville.
  10. Have it ping and disappear lol. I love the fix from old renegade, yet it could be less ambiguous. It should lay out on the table the exact moment its too late. The beacon is there so peps keep trying to disarm. No, its not too late when "imminent" is announced, I've disarmed slightly after that announcement before. otherwise I agree with the dev, had the original delayed the strike post-lock on, this thread wouldn't exist.
  11. I agree with a lot of these. Not the flamethrower and stuff. Airstrikes are there when team doesn't have Infantry or Tank structures, but do have refinery. However, they shouldn't be so spammy. Maybe they should be more expensive or have a cooldown. Players should autospawn unless they press a special button, which they can re-press to spawn afterwards. Spawn weapon could be not-c4. I made a beacon disarm suggestion. Countdown should be to target lock, not strike. Then loud ping, beacon should disappear, announcement states "target locked, evacuate area". Then ominous silence and strike. The startup should be "Esc" skippable. The servers do tend to accidentally drop you into wrong games, and not just because full because if it knew it was full it would drop to main menu. It is a bad bug. The game crashes are less common, only happened to me once ever, not so much a bad bug as a minute bug
  12. It was a bug when the nuke was touching the ground in legacy Renegade, and instantly "disappeared" because of last second diffuse. It is better that the beacon locks, then the weapon fires afterwards. However, it should "time" the critical time and not the strike time. It should say "You have 30 seconds before final lock-on", and after "5-4-3-2-1"... It should make a "loud ping" and say "Weapon locked, evacuate area" and the beacon disappears so people aren't trying to disarm it... That sudden silence with that loud ping would be sooo ominous and perfect to signify the "now were too late" moment. Then, the firing annimation occurs and the destruction happens. SO THOSE ARE MY SUGGESTIONS: 1) Countdown to lock-on, not countdown to strike. 2) After countdown to zero, weapon locks and not strikes, Loud Ping, Announcement, Beacon disappears, Ominous silence 3) The strike afterwards begins to happens and happens.
  13. You mean aim-dragging? Not in this game afaik. Wait, actually, I think if you are playing with a console controller, Unreal detects it and enables this feature from the engine itself. I played SMNC, and some players would keep a controller plugged in with the taunt button mapped as "start" because even partial mapping enables "aim assist".
  14. I think the best solution would be for them to keep their ammo amount, but the clip changed to one. So, if you switched you still had to reload. Or, make the game remember when you "haven't bolted the rifle" yet.
  15. So that's how you like it? Whelp. Alright, look guys there's one guy in this base... show's over, go home, you can't do crap now, better wait and save up until until you have guys with nukes to spam beacons everywhere. I've had to spam them panel quite a few times myself but imo it just feels cheap and it looks extremely dumb. Another good example is when one team essentially is beaten and getting camped in their last building - game is effectively over, but the "winning" team can't do anything until someone brings over a beacon because they can't the fight the guys inside the building thanks to the so called "base advantage" and they can't out damage 3-4 engineers inside spamming heal on the control panel. That's just extremely lame if anything. But hey, at least that gives the losing team ample time to quit from the server amirite? I have c4ed instakilled an airstrip already, with people inside of it. Just walked right in on islands. Nobody saw me, but there were people in the airstrip, I just ducked in that center room twice. After planting all my Hotwire c4, i hid in center room some more and waited for all of it to go off at once, bam, gone. So the point is, consider each enemy PT a possible "base defence". High in health, yet killable. Avoidable too, get into a gunfight, you have to break eye contact with it. If you flee from the terminal they are using, they have to chase a bit, at which point either force their retreat or try to kill them before retreat. HOWEVER, reborn doesn't allow refills within 15 seconds of combat. One of the maps has only infantry and is one sided for gdi and when they camp your front door its so annoying you can't refill. BUT, I suppose a limit on refills in general every 30 seconds would be a nice server option to add. Still dont recommend it vanilla.
