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Everything posted by RoundShades
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No. No. No No No No No No No. NO. I hope you can disable 3rd person view at the server and filter servers for it. I do not share your view with this and I feel third person view is important for the game. It is not a military shooter. You literally need to see your character for situational awareness, map awareness, and engagement-approach for gunfights. I always sprint with 3rd person on and switch immediately to 1st person for gunfights, taking 3rd person out might as well remove bases and purchase terminals and make characters weapon selectable before game and hey it sounds like call of duty!@! However, if it makes you feel better, I do feel infantry are too fast. I think infantry form old renegade are too slow and it is much better for balance for them to be faster, but not this fast, a little slower than now, possibly even leave sprint just as fast but reduce sprint time.
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Let me start this post, which for everyone to share random crate ideas: My random crate idea is for a crate that causes tiberium burn effect permanently. So basically, you have 30 seconds to live. So, if you get this crate, you would go suicide at the nearest enemies you can find. Thought this was a sad twist considering all the instant-death-crates one is likely to find. A good-result crate? How about one that overfills armor (sets armor at 200/100) for any character that picks it up. Would buff base infantry more but still buff advanced infantry a bit.
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Planetside2. Nothing's hitscan. To be serious, most guns in Renegade were mildly not hitscan either. It isn't impossible, just lead your shots so so very slightly in front of enemies. Pecking also helps this as stopping firing every few seconds lets you fix your aim a bit better.
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Exactly. If they made it work like that, I could handle a tightening effect like a poor man's aim down sights. Best suggestion in my opinion is make it keep it spinned so you can fire in bursts and let go of the fire now and then to regain accuracy
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Oh, I get it, because they ARE secondary. Maybe they should make a button toggle that disables lockon in the engine? So, with it toggled, you never get the lockon text next to red squares ever, because the game skips attempting to use lock on and everything is free fired. Then if it is toggled on, the game attempts to use lock on and the text does pop up next to red squares. Just a suggestion in light of the problem. The other solution requires a lot of micro, but they could make vehicles have switchable weapons, and then players can just roll mouse wheel for the rockets and left to lockon and right to dumbfire, but thats a lot of weapon switching constantly with the mammoth tank...
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I have seen people make good use out of it, and I acutally heavily used it in Renegade, I don't get why people said it wasn't good back then because it did steady 1/3 tank health of damage per clip so when you didn't have 1k creds that was effective enough. That being said, in RenX, it has a slow spinup to begin with, then it has fairly big kick and slowly-worsening accuracy. That makes the gun feel real, which is good. However, as far as use, it gets to feel less usable than legacy renegade's LCG. Okay, so IN LEGACY, you could sustain fire with any gun, everything had perfect accuracy and you just had to hover your mouse over anything and could bounce around even while doing so accurately. That was good, but this is a new game. IN THIS GAME, my problem is starting it is slow, once you start firing it is great for like 2-3 seconds, but when it reaches maximum recoil and that reticle expands all the way out it becomes a damage-loss problem to try to hit anything at half of it's max range (which also isn't very high, it has to be less than it was in legacy). SO NATURALLY like every other RenX gun I try to peck at enemies, HOWEVER with LCG when you stop firing you are forced to wait for the first 3 bullets to slowly crawl out to get back to high-rate so pecking with 10-15 round bursts isn't effective as it lowers it's damage to below that of even the laser rifle. MY SUGGESTION: What is the current secondary fire? There isn't one is there... Welp, I am familiar with unreal games having some chainguns where secondary fire is to make the minigun spin without firing. Well, if that happened here, what one can do, is use it to peck at longer ranges, and when the accuracy starts becoming unuseable, stop firing but keep spinned up, and that way you can take 10-15 round bursts with it depending on how actually far you are. That is my suggestion. In leau of that, could just make secondary fire tighten accuracy but lower footspeed to a walk so you can use full auto and peck with secondary fire as you kite back and forth for bonus accuracy in chunks. AS AN ADDON, I also think laser chaingun should have longer range, as in the bullet stops travelling so one cannot even shoot from the rocks in front of gdi base to their weapons factory on Whiteout. That is a bit restricting, nothing too big but a bit of a longer distance wouldn't hurt considering high-damage is out of the question at that distance with the LCG so it is harassment at best and not overpowered. Please post here discussing this and sharing your thoughts about the LCG balance and if you feel this is a good idea or if the weapon is overpowered or underpowered. Thank you.
