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Everything posted by R315r4z0r
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To be completely honest. I never used patch at all. I think I used him maybe a total of 10 times out of all my years playing Renegade. And most of the time it was just because I had money to spend. What's going to make or break whether I use him or not is if I like the way he looks and like the way the gun looks. Balance/price has nothing to do with it. (Patch has no real purpose in the game in the first place.) The only reason why I use the Officer now is because I like the chaingun model and it's firing sound.
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Patch is roughly 72% more expensive than an officer.. not 157% :blink: Patch is 450. 28% of 450 is roughly 125, which is the cost of an officer. I still think it is worth it and the Officer isn't at all over powered.
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The artillery seems too powerful because the rest of the tanks are too weak.
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I should be getting Windows 7 tomorrow by mail. I've used a Mac. Once. Totally confused the crap out of me. Never again. (But then again, that's what Vista did too)
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QUOTE (Demigan @ Oct 21 2009, 09:37 AM) <{POST_SNAPBACK}> I don't really understand what you said here but I did notice you are being bias to snipers. What one unit has a weakness for, it has a strength in another. You cannot say a unit is bad completely because it isn't as effective against one specific unit type. QUOTE (Demigan @ Oct 21 2009, 09:37 AM) <{POST_SNAPBACK}> And it takes more machine gun shots to kill a patch than an officer. It takes more explosion splash damage to kill a patch than an officer. It takes more laser shots to kill a patch then an officer. What's you're point? QUOTE (Demigan @ Oct 21 2009, 09:37 AM) <{POST_SNAPBACK}> QUOTE (Demigan @ Oct 21 2009, 09:37 AM) <{POST_SNAPBACK}> These two points contradict each other. You would rather spread shots around, missing a good number of them by randomized trajectory chance, than to lead a single accurate line of projectiles into where the enemy is? Especially if they do the same damage and the latter actually has an after effect? That makes no sense. The Officer is better at shooting into crowds, but accurate weapons are good for leading shots against singular opponents.
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QUOTE (jimmer21 @ Oct 22 2009, 03:00 PM) <{POST_SNAPBACK}> Good analogy!
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Actually, with the new patch, it hasn't failed me yet.
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But you still have to take the time to fire a round into the wreck. That round may make or break you in the long run. Lets simplify it. If you drive into a wreck, it blows up instantly.
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I like the officer. And he isn't going to replace patch. -Patch has more health. -Flechette shots are more accurate than the chaingun's. -Flechette will do either equal or more damage than the chaingun. -Tiberium projectiles cause extended radiation damage. For a few hundred credits more, that's a decent advantage.
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Hmm, I had another post here, but I guess one of those errors caused it to get removed. Anyway: Have the wreckage models appear when your health drops below 20-10. You can still drive the vehicle, but it would be slower. When it's destroyed, it would explode into debris.
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I made a suggestion for this in another thread. 1. Vehicles should explode differently based on the weapon used to destroy it. Sometimes they should leave wrecks, other times they should explode into pieces. 2. There should be 'zones' were your vehicle has to explode into pieces (such as in front of of base defenses) What this would do is that if certain weapons are used to attack vehicles in the field, the destroyed vehicle may or may not leave a wreck. However, if vehicles were to attack a base, the vehicle would not leave a wreck when destroyed and simple blow up in pieces. Flames, personal lasers, shrapnel, C4, ect should cause vehicle wreckage. Explosive tank shells/rockets/missiles, focused Obelisk beam, PIC, Railgun, ect should all cause total vehicle explosions. Another idea is that wreckage should not just disappear. It should explode a second time. The time it takes for wreckage to explode should be a server side option. The options should range from 'no wreckage' to 'time in seconds' to 'never explode.'
