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BoMbZu

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Everything posted by BoMbZu

  1. 400 on [building] = there is 1 timed 2 remotes or 2 timeds ready to blow on [building] 200 on [building] = either 1 timed or 2 remotes not [building] = commonly used when a beacon is deployed to indicate a certain building has been checked. [building] clr = Specially used in smaller games to indicate a certain building is free of enemy engineers when you dont see any enemies in the opposite base and you just killed yourself back.
  2. Alright well I am not sure how many resources it would cost for a server to actually create demo's or how big these replay files are but a serverside function would also work, to record all matches and stream the output to an ftp server, so that if something funny ingame or spectacular happends you can always look it back without having the need to run fraps all the time. Just like how gentools works (http://www.gentool.net , created by Xezon0).
  3. I think it would be really awesome if the RecordDemo -> PlayDemo functionallity could be build in the menu. Where the game automaticly stores the last replay on default with the possibility to save it (Just like in generals). I am not sure if this would be possible but it makes it easier for the players to make more awesome Renegade-x movies and will in turn increase the game's popularity.
  4. Yes I also played Beta 3 today, this is what I thought about it: - The game performance improved significantely over here, I had some issues in the past on Ren-X with my commodity hardware but they are all gone (No crashes yet). Also maps load faster now - The new features look very nice (Maps, blackhand, end game cinematics, donate command, able to change settings ingame) -People actually play the game how its meant to be played now (Maybe it is just because Renegade-x is now out for a longer time) Saw some good rushes, tactical beacon/disarms, people cooparating together on field. - Chat messages are stacked on top of the bottom message instead of hanging under the top message. Which feels less logical for me (maybe its just a personal preference). About the balance/damage: Classic Ren had a rock - paper scissors system, I have the feeling that in X everything just tends to hurt everything in more or less matter instead of dealing with extremes. I find it still very hard to snipe people (Maybe due to the UT movement) I find myself better off with a mobius/mendoza. (Which could also be a good thing because snipers are now actually sniping and not like in ren used as a general anti infantry unit) -Laser Chain gunners and apache/orca missles do a lot of damage to inf. -Patch does quite a lot against light and heavy armoured vehicles and not so much against inf (Not sure if intended?) -The beacon sound radius is large, and also very divirgent which makes it hard to locate beacons. (Eg if you stand in the middle of the base you hear it everywhere lol). -In infantry vs infantry combat you tend to die a lot quicker then in Ren, also survivability with either tanks and infantry is a lot harder in X but I cant seem to put my finger on what the cause of that is yet. Conclusion: I am very positive about the changes made in Beta 3, this is generally a large step in the direction of creating the old renegade feeling again. Will be playing X now occasionally. Good job devss!!
  5. Awesome! Iam downloading now, I hope my computer runs it now with the new optimalisations.
  6. Dear development team, First of all I want to thank you for creating the game, It really surprised me positively in lots of ways and I think you guys really did a good job as for recreating renegade with a fresh new experience. However there is only one point that bothers me while playing the beta and that is the delay that exists when you drive your vehicles.. In the classic Renegade it was possible to dodge incomming shells, shelter behind the harvester and terain and in de CW league people were actually juking the tank movement so the enemy would have to predict sides to where to shoot at. Which all was a very big contributor to what made renegade so great in my opinion. I have a feeling that this is a ping related issue because the delay is greater in some servers then the other. I hope it is fixable on the UT3 engine, in the mean time ill just enjoy the beta how it is now. Thanks for reading gz The Zu Edit: I found a video addressing the movement in both cs 1.6 and cs, found it interesting because it somewhat relates to this matter. http://www.youtube.com/watch?v=6CF8-wDv474&t=0m50s
  7. Sure sounds like a good addition to the current gamemechanics. I sure hope it doesnt impact the renegade gameplay too much though
  8. As usual, an awesome update once again1!! Looks very very nice
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