Jump to content

R315r4z0r

Closed Beta Testers
  • Posts

    1903
  • Joined

  • Last visited

Everything posted by R315r4z0r

  1. It's to make each side feel different. Having a male voice contrasts well with the other side having a female voice. It gives it a style to let you know you ARE GDI or you ARE Nod.
  2. Yeah I was gonna suggest Xpadder too. It lets you bind keystrokes to a gamepad/joystick so you can fool your games into thinking the buttons you're pressing on your gamepad/joystick are actually keys being pressed on your keyboard.
  3. I don't recall this discussion being concluded... unless I wasn't there for it. AFAIK it's still on the "to-do" list. Like Free aim.
  4. That's over complicated and confusing. "You can use an airstrike in that area except for if someone else is using an airstrike in that area." New players won't understand it let alone care to try. One of the first rules of designing a game is to not frustrate new players with obscure rules and regulations they would have no means of understanding without previous experience. One of two things need to be adjusted to address this issue. 1. All bases need anti-air defenses. Anti-air defenses will defend against all airstrikes placed within the base's proximity. Destroy the AA, gain the ability to deploy strikes in their base. 2. Disable beacon airstrikes completely.
  5. 1. I don't see how it turns new players off to the game. It's an advanced team play mechanic that is in no way required to win. In fact, most people wouldn't even think to do that in the first place. How can someone get confused about something they don't know can be done? 2. I don't know what you mean by "unrepair." If that was directed at me, then you totally lost me. I do know you can sabotage enemy vehicles with the repair weapons in BF. Is that what you're talking about? That shouldn't happen in this game. 3. Only the things that make the game what it is should return. This being one of those things.
  6. Another viable use for enemy healing is preventing enemies from respawning in their base. If you're in the field fighting an enemy unit that is close to dying but you know that back at their base your team is busy infiltrating their structure, you'd rather heal that enemy out in the field so that they won't die, respawn and give your friends trouble and potentially blow their cover and cause the attack to fail.
  7. This is the exact reason why there aren't weapons with unlimited ammo. It's to stop people from having that sort of streak. It forces you to return to base and therefore gives the enemy time to counter. Vehicles have unlimited ammo because they aren't character classes. They are supplementary units that are an addition to your normal character. They also have limits as to how many can be in play at once and their size also dictates how many can actively be effective in an area (depending on the map). There is really nothing to draw from when trying to compare them to characters because they are something completely different entirely.
  8. I vote that you just get some new hardware. Even just cheap stuff... the low end of the modern GPUs are more than enough to handle this game. It's really not fair to ask them to do more work to make the graphics go even lower (which is a lot more work than you think) just because one person is too stubborn to play on a computer that at least meets the minimum requirements for the game. Also, making settings be able to go too low can be abused by giving players advantages over players who have everything turned up. Without all the bells and whistles, you'd be more aware of what's happening in the environment compared to someone with everything maxed out. Granted it's a choice that is freely given to everyone, it would be an incredibly stupid move to encourage players to play with low-end settings just to stay competitive.
  9. They did it because they ordered the marksman unit before the engineer unit, thus pushing the engineer up to #5. While I can see some new people getting confused at why a support role is just randomly placed in the middle of 4 offensive roles, it would make more intuitive sense to keep the engineer at 4 and make the marksman 5.
  10. The coordination it takes to do that require a good handful of players though. For example, it takes 3 C4s to blow up an enemy structure. So if 3 SBH sneak into the base ontop of a stank, that requires a minimum of 4 Nod players to coordinate. If GDI is playing their role properly, they will be keeping the pressure on Nod with steamrolling tactics. So that's 4 less players available to help defend Nod's base. Now, while that might not make too much of a difference in large servers, in small servers it can make or break a team. In fact, it's the very reason why SBHs were considered somewhat noobish in the original game when you chose to be one even though 40% of your team was also SBHs. Running around, being sneaky, trying not to be seen... it's practically as effective as not even being in the match at all. So unless GDI is doing nothing but staying defensive the whole time, Nod would only have a small window to utilize this tactic. And by "utilize this tactic" I mean merely infiltrate the GDI base from the side and not actually nuke or C4 anything. GDI just needs to play offensively to hamper Nod's usage of this tactic. The best way to counter it is to prevent it all together. Take the point before Nod can coordinate the maneuver. Surround them before they surround you. Because if you're beating down on their airstrip or hand of Nod, they will think twice about sending 4 players out of the base while it's under attack.
  11. While I can't say I've ever purchased an engineer instead of refilling, although I see how that can be possible, I have purchased an engineer by accidentally double-tapping E when entering a PT. It would be nice to be able to bind those keys, but personally I wouldn't change them since they make sense to me. I'd prefer a more fixed solution in addition to the ability to rebind the keys ourselves. Something like a confirmation dialogue for using a hotkey to purchase a character that's cheaper than your current character. This dialogue should also be able to be disabled in the options menu if you don't like it.
  12. I'm not entirely sold on applying the token idea to characters. They are just a different breed to vehicles. With vehicles, it doesn't matter what character you are, you can always use whatever vehicle you want. With characters, they are a major deciding factor on how you're going to be playing for the remainder of that character's life. While I really can't think of many reasons to not allow the token system for characters.. I'm not sure I like it anyway.