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Meh, this game has fairly high speed for infantry, lean would balance the "other side" of that out, because right now bouncing around is legacy yet overpowered. Or, you could slow down infantry just a tiny bit, and just force players to pop in and out of cover and kite-against their cover back and forth.
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Yes, remember, this game offers ideally the ability for a server operator to be contactable. That is the best course against cheaters. Play on a moderated server, and if a cheater exists call them out and have the server operator ban them. Server operators can even difuse uncool beacons I thought?
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Yes, add that secondary to all teh lock on weapons! I didn't even know MRLS did it, I was here to suggest it like it was a fresh idea!
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I hate to play devil's advocate, but is it not possible for a checkbox in the options to disable killconfirm sounds, or a slider just for the sound? A lot of people who aren't legacy dislike it. It might just be worth catering the option to them. This isn't about upholding the religion of the boink, this is about not being a crusader and killing in the name of the boink. This is about being friendly to haters of the boink, because nobody has to get into fights over the boink, followers of the boink can follow it AND be tolerent. Just my suggestion.
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Is there a reason on the BHP launcher, that there is no download link in your tab, just a tab? Like, the Reborn tab has download and install button, APB does, and Apocalypse Rising doesnt. But, is there a place I can download and check it out?
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Exactly. Did you consider driving a humvee in the front of the enemy base and peeking around so base defense tries to shoot you, while infantry run out from tunnels quickly and into a building? 1 technicial or 2 high damaging infantry or 1 with tank support or 2-3 SBH can single handedly snipe off a building doing this. Besides that, regrouping and base and combining all your forces is always good when your suppressed. Especially for Nod, who can gather 5 stealth tanks and slip them through the field to get to the enemy base.
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Impressions from a new player and why I think the game sucks
RoundShades replied to Thedude's topic in Renegade X
-I would hope you would return if just the speed thing, if it is changed. That is one of few reasonable arguements here. I could agree if it were decided to lower footspeed a bit, but it was TOO slow in Renegade Classic so that infantry buff is a good thing. -You have a goal, kill the other player's base. Harder to do it alone, best to coordinate with other players. Generally, that takes one's own communication ability, but it's not impossible. In Renegade classic, one would take their own incentive to repair teammate vehicles so the armor can shell the base, or ask for a tank to drive in range of enemy base defence so an infantry can run out to a building and c4 it or clear the repair guys so the tanks kill it (you can run faster too). THAT BEING SAID, you also have q button to coordinate team attacks too. -Ever play Team Fortress 2? This isn't a gamebreaking bug. This is a design choice. This will never be call of duty. Changing something like this pretty much says "I have no interest in making Renegade or a unique game, I want a military shooter clone!" HOWEVER, although it is a waste of dev time, it would be neat to have costumes for characters, the oldschools and then some that maybe you can unlock with in-game achievements like kills with guns collected over your time playing and unlock simple skins like generic soldier skins and stuff. HOWEVER, the current skins are tale-tale and let you see what your getting shot by when you see the enemy and new skins would mean one has to actually read the red square to make sure so it is a simplicity issue. -TTK means health per damage ratio? That also is a design influenced directly from Renegade. Generally, you have to chew gunfights out when it comes auto-vs-auto, but with ADS and pecking weapons one can "kite" cover, meaning running backwards following a corner in and out. Generally, there are repair units who can heal infantry, if you don't get a kill don't worry as long as you don't die and if you are hurt quickly run to base and refill or go to the "cavalry" and get a heal from them in-field. -You don't get much done without others. However, since there are a lot of Renegade veterans as well as older