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Everything posted by R315r4z0r
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It is pinging all the servers when it goes not responding. Give it about 20 seconds and it will come back with all the server ping's listed. IMO, I think it would be nice that if you select a server in the server browser, it automatically pings it. That way you can ping an individual server without having to wait for it to ping all of them.
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Figured I'd start a thread about experiences in Renegade X that you'd like to share. Post videos, upload screenshots, or just tell a story. Here is a video of a game on walls where I was able to infiltrate Nod's base and kill their PP. Tzl8v0IMMx0
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I find the Orca to be much more maneuverable than the Apache. But I think the Apache is the stronger attack chopper. The machine gun alone is enough to outclass the Orca. Also, most people don't realize there is a vehicle boost, similar to infantry sprint. Aircraft move much faster when boosting.
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I'd say no to a team lockout. That opens it up for grievers or just any nub not knowing what they are doing. Someone can buy it and waste it then screw their team out of one for however long the wait is. There should be a personal lockout though so you can't spam them on your own. But, to be completely honest, I haven't been having the same frustrations everyone else is complaining about. I'm chalking that up be that I've been playing the game for longer so I've grown accustomed to it. But not in a way that I've grown complacent to suddenly being bombed... but in that I'm never in a location where I am getting bombed. Since yesterday, I've played many matches and heard well over hundreds of airstrikes. I've died from 2. Now I don't mean that as a bragging thing. My point is that you have to give it time and learn how to adapt to the game and eventually they won't seem nearly as bad as you first thought they were. It really isn't that hard to imagine where your enemy has a line of sight. If the enemy can see you, it's likely that airstrike is coming to you... so move.
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When it comes to balancing them vs infantry, you can make their effectiveness vs infantry hit or miss. Like, they either take big damage or they are missed. Or maybe you can make a "no fly zone" where a beacon is deployed... you know for the safety of the pilots lol.
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I've noticed specific maps lag while others don't. Whiteout, for example, is almost impossible to correctly use vehicles because of the lag you get... but oddly enough it's only vehicles and doing anything else works fine. I also want to point out that the attack helicopter shaky dance, which is something that only happened to me when I dropped below 30FPS, is now happening to me at 50+ FPS. This was also noted on Whiteout. I think it just might be a side effect of the vehicle lag. I haven't noticed much of a problem when the servers cap out though. It's usually pretty consistent. It's just map-based.
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The thing is they are supposed to cost you credits to upgrade them. So the game is losing a credit sink.
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Well that's exactly what it does now. It says the strike is imminent when you can no longer disarm it. It usually goes something like... "...20.....15.. Nuclear Strike Immenent, 10, 9, 8...." etc. The beacon also turns bright green and changes its sound effect when it can't be disarmed anymore. However, I don't like how it gives you 10 seconds to run away. I really hope Kil's idea is put in.
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I don't think it would be hard to add, but I too am not a coder. I'm just afraid of over complicating it. I think the base feature of airstrikes works well. It is just overly abundant in 64 player servers. It's like teaching someone how to drive a car in a city full of traffic. You can't get the right feel for it since you aren't in the optimal conditions. People firstly just need to give it time and eventually airstrikes won't be that big of a deal (you learn to spot them easier and be in the places they aren't likely to be called to). But secondly, on servers with more optimal player counts, airstrikes will not be nearly as frequent. I think people are jumping the gun a bit by damning them after only experiencing them on 64 player servers. That being said, I still support my suggestions I made in my earlier post in this thread.
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It's labeled as "large" for a reason. And imo, there needs to be more large maps like this added to the rotation especially on servers hosting 64 players. Lakeside is like the only map where having 32 teammates doesn't equate to you having no room to maneuver.
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My point is that there is no way to judge between a place you can call one in and a place you can't call one in. I was just trying to be creative. Players would just get confused at why their airstrikes aren't working and there would be a swarm of people on the forum complaining that its a bug when in reality, they were just in the wrong spot to call one in.
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For all classes you're supposed to switch timed C4. From hotwire/technician you switch proximity mines. However, I've tested this more, on 3 different servers, and no matter what class I am, it won't let me equip grenades. I select them in the PT but when I click purchase, I still have my normal C4. Also, every time I check the PT, it says my current explosives are proximity mines... even if I'm not a tech/hotwire.