  13. I'm saying it makes absolutely no difference whether they can get in from the sides or not. They are going to get in. It doesn't matter if you have your whole team camping the only entrance to the base. SBHs will get passed you. Guaranteed. So it makes no difference whether they come in from the main entrance, through the tunnels, are airdropped in, or if they buddy hop over the sides. SBH in your base are SBH in your base. Coming in from the sides doesn't make them any stronger than coming from anywhere else. Especially since in order for them to actually do any damage, they need to enter or get close to a building... which always remain the same. The issues you guys are bringing up have nothing to do with the ability to hop the wall. Yeah SBH can 3x C4 a building. Yeah they can coordinate multi-nukes. But they can do that regardless of how they got into the base. And they will do it, regardless of defenders. The issue is not how they got into the base it's how can they be countered. Like I said before, their cloak needs a nerf. Now, obviously this favors Nod since they can do it invisibly but what difference does it make since Nod already had that advantage to begin with? Unit positioning won't change the unit's effectiveness. It's like saying SBH are OP everywhere on Whiteout except in the tunnels. Stealth is stealth. The advantage is apparent from the start: They are invisible. Why does being able to buddy hop that wall suddenly make them more OP than they were before? Except from the main entrance and tunnel, which allow enemies to pass through. Walls make it easier to defend your base. They don't defend it for you.
  14. Those sides weren't designed for entry. But it doesn't make a difference because it doesn't give any team an advantage. The map is symmetrical and both sides have the same access points. The only difference is that Nod can do it completely stealthed while GDI is fully visible. But it doesn't matter because regardless of if there is one entrance to a base or if there are ten entrances to a base, the buildings will always be the same and never move or change. Just because you can enter a base from the east and west doesn't change the fact that the WF's doors and beacon spots are always located in the same spot. If you're not defending at your buildings, then you're leaving yourself a gap for the enemy to exploit and destroy your structure. Defend the structure and it doesn't matter where the enemy comes from because no matter what they have to come to you to attack the building. That's why even if it wasn't intended and even if it wasn't in the original game, it still should be allowed simply because it allows for an unintended burst of teamwork that wasn't possible before. It adds some new variety to the game/map that keeps even old players on their toes.
  15. No limits. Not on SBHs, not on super weapons, nothing. The only limits this game should have are: 1. Mine limits. 2. Vehicle limits. 3. Time limits. That's it. Cloaks just need to be more visible. They need to flicker when shot and they need to visibly distort when moving quickly. That's all they need to do to them.
  16. So... how exactly would you know about GDI's capabilities if you only play Nod?
  17. I wouldn't consider this an exploit. But I do think that it's a bit OP on walls with SBH. Not because of the tactic, but because of how hard cloaks are to spot. Nerf the cloak and I wouldn't consider this to be an issue. In addition, the point about SBH being able to get into the base anyway is probably the best rebuttal for this. Smart mining does not mean mining the entrance to the base. It means mining the doorways and areas SBH are likely to try to sneak into. So if SBH can come from more places, it makes people less inclined to waste their team's mines on the base's main entrance and instead put them in useful locations. Because at the end of the day, regardless of how many entrances there are to the base, you're not going to stop all SBHs from getting in no matter how much you defend. The structures, however, will always remain the same as well as their vulnerabilities. Defend those and you should never run into any serious problems with SBHs.
  18. I liked Hourglass. My least favorite map has always been Field. Don't get me wrong, I love Whiteout. But I love Hourglass as well.
  19. I just want to clarify my original post. I didn't mean to say that the game is bad and the devs don't deserve compensation for their work. I mean that I wouldn't spend retail price for it in its current state were it to be a retail game. I love the game, don't get me wrong.
  20. Daxter, you're missing the point. The lack of a feature doesn't mean they designed the game not to have the feature. Until the devs say, "Hey, this is now the release version of this game" you can't assume that missing features are design choices. They can't just make a wish and suddenly everything works like it's supposed to. Time and effort is needed to make stuff happen. Time and effort that the coders right now are more likely spending trying to fix more pressing issues... like the game crashes. That does not mean that they won't add this feature into the game. They just haven't gotten around to it yet if they intend to do it. So unless you hear from them that they do not intend to add it, you have no reason to assume that they won't.
  21. The devs didn't "choose" not to make SBH visible when they take damage. This is a beta, and it's a work in progress. The function just isn't in the game yet.
  22. Tbh, I seem to recall the rockets of the Stank working the same way in the original game. I'd overshoot stuff in the original Renegade with stanks the same as I overshoot stuff in Renegade X. They just fire upwards and have a slow turn rate... causing you to almost always miss targets in close range.
  23. I wish this game had a matchmaking system that put players into matches with their desired server settings. More servers would be filled with a playable amount of people.
  24. I agree that SBHs should become more visible when sprinting. Also when they take damage is a given since that's how it was in the original game.
  25. Limiting is a bad idea for a number of reasons. But the most prominent reasons off the top of my head would be: -You're over complicating the game. There are dozens of infantry classes in the game. So having special parameters to use one specific one just gets people confused. -Open limits invite griefing. They also do not discriminate between those who know what they are doing and those who don't know. If some nub is running around with a SBH and hogging the limit up, you lose the ability to get someone competent to take their place. And you can't just go "hey, kill yourself so I can be a SBH!" -Why add new mechanics into the game when all they need to do is adjust character settings to tamper with its balance? Seems like way too much extra work that isn't necessary at all. That's like walking all the way around the block just to get to the house next door to yours.
×
×
  • Create New...