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Everything posted by R315r4z0r
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You know, maybe I'm looking at it the wrong way. I think I can limit it down a bit to make it seem less unbias. The map is designed in a clever way to not allow any vehicle, other than artilleries, to range in on the enemy's base without being seen by the base defense. I like that, it forces artillery use in the early game. However, the one thing I don't like, which I find the most unbalanced, is the fact that if you opt to tank rush the enemy defense, Nod has a much easier time getting to the AGT than GDI has getting to the Obelisk. Why are cheaper, lesser armored Nod vehicles able to breach GDI's defenses single handedly while GDI's expensive heavily armored vehicles need to charge in with packs of 3 or more in order to get the last tank to explode close enough to the obelisk to allow the driver to run inside? I don't think this is fair. Now, I'm not saying to make it easy for GDI to get to the Obelisk, I'm just asking to make it more accessible. As of right now, it's a very limited feeling when playing as GDI when you feel as if you could be doing so much more but you are forced into a position were you need to use the MRLS if you want to attack. So, how should this be adjusted? Well, the reason why GDI has trouble getting to the Obelisk is because this version of Hourglass is larger than Renegade's. Meaning, vehicles need to travel a longer distance, and therefore are open for more hits. That's why I propose to somehow adjust the design from the sidelines to the Obelisk to allow GDI to get a bit closer without the Obelisk being able to see the vehicles. Maybe some sort of overhang that blocks the obelisk crystal or something perspective like that? *Note, I'm not asking to make it possible for GDI to get close enough to the Nod base to be able to pick off structures while not being seen by the Obelisk (as they still will be out of range and they will also be in the open for enemy attacks) I'm just suggesting giving GDI a bit of a head start before the Obelisk sees them.
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There is a vehicle counter. Join an instant action game and wait for the harvester to spawn. Then just look at the counter.
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Keep it. It was in Renegade, it should be in Renegade X. But it should have consequences: -Loss of credits -Cooldown time There should be a second kill command allowed by moderators that can kill people without them losing credits (for times when they are stuck or something like that.)
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You realize I'm talking about the Renegade X version of Hourglass right? The hill is THE most balanced spot on the map. It can be contested by either GDI or Nod. Each has their strengths on it and each has their weaknesses.
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Did you even read what you quoted or did you just make it up as you went along then quoted me for good measure? Seriously, what are you talking about? Lol.
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QUOTE (der Papst @ Nov 15 2009, 12:57 AM) <{POST_SNAPBACK}> -Nod vehicles can reach GDI's base single handedly. GDI needs a force of about 3 or more to make one vehicle in, if lucky. -GDI is often forced to chose between only two means of attacking the enemy base: MRLS rush from the sidelines or a gunner rush. Nod has many options available from what GDI is capable of plus much more. -GDI's main combat vehicles (Medium tank and Mammoth tank) are often out ranged by Nod artilleries, which is statistically Nod's main vehicle of choice. This poor weapon range on GDI's part also causes problems when they attempt to rush the Nod base, as they need to drive almost half way to the Obelisk before they can land a single shell. To name a few major ones. The map would be more balanced if more vehicles, not just GDI vehicles, could attack enemy structures from the side lines. The GDI Medium tank, as in Renegade, was able to hit the Hand of Nod from the side closer to the Air Strip. Even though doing that would also give Nod more things to attack with, GDI's brute force would be accessable, balancing out the game. It gives GDI something else to do other than defend or MRLS rush.
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QUOTE (TigerXtrm @ Nov 14 2009, 10:31 PM) <{POST_SNAPBACK}> Don't take what I said too literally. Nothing can be always or never. There will always be some exceptions. What I'm focusing in on is the majority. The majority of the time on Renegade X's Hourglass results in either: 1. Nod winning by points if GDI has a decent team that knows how to cooperate while they are annihilated. 2. Nod wins by destroying the GDI base. Most of the time, Nod destroys the base. The only times I've ever seen GDI win was when the Nod team was completely incompetent. And another thing: Hill camping has absolutely nothing to do with it. The point is, there are far too many unfair advantages available to Nod that simply aren't possible as GDI. This results in a much easier game for Nod and a much more difficult game for GDI. BOTH teams should require teamwork and strategical analysis in order to become victorious. Falsely singling out hill camping and choosing to ignore the completely obvious bias play design of the map is betraying your apparent ideal that the game should value strategy and tactics over 'camping.' (Which is a strategic tactic, by the way.) -I have won every single match on Hourglass when I joined as Nod. Most of which were via base destruction. -I have lost the vast majority of matches on Hourglass when I joined as GDI. -As GDI, I have only won about 3 times, give or take, with points and 1 time with base destruction (and that was when we vastly outnumbered the enemy team and of the people on Nod, they really didn't seem to be paying much attention to anything.) Don't tell me the map is balanced and fair when it is obviously not. If one team requires more teamwork than the other team to pull off a victory, then there is an obvious flaw in its design. I don't care how many times you claim to have overcame this flaw, the fact remains that there is still a flaw and it needs to be looked into and fixed.