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That's already how it is. You can either have one or the other. Not both. I disagree with this because only 2 maps have SAM sites yet you can use airstrikes on every map. It would be inconsistent and confusing to players switching between maps. I disagree with this as well. You aren't radioing an airstrike, you're designating one. You don't need to connect with satcomm to use a laser pointer. What does need to happen though is that airstrikes need to be line of sight based. I heard people complaining they were being hit by airstrikes while they were in tunnels, like on Mesa. If an airstrike is put inside of a tunnel, then the blast should hit the first piece of ground between the plane and the target area... so in Mesa's case, it would be the roof of the blue tiberium cave.
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I've had the most lag today on Jelly. I mean like 500 ping. And it wasn't just me, everyone was complaining about it. This was a few hours ago so it's probably subsided. St0rm was also lagging pretty bad when I was on it as well. Rencorner has been the best for me so far. But Whiteout was a bit laggy for vehicles.
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The carbine costs money, the autorifle doesn't. The carbine also has 30 rounds per magazine and a really low rate of fire. It's spread is also pretty big. It does do a bit more damage though. All in all, I much prefer the carbine but that's just my preference. But I think the autorifle is set up pretty good at the moment. You gotta remember, it's the basic weapon. Free and the one you spawn with. It shouldn't be a super top-tier performing weapon.
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The way Renegade works is very noob friendly. Especially now, with all these 64 player servers. There are so many things to do in a match that you will need to devote several rounds to just learning the ropes of how it works. Play a map and just fight it out in the tunnels. On another map, use vehicles. On another, try sniping. On another, try supporting friendly vehicles with repairs. And that's only scratching the surface. There is just so much you can do and now is the perfect time to learn. You won't get better if you don't toss yourself in!
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Vehicles meant to have a delay when driving them?
R315r4z0r replied to Palexon's topic in Renegade X
Yep. Vehicle control is server side, so the higher your ping, the more of a delay you will feel. If you play in skirmish mode, you will see how the vehicles actually handle. -
They are so high today so there is enough room for all the people rushing in to play. I'm sure the smaller servers will fill up eventually. You just gotta give it time and let the players find their servers.
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You can also pretty much hand deliver the missiles fired from an MRLS faster than they travel on their own. Tbh, I like the arc because it's very useful once you get used to it. You can hit targets who are in cover or behind obstacles. There are even a few maps where you can hit base structures from over large obstructions that you wouldn't be able to with direct fire.
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Actually, I think their range should be infinite. But they should take a longer time to deploy and the laser should be more visible. I'd also like them to have a player cooldown. Like if you use one, you can't use another for 3 minutes or something. This is per player, not per team. That all being said, these matches are packed to the brim with people. 64 players means there are going to be a lot of airstrikes; lots of credits, vehicle limit full, tunnels are packed... nothing much left to do but spam strikes to help your advance.
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Regarding night maps, I don't have any issues with them. Is your brightness low? I see enemies just fine. Mesa is more difficult, but I think that's because of the storm (and intentional). But Field is perfectly visible for me.
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I agree. At the moment, you can press ~ to read chat logs. There is. Hold Tab. This brings up the scoreboard and it also shows all remaining buildings with their HP bars. As far as the HUD icons, they do turn red when they are low on HP, but that's about it. But if you think about it, if you're gonna press through 32 enemy players, you're going to need the super powerful stuff. Both teams have these credits so it balances out. Plus airstrikes are an excellent credit sink if you have too much to use. They already do. Most locking weapons have it. Their secondary fire just fires straight, ignoring the lock. Only exception to this would be vehicles like the mammoth tank or attack helicopters. This is actually already being worked on from internal tester feedback. The new system just wasn't ready for today's release.
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Critique of RenX Gameplay, first impressions.
R315r4z0r replied to RoundShades's topic in Renegade X
If you pay attention to your surroundings, you can see a laser pointer where an airstrike is being targeted. If you miss it, just find cover and hope it's not about to hit you. Otherwise, you just gotta realize the current matches are jammed full of players. So airstrikes every few seconds is just a given. If you play on a server with less players, they will be less frequent. They do cost 700 credits each. -
No, I haven't changed anything.
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I didn't have any crash problems in the past few builds but now I, too, am crashing after each map.