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R315r4z0r

Closed Beta Testers
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Everything posted by R315r4z0r

  1. All of the weapons that had instant hit (hitscan) bullets still have hitscan bullets in Renegade X. Everything that isn't hitscan in Renegade X was also not hitscan in Renegade. So if it was instant-hit in Renegade, it is instant-hit in Renegade X. No changes have been made regarding that (well... it's as similar as it could be considering it's a whole new engine.)
  2. -Friendly beacons should always appear on your minimap (beacons currently have no blip). -Spotted enemy beacons should permenantly reveal it for your team until the beacon disappears (is disarmed/is detonated). -One player should be unable to place multiple beacons. (This is to avoid the annoying EVA spam when someone has too many credits to burn. Plus there is no possible way that one single person can place two beacons in the enemy base in less than 10 seconds of each other.) The point is that if it's a problem that people do not like, then the devs are forced to fix it if they want to keep their player base. The more people who experience them, the louder the noise they will make and the more likely chance it will be fixed. If the problem spots exist, but no one uses them, that doesn't solve the problem. It just causes unnecessary bans and extra work for server owners/moderators.
  3. I don't think airstrikes were adjusted properly. I agree with the price increase but it had too much of a damage nerf. Players aren't afraid of them anymore so they don't bother getting out of the way when they are called in. They should do enough damage to cripple a group of tanks that don't bother to react. It shouldn't completely obliterate an enemy attack, but make them scatter and have to regroup. It does, however, have to effectively kill techs that don't find cover. I still stand by my concept of player cooldowns. You use it then you have to wait 5 minutes or whatever to use it again. Also, you shouldn't be able to use airstrikes on beacons.
  4. Yes you can. Nukes aren't armed until moments before detonation. They also do not detonate on impact like other missiles, they detonate mid-air just above the target. An aborted Nuke animation can be one of two things: 1. The nuke explodes mid-air. Not a nuclear explosion, just a small one that eats the missile. 2. The warhead impacts the ground but doesn't detonate. The Ion cannon is actually a much simpler concept. It has at least an 8 second animation for firing. The abort animation could just reverse the animation from whatever spot it was in or it could distort and disappear in a puff of blue ionized smog.
  5. The thing is, there is no "porting" of maps. There is making maps from scratch. If you're interested in a remake, it has to be remade from the ground up... which could take months... per map. Like Goz said, you could totally try to recreate some yourself if mod tools come out... but I wouldn't get your hopes up for any specific remakes.
  6. The current beacon countdown is no good. Also, it's not 5 seconds immunity, it's 10 seconds. The way it was in the original game was better than this method, animations aside. In Renegade X there is no longer that feeling of intensity when trying to disarm a beacon. You can't get into the last nano-second before it goes off any more... you get to 15 seconds and then that's it... you're done. Clear the area because there is nothing you can do. - that's stupid. It would be much better if the animation of the super weapon beacon changed to an abort or reverted animation to signal a disarm. Or, if nothing else, change the count down timer to count down until imminent, not detonation.
  7. I don't like servers that do that. Granted planting in those spots pisses more people off and could potentially make them stop playing, it also shows a sense of urgency to fix the issue. Banning players for doing that, to me, is like sweeping the problem under the rug. If it's a problem, let it be a problem so that it can be fixed. Otherwise it's just going to be overlooked since no one is using those spots.
  8. Why don't they just make all vehicles have a fixed specific amount of credits that can be earned off of them? So, for example, a Nod Artillery would net a total of 100 credits. So that means for every 1% of HP taken from the Artillery, the attacker gets 1 credit. Doing 100% damage to it would earn the attacker 100 credits. And that would apply to all attackers. So if you do 30%, you get 30 credits, if someone else gets 40%, they'd get 40 credits, etc. Obviously if the arty is being repaired, it would give more credits since it would have more HP. Why I like this idea is because it forces you to use effective weapons against a target to net you credits. So you could use an AR against light armor to do steady damage and get credits... but for something with heavy armor, an AR won't do the damage that another weapon might do. Also, each vehicle should have a different fixed amount of credits attached to it depending on their value. However those credits would not equate to points. The goal is to attack to get credits, not to farm points.
  9. They have to keep a lot of secrets because things are added and removed all the time. If their development was an open book, they'd lose people who liked certain concepts that were later scrapped. Keeping it under wraps allows them to control the information that's released so that only definite additions to the game are revealed. Also, bursts of new information are more appealing then steady bits of evolving progress. People don't care that some modeler finished the torso of a character model... they care that they finished the whole thing.
  10. Same. I see it all the time. There would be like 5 engineers repairing the WF from a single artillery just trying to get even the slightest amount of credits... That's 5 able bodies doing something that only requires one. So that's 4 people just wasting space trying to farm credits. They could be better putting themselves to use going out and destroying the artillery... but there is no benefit in doing that so no one bothers.
  11. I've been for a walk ... on a winter's day...
  12. Each unit is just a specialized unit for doing a task. It's not tiered. There are some overlapping classes, but that's just to provide diversity for players with less credits.
  13. No, you missed my point. At the moment, if you're broke, the incentive is to let the enemy attack you so you can get credits. You refuse to defend because you want more money. The majority of money you generate from defending should come from fending off attackers, not repairing your stuff. The incentive for repairing should be you not wanting to lose the structure. The incentive for killing the attackers should be you getting more credits.
  14. Last I heard, they all moved on to WoW and other MMOs. Their forum is still up if you have an account but it's been pretty dead for the past few years.
  15. The major issue with relying on repair credits is that you have to let the enemy attack you. There is no incentive to PREVENT them from attacking you since you're getting the reward based off of their attack. You should, imo get more for stopping enemy attacks before they happen... but that's too much of a game changer this late in the project. It just makes no sense to me to let the enemy attack you when you have no means of fighting back... just so you can earn enough credits to fight back. It needs to be adjusted so players get less money from repairing their base but more money from attacking and destroying enemy units.
  16. I also want to point out that nukes aren't the only way a SBH can assert their excessive stealth capabilities. Get a team of 3+ SBHs (depending on how well the enemy mined their base). You get 3 timed C4s on an enemy structure and gameover. Use extra SBHs to sacrifice themselves to mined doors.
  17. Yeah, I haven't seen much teleporting since release. Even if my ping is really high, everything still flows well.
  18. Not that I know of. They should have a news page that brings it up or at least a popup message that comes up when you try to connect to a beta 1 server.
  19. Except that 2 hotwires is no where near enough. You'd need at least 4 or 5 on defense duty to slightly give a SBH a hard time planting beacons on that map. But they will do it anyway, regardless of how many people you put on defense. Even if GDI's whole team is in their base watching for stealth nukes, it won't prevent nukes from happening. Plus, Nod armor will push up into GDI's base without any resistance. Look, I'm not aganints SBH nukes or SBHs in general. But their stealth effect is way more powerful in Renegade X than it was in the original game, and that gives them an excessive advantage on bright maps. On Whiteout, in particular, GDI can't do a damn thing to win unless Nod is a bunch of morons. All Nod has to do to win on that map is to keep planting nukes in GDI's base. That keeps GDI in their base looking for SBHs and disarming nukes, while the rest of Nod just pushes up with artillery. GDI cannot fight back because if they do, then the nukes go off. It's lose-lose.
  20. I think anti-infantry units should earn a little bit more credits for attacking an enemy unit. I don't think you need to get too detailed about it like giving them special percentage cuts... just increase the fixed rate at which they earn credits from attacking an enemy.
  21. I think there should be a map mechanic tied to a structure, like a comms center like ACK suggested. However, this map should pretty much behave like the map in C&C RTS games. Basically it would have fog of war and you wouldn't be able to see enemy structures or positions unless you had a friendly nearby to reveal it. Spotted enemies would be able to be seen through the fog however. To add onto that, there should be a tech structure with the ability to reveal the whole map and remove the fog of war. But due to the nature of this structure, it must only be put onto maps with a specific route to and from it that is separate from the route between bases. Meaning if you want the structure, you'd have to go out and get it and then defend it. It would be a good way to spread the action around the map. I do realize though that if your team was to lose their power plant or comms center, then that tech building would be pretty worthless. Perhaps there can be some other tertiary benefit as well (I mean other than denying the enemy team the ability it grants)?
  22. what the fuck man? They're STEALTHED, they are supposed to be hard to see. From far away. When they get into close range, they should be obvious. Also, I can also attest to there being at least one spot on top of the WF that is really hard to disarm beacons that are planted there. This spot was not as advantages in the original game. Basically, on the lower roof of the WF, were the smoke stacks are. The way that it's designed in Renegade X, there are a lot of awkward collisions up there making it hard to navigate around the ramp and the stacks. The devs have tried to address this by adding blocker volumes, but players are still finding ways to plant beacons behind the blocker volumes. This, obviously, makes it an extremely annoying task to disarm. One time I managed to disarm a beacon that was planted in such a way that the only way to shoot it with the repair gun... or even see it, was to look through a tiny gap between the ramp and smoke stack. We had like 5 engineers trying to get it, but since the gap was so small, only 2 engineer beams could fit in there. Any more and you'd either lose line of sight on the beacon or you'd be blocking another engineer's beam with your body. Needless to say, it's a pretty unfair spot to plant in. We did manage to get it, but only because of a fluke really.
  23. The current stealth effect is not fine. It works, and I guess that's what is important, but it's usefulness varies from map to map. Whiteout, Nod wins 90% of the time because a SBH or Stealth tank has to have surprise butt sex with unsuspecting GDI players before they can be seen. In the original Renegade, there was only a few locations on maps where stealth units had a camouflage advantage (such as the overlook path over the Tiberium field on Under. But there was