gamers, you can usually find people more than happy to do as asked to help. Ask for a repair, I will usually change to technician and literally get in with you, I am happy to spend the next 35min to repair, or if I have a vehicle and you ask to distract guard tower, I will drive right out in front of it and make an arse out myself to get you in the base. BUT I THINK giving players kill assists, suppression assists, and making them pop up on screen for the "fuzzy" feeling that they "contributed" would be dangling a turkey leg while be fun to collect those bonuses. -I think the boink sound should be optional. However, I leave it on, I like getting notification for a kill, not to mention the euphoric response that follows. Ever watch TobyGames play Happy Wheels? Some levels he gets so stressed and worked up over not getting a do-do-do at the last second or the level not ending in a do-do-do, he has an unhealthy dependency to the euphoric response of the win sound and if deprived he will redo an entire level for 15 minutes plus or quit and intentionally choose a level he can beat easily. There are other problems you didn't even state here brah. I just hope, since this is beta and a game freely made and distributed by a generous developer team in their spare time, you at least give it a look every patch. However, I appreciate your feedback and agree on a few quality of life changes you mentioned. PS: There is no need for hostility, I agree. -
Suggestion: In Game Notification for Friends
RoundShades replied to perfectblue's topic in Renegade X
Well, in an UDK game without any previous structure for it, yes, yes it can be hard. This isn't a hundred man team of devs nor is it a paid team. That being said, you MUST be in STEAM to collect LEADERBOARDS, so why not just use steam overlay? And why wouldn't you use IRC and TEAMSPEAK either? Adding hard to code things into the game that magically somehow tracks your friends and stuff, more difficult than it sounds. -
Suggestion: In Game Notification for Friends
RoundShades replied to perfectblue's topic in Renegade X
Meh, back in Call of Duty Classic and Renegade Classic, there were no features. You took care of it yourself. Anyway, no biggie really, just go through steam or teamspeak to keep awareness of one another. That way playing together is no real big thing. Just do it the old fashon way. -
Trust me, the way things are shaping up you won't have that problem! I know right? Gtfo with that negative expectations shtoof. In a handful of years or two, IF the servers become less populated than now, which will still always be a server for this game judging by original Renegade, trust me, but IF so THEN these bots are so bawss that they at least are overpowered in gunfights (perfect shot leading means they shell your infantry with tanks 100%), while not everything they do is intelligent it is true they at least play the game as far as repairs and vehicle presence in the field and even somewhat thrown together rushes.
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Okay, just got the game and played to see how the things work. Here are my opinions. Take them for what they are, I am humble and just offer simple words. 0) This game is much better than Renegade in my opinion so far. Do not let me listing negatives negate that, the positives seem so much more obvious, so I won't immediately go for them. Constructive feedback on fixable things is more important. 1) Grenades: Saw in release notes, grenades can be tossed anytime if chosen from PT and press "G". Doesn't work, doesn't mention it in settings inputs, assuming was supposed to be in but somehow got left behind. 2) Glass in Buildings: like the airstrip and hon, the glass in the windows can be shot out in individual chunks. Problem is, shoot it out in a circular pattern, you get floating broken glass. Yeah... 3) Character models on rather low settings: Yep, go straight to settings and setup a "grimbar config" (optimizing FPS for sniping), and... GAH, WOTCHA FACE M8? What happened from the pics in January for Mendoza compared to his low-settings model which looks like a ghoul from Fallout? Meh, as long as it runs fast, it's just barely worth the fugly... 