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Horologe: Possible THE best RenX map in the mix so far. It's action intensive and battle oriented. It has the perfect balance of infantry and vehicle travel and combat. And the desert look suits it so perfectly, it's not even funny. The only thing I would suggest adding is maybe a turret/guard tower. (Just one per each team.) Right in the center of the base. Hourglass: Beautiful map. Terribly flawed though. It's balance is shifted way to heavily in Nod's favor. -Nod can attack EVERY single GDI structure from either the left (east) flank or on the hill top. The west side has limited visibility of the barracks, but it is still possible to hit everything else. You can attack everything WITHOUT the AGT seeing you. -The new large size of the map automatically puts GDI at a disadvantage because it gives Nod artilleries more time to peg targets and causes GDI units to fall victim to their own weapon ranges. Yes, I realize that the speed and range of the shells are the same as in Renegade, but larger battle zones mean advantages/disadvantages are distributed. Think of it this way: In Renegade, a medium tank can drive on the side areas of hourglass, fire from the cliff closest to GDI's base and come close to hitting the opposite cliff wall near Nod's base. In Renegade X, they can't even get close because the length of the sides of the map were increased. This gives artilleries a range advantage if they decide to attack from the sides. -The Obelisk out ranges tanks that attempt to rush from either side of the map. You need to drive halfway up the distance (while getting picked off by the Ob) before you can get a single shot in on the ob. -The base areas are more open for attack. In Renegade, the side flanks of the map required you to turn a corner, into the sight of the base defense, in order to get a view of the base entrance. In Renegade X, you can see the entire enemy base from the side areas, allowing you to hit every structure from WAY back in the side areas (making it easier to camp structures and easier to escape if you are countered (As you will be closer to your own base.)) -The Obelisk has the eyes of a hawk. GDI has next to nowhere to hide. Nod, on the other hand, can just stroll an attack over GDI's base any time they wish and the AGT wont care a bit. -The bases aren't centered. The East side of GDI's base is closer to the side area of the map. Making rushes more effective from that direction. That means, with Nod's fast vehicles, they can reach the AGT much more efficiently than GDI can reach the Obelisk. Suggestions: Map suggestions to fix hourglass' imbalances: -Close of the base entrances some more. Add either some walls or more cliffs. You should not be able to attack the GDI weapon's factory from the east side of the map without the AGT seeing you. -Pull the AGT back into the GDI base a few meters. It means Nod would have to travel more in order to get to the AGT, but it also means the AGT would have a better sight of the sides of the map and the top of the hill. -Make Nod's portion of the hill slightly steeper than GDI's portion. That requires them to have to get more into view of the AGT before they are able to get off any effective rounds. General Suggestions to fix general imbalances: -Copying statistics from Renegade alone will not result in a copy of Renegade's gameplay. You HAVE to make changes to those statistics in order to match Renegade's gameplay. The reason this is true is because a few reasons: 1. Physics engine changes how vehicles interact with the world. 2. Custom redesigned map remakes are not 100% to scale with the originals. Many, such as Hourglass, are much bigger than the originals. That opens up more channels of war and changes the gameplay dramatically. Statistics need to be adjusted to compensate for the differences in order to try and match Renegade's gameplay. Balance of power is one thing (how much damage something does) and should not be altered. But things like vehicle range and projectile speed should be altered in such ways that form the same results of the Renegade feel. It's not enough to copy the statistics of Renegade, you need to balance and check to see if the statistics used mimic how the Renegade played. Because simply copying the statistics has not done Renegade's iconic balance any justice. Guess, check and change. 'Do these settings feel like Renegade's gameplay? No? What about these?' Try to balance Renegade X as if you've lost the access to the original Renegade.
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Fobby decided to take a nap on my sandbags.
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V0.36 is not released publicly yet.
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QUOTE (Mighty BOB! @ Oct 18 2009, 08:16 AM) <{POST_SNAPBACK}> You misunderstood what he said. He is basically saying he agrees with the idea of the comm center adding that radar function, but he doesn't like the idea of altering the original maps. Adding another structure to the original maps WILL change the gameplay of those maps.
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It's supposed to be like it was in Renegade, not like Tiberian Dawn. Also, why would you change it? It's seems nicely balanced already.
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You can't. The game is made so that you can't customize it like that.
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They plan on making the vehicle limits adjustable via server side options. Mine limits as well as many, many other options too.
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That's why I suggested a system in which players earn new things to use and diversify how the specific team they are playing on is different from the others.
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QUOTE (SkyHammer @ Oct 15 2009, 12:10 AM) <{POST_SNAPBACK}> I don't think it be hard to make at all. It would be easier than making a full C&C mode map. All it would be is a long map with vehicle spawns for either team at the ends.