  16. Well, I feel bad for advertizing, but it's technically the theme of the thread. I believe my signature links to a clan. They do NOT have a full chapter of RenX yet. However, had a jolly good time with 5 of them yesterday playing it.
  17. First off, I have ran through base defences to get a mammy before. Barely made it. Was a suicide run out the tunnel Second off, so far I have had the fun of parachuting off the plateau on walls to steal a mammoth tank. sooo, MY ADVICE FOR NEW PLAYERS is f3 and f4. Seriously. Chat all the time. At this point, I'd rather people talking smack more often then they are, than so many servers void of any communication whatsoever, no idle chat nor tactical discussion.
  18. I thank you as well
  19. I have already snuck in an airstrip as hotwire and insta-c4-killed it while we were losing from an early ref loss in islands, and pulled that game into a win all at the applause of my 4 Realm clanmates playing with me. This game is highly rewarding. So far, there have also been bugs, timed c4 that don't diffuse and blow up destroying buildings, beacons even more rarely do the same, some weapons act clunky... HOWEVER, so far for a beta it has been a fun experience. Just needs tweaking. I honestly think what you might be experiencing, is the new player flux and how that seems to lower the skill of the game. A lot of games I play in seem to drag forever when my base has only 1 structure, like how can GDI not kill it? It is because the enemy doesn't know how to coordinate to secure the kill. Players don't communicate together as well as Renegade. THE REASON: Renegade is a 12 year old game. The only people still playing it obviously have some form of dedication. They are more likely to be skilled and communicative. The players here, they just play it, no communication or cooperation, they just play and go as it goes. Really, players can learn to develop better communication and tactical cooperation skills, thats the real answer. Just either find a group so you can play in higher-skillcap games with experienced people, or encourage advancement for newer players in their understanding of Renegade. Generally, I hope you give it a try at least every few patches, this game is beta and if I damn anyone it is the playerbase that leaves a game in it's beta without ever giving it the time to develop. All that does is encourage close betas and "to hell with players playing in beta because they just play and ditch and demote the game afterwards", and I don't want to live in a world like that, I at least keep in touch with patch notes for a game until it releases.
  20. Real Problems: 1) New players don't communicate at all. They would not voice chat were it available. They are too lazy to press Q when they see an enemy. This will inevitably happen, its a player quality issue not a feature issue. 2) New players need to get used to the CTRL button quickchat keys. They might should consider expanding on quickchat available commands, could use more for certain cases. 3) Voice chat is expensive, in terms of time, to implement. Even with Unreal engine. Which isn't a problem, but they can't charge you for this game, you can't even donate if you wanted, and with that cap of funds there is only so many people and time they can dedicate into this game. That is the limit that prevents voice chat development. Solutions: 1) Get involved with communication in-game. F3 and F4 are chat and teamchat respectively. Involve in playful banter, type "chat is f3" to remind people how to type, comment on things in-game, communicate game situations to teammates, encourage communication. 2) Players that will communicate, build a gaming partnership with them. Gather the communicaters together and form plans and rushes and objectives with them, so things can get done with cooperative manpower doing it. 3) An extension of the last one, build/join a teamspeak and a clan/community/team, so you can communicate playtimes to join together for games, and to use teamspeak to voice chat during the game. You can really find servers with already set up teamspeak channels.
  21. Firing a secondary fire, reproductably, I fire the volt auto secondary, and half way through the clip, the firing effect goes away, the bullets don't come out or do anything, and the ammo bar still goes down. How is the volt auto rifle supposed to work? It fires a spread beam in secondary and a single in primary, is the secondary supposed to spend more ammo faster because it uses what looks like the same, and if so why does it use half the clip and then uses "ghost ammo" and spends it without firing and stuff? Is anyone else getting this?
  22. Rule of Thumb in default settings: Do not get crates if you have a unit with an investment attached. Watch out closely and avoid the proximity of one. Generally, a better question that the devs themselves can fix, is why the crates can grief teammates? Can't the crates create the animation and cause the effect of "just the player that got it"? So, the crates create explosion animation on location, and crates set health of activator to 0. Instead of the explosion being real and being really assanine to die from by association.