4) The volt rifles (at least fugly's) fires with a pretty big vertical kick. Takes a lot of getting used to. My gripe is it is hard to hit a lot of things with these expensive weapons, almost easier to peck headshots with autorifles. Another gripe about the volt rifle itself, is that it doesn't ADS, instead the secondary is a powerful wide-spread multi-beam shock, very powerful against vehicles and closerange infantry, but limits usefulness at range. Especially with the relatively short range cap, can't hit most buildings from safety of cover or tunnels even. Same problem extends for laser chaingun, except secondary does nothing there, so it has huge spread and kick that gets worse with sustained fire, no way to keep it spun so you lose tremendous DPS pecking since it's spinup time, and generally it is good otherwise, it would be good if I could actually use it straightforward, which is why I suggest secondary fire keeps it spinned up while "letting the recoil cool down" so you can peck at full-auto and keep it stable and actually hit stuff with it, while also recommending a max range increase as it cant shoot from front rocks in whiteout into gdi base even to the turrets, the very short dropoff makes it limited in use coupled with the hard to use mechanics. A lot of the other things in the game seem pretty good though, some things just meh but they were just meh in Renegade so they still have a "purpose to spend credits on" like flametank nothing special but you buy it for that one thing it does. 5) Pistol and machinepistol, pistol does more damage per shot if you have self restraint to make sure shots land especially if you can score headshots, yet machinepistol is more reliable in panic situations, both weapons sometimes compliment different actual classes, and yet pistol is infinite ammo while machinepistol is limited. Meh, needs something that keeps it from being spammed for classes with poor primaries to be balanced I guess. How about grenades, engineers are pretty strong utilizing just grenades and really anything is because you get three and can actually land them reliably with practice, should probably cut grenades down to 2 considering a well placed one is a huge damage. BUG PERHAPS: Do you get anything extra for hotwire with grenades? you sacrifice 2 timed c4 instead of 1 so should the sacrifice still get you overall less? I suppose you can always refill. 6) Can't say everything AIs do is intelligent, however the masterful ones can land shells from tanks insanely accurately. Very overaccurate, could cost me many lives if I don't realize it's a bot right-off and try to juke it's shot-leading. On masterful they might just be too good to be normal to play against, they don't play especially well but they never miss shots on you so they can fodder you all day long with hardly a gunfight to be won against them. How is everyone else liking this game so far? I think some fun stuff in this game, I just want to spin in circles and go weee!
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I believe the game lets you log in freely under a name that you just type in the options menu. However, there is progressive leaderboard tracking, and that is done through Steam. So basically, the game isn't installed on steam, the game doesn't run through steam, steam doesn't launch the game, but there is a detection where steam can tell you are playing RenX and tracks it on the leaderboards through your Steam. From what I heard on that, it now makes more sense than ever for this game to be on steam (optionally downloadable through steam, also with a standalone installer).
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I'm with him. I just like unnecesary reloads. Also so it readies the gun, but I do it in CoD too, just because I like throwing away hypothetical ammo.
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Question about classic maps that been remade
RoundShades replied to omega79's topic in Feedback & Bug Reports
Yeah I always noticed and was bothered with that. I see ren balance around points but base killing power now balanced... well I never agreed with others on that. If someone wins on points in a short time it usually feels like cheese struggle. I'd prefer hour or two for maps like field, and maybe 35 for volcano and complex. -
Observations of the Current Build (Some Suggestions As Well)
RoundShades replied to Raker57's topic in Renegade X
Boy they work fast then. -
The laser chaingun was always fairly suppressive damage. It was also good against infy and veh. Without veh fact or ref, laser chaingun saved bases and built creds to pay for itself.
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In renegade, not played x never saw flamer used, but in ren it beat nothing but buildings and mammy. my bet is it no longer reams mammy with mammy extra firepower. as long as it isn't much less than 100 weaker than a stank. Which it was worth no more than 600 in ren. in ren it was just a tank that did high and inaccurate dps. The inaccuracy never made it more dps than shells on other vehicles, and that basically made it an anti building tank. Def worth 600 if just another flavor of light. Just like mammy wasn't worth more than 800 as another flavor of med.