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I'm going to bump this thread because I thought about a cool mode. I know Fobby said they aren't planning on adding much, but I thought it was cool and wanted to share. This is much less a mode then it is a style of map. It is designed to be a co-op style offense/defense map. (I've played the type of map I'm speaking about before on large servers and it is REALLY fun.) Of any of the long time Renegade players here, have any of you heard of the old A1game server? There were a few discrepancies with that server which I think is what gave it some of its popularity. Anyway, the server was HIGHLY anti-cheat, anti-client modifications. However, they did attempt to modify some of the maps a little to give it a bit of a difficulty swing (like increasing the hitpoints of defenes and stuff like that.) However, one of the major draws to that server was it's modified single player missions. They were unique to that server and were not shared with anyone else. (For those that don't want to read the entire post, main point starts at the bolded "What I'm getting at") A1 (the person who designed the modifications) designed each single player mission to play out completely differently. For example, M01 was a hiking/combat style map where the enemy teams were placed far apart and it took a long time to reach contact. If you died, you had to respawn back at start. One might think that this would be a deterrent for this map, but to the contrary, it was a lot of fun. The death penalty of having to hike back to combat made people fear dying in combat. They used that emotion to group into squads and push forward as a functioning squad in the terrain. It was especially satisfying to push through enemy forces relying on squad feedback. Another example is the map M01 (the mansion map) Each team started with a PT in different parts of the map. But the only weapons available were the basic infantry and some autorifle spawns. It was the best auto-rifle infantry death match map on any server I've ever played. Finally, possibly the best modded mission map, and the point I'm making, comes from the mission map M02. (That was the third mission in the snow with the dam and the Nod base were Havoc goes to shoot Mendoza but accidentally kills a passing guard.) Anyway, if you recall, that map was LOOOONNNG.. The way that the A1game server set up this map was similar to that of M01 in that each team started at the opposite ends of the map (Nod Started at the dam where GDI started at where Havoc starts the mission in SP.) The difference between this and M01 was that instead of an infantry death match, it was a vehicle death match. But the map had an extra death penalty other than having to hike back into combat: heavy vehicles didn't respawn. Each team started with a wide array of vehicles. GDI had about 8 medium tanks, a mammoth tank, an MRLS, and a bunch of respawning humm-vees. Nod had like 9 light tanks, a stealth tank, an artillery, and a bunch of respawning buggies. What made this map especially fun were a few reasons: -Death penalties made people really want to fight for their lives in this map. You didn't see people wasting away their time not caring if they lived or died (unless they just wanted to be a prick) -Exceptional team play was guaranteed even by people who've never played on the server. -It's bottle neck style design made driving into unknown territory uneasy and unsettling. A foreboding sense of danger scared teammates into cooperating together as a team in a way that many of you oldschool Renegaders have never experienced or even deemed possible in Renegade. -Ambushes could be set up to take the enemy team by surprise What I'm getting at in terms of a game mode/map style is to follow something similar to what was done in the description of M02 that I mentioned. 1. A long winding map, possibly with multiple paths that splinter off of each other and meet up again later. 2. Design: Open field areas divided by bottle neck connections 3. Possibly an Offensive/Defensive theme depending on the map. Ex: Nod is holding a location and GDI is assaulting it. Alteration suggestions I've thought of could be something like this: 1. Evolving map progress could be done by the assaulting team bringing a certain vehicle up in the battlefield (like an MCV). Ex, if the MCV is able to get to a certain point in a map, that team's progress would continue from that location on as if they won control of that area. 2. Epic capture the flag style gameplay could be implemented to introduce multiple "waves" of respawning units. Meaning every time a flag is captured and someone scores, all vehicles respawn back at base for another round. (So that the match doesn't have to necessarily end if you exhaust all of your team's heavier units early in a match.) Anyway, that's my idea. I just remembered it as the most fun in a Renegade server I ever had and thought it would be cool to get a similar mode/map style in Renegade X.
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I was thinking. Would it be possible to give map makers the ability to disable/enable feign deaths in their maps? (Not a server side option.) I say this because rag dolling is fun when you just want to goof around. And people like to make roleplay maps (like Carnage Club). I figure it might be fun to allow a mapper to allow feign death on maps were the gameplay isn't as important. That would mean that it would be set off by default and for any map where it is expected to be taken seriously, it would be disabled.
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There is a patch coming sometime this month.
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Do the Ref and Air have the same HP?