  23. Really you are right. It is all about the flux of things. New players will play if it is on a new engine, and keeping them all is a challenge I am doubtful of but keeping thousands is acceptable to me because realistically I find it definitely possible that a thousand people would stick with this. I will. Secondly, I back the development of Reborn and other renegade clones from other universes, however I think the w3d engine is capable yet obscure so only players who know what to look for will access it. I presented it to my clan, so it isn't like I don't try. I got maybe 1-5 people interested, and not in a regular schedule but a when they are bored basis. Generally, I think the dev team for Reborn at least in the long run, and there is still plenty of time while this game is in development open beta, should consider this game as a good platform to port their game to. The popularity RenX got could easily synergize to Reborn, being from the Tib Sun universe, and APB and AR, being more players found Red Alert universe more fun.
  24. Someone needed to post this. To all new players, do not play or grade this game based on what you are familiar with playing elsewhere. At all. Play this game. Play it with how it is designed. Chew it over. Then if you have any feedback to add that you feel will make this game play better in it's own enviromnent, please share it. I SAY THIS BECAUSE: there are TOO MANY suggestions that are directed to take this straight into a clone of other games. Remove third person view? Sounds like battlefield. Non-unique characters so you don't have multiple havocs hotwires sakuras and mobius? Sounds like counterstrike. Metagame where you start with few things and have to play to level up and earn more weapons? Sounds like Call of Duty. The worse part, is there are even games that DO use the mechanics complained about. Team Fortress 2 has characters that are duplicate, as do Monday Night Combat and Borderlands. Monday Night Combat also has third person shoulder view for a shooter, and no metagame. It also has the faster-paced-footspeed-gunfights, but it also had some characters that are faster and some that are slower, but I do NOT suggest that here because it works as is, however I PERSONALLY agree infantry could be slightly slower, but I do not demand that direction, just consider it is all. It pains me to see SO MANY suggestions for this. I outright contest every one of those. Good ideas are ones that don't drag this game into a direction of one that already exists. If you are going to make a battlefield clone, why not play battlefield? If you are playing this instead of battlefield, something about battlefield must be getting boring. NOT ALL SUGGESTIONS ARE BAD: there are good suggestions, as long as they are aimed within the current gameplay of the game how it is targetted to work, not like adjusting it to another existing shooter. Opinions of unit speed, the units are fast for a reason and it makes infantry balance better, in Renegade they were too slow and lost outright to tanks, in other shooters the speed is "realistic", in this game it is fast to balance where it is. HOWEVER, this is a suggestion in-game for gunfight balance, and I could see it's case for lowering speed slightly, where infantry are able to keep up with tanks, but don't bounce off the walls against other infantry in gunfights like trying to shoot a hyperactive 6 year old. Opinions of how effective guns are or aren't, let's not get too bandwagon with these, airstrikes get a lot of complaint for instance. However, if you play the game, and something works or doesn't work, and you sit there for a day trying to adapt to it and can't, then come here and suggest away. I just made a suggestion about the laser chaingun based on multiple different tries on how to effectively use one. Airstrikes, if you see them coming get into a vehicle if you are repairing, and get out of the area if you are camping. Airstrikes do good to break a siege of tanks or a camping sniper. However, I can see when a group gets bombed every 20 seconds, that it is a problem, it could use adjustments somewhere, possibly a delay or price adjustment or more warning, but it is a suggestion not a demand made of force. Generally, grade weapons for their cost/character-cost, their intended purpose, and whether based on that they perform well, too well, or not well enough, as well as if they accomplish their intended purpose or not, and what people do use them for if not for what it's designed. This is my public service announcement. Chew things over before exploding. Especially be weary of trying to guide this game in parallel with others. Enjoy the game. If something is too god-awful, enjoy it while it exists because anything that bad will change in a few patches for sure. Enjoy it for the rest of the month while it is still in the game.
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