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QUOTE (thrash300 @ Nov 14 2009, 03:18 AM) <{POST_SNAPBACK}> Who are you correcting and why? Also what do you mean by #1? What's not cheap? Who's a n00b? Why 15? Be more specific.
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QUOTE (der Papst @ Nov 14 2009, 06:02 PM) <{POST_SNAPBACK}> You completely missed the point of what I said. See below. QUOTE (TigerXtrm @ Nov 14 2009, 06:40 PM) <{POST_SNAPBACK}> This is what I was getting at. GDI has to think. Nod DOESN'T. The map's so bias in their favor that there is no fun playing on Nod because you know you're going to win.
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You're missing the point. It's not that people are complaining because it's too much effort for GDI to win, people are complaining because it doesn't require much effort for Nod to win. GDI has to think. Nod just does whatever.
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QUOTE (TigerXtrm @ Nov 10 2009, 06:40 PM) <{POST_SNAPBACK}> No, I'm the only one who ever DOES repair.
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I think it's fun...
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Entertainment value has nothing to do with tactical value. Attacking from the hill is a favorable tactic because it gives you a good advantage over the other team. The hilltop is a strategic point of the map that should be battled over. I think that it would be more fun to battle for it if the enemy's base defense didn't protect the aggressors. I think a small little down hill on top of the big hill could be used for battling without either team's defenses being able to fire on anyone. Only when you move into attacking positions would the defenses see you. (However, I don't think that Hourglass should be edited that way because it's supposed to be the same as it was in Renegade. But it should be edited in order to make it more like it was in Renegade because it's really different at the moment.)
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QUOTE (punko24 @ Nov 7 2009, 09:52 PM) <{POST_SNAPBACK}> QUOTE (R315r4z0r @ Nov 7 2009, 09:09 PM) <{POST_SNAPBACK}> The GDI MRLS is the ONLY GDI vehicle capable of attacking any Nod structure without being seen by the Obelisk. Nod can attack all of GDI's base with their Artillery from the same angles the GDI MRLS can attack Nod's. The plus is, Nod can also use other vehicles, for example the light tank, to attack GDI structures without the AGT seeing them. Meaning, Nod can do exactly what GDI can do with their Artillery but they can also do more with other vehicles -- thus putting GDI at a disadvantage again.
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QUOTE (thrash300 @ Nov 5 2009, 09:39 PM) <{POST_SNAPBACK}> QFTW!!!! Great post.[/b] QUOTE (thrash300 @ Nov 7 2009, 11:45 AM) <{POST_SNAPBACK}> This is definatly something to be worried about and apparently another reason to go with Linux:[/b] ???
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I love Hillcamping too. Too bad that this rendition of Hourglass doesn't really support it very well. Teams (and by teams, I mean Nod) can have better luck attacking from the sides of the map and out of any potential danger the base defense might cause (as if it could if it wanted to) I really think that Hourglass needs to go through some balance redesigns. It looks beautiful... but doesn't play very well. I don't think I've ever seen GDI win on it except for when they were fighting a completely incompetent team. Nod beats GDI on this map in: -Range -Production velocity -Rush effectiveness -Automatic base defenses -Base positioning I don't think GDI has a single redeeming quality on this map that Nod can't match or outclass.
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So, who thinks EA will allow Renegade X to be stand alone?
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When GDI threatens your base with a seemingly impenetrable wall of armor, don't fret, just send out the harvester!
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Lol, people are constantly stealing my vehicles in Renegade X. Whenever I jump out to repair a structure no one else seems to notice, it always gets stolen. Fortunately, they always listen to me when I say to give it back.
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The player tides of Renegade X are pretty extreme. There tend to be more players during European daylight hours. Also, a lot of people have gotten turned away because of connectivity issues or simply just trying to figure out how to install the mod. Once everything smooths over, I'm sure there will be plenty of people playing.
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QUOTE What ever floats your boat. :blink:
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They took the time to balance it evenly, now you want to upgrade the artillery to make it unbalanced again?
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That's not a sound pack, it's an RA3 replay. Also, as far as I know, the Pistol sound in RenX is the same as the sound from the original Renegade.
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Hotwire = Proximity C4.
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Some servers have really high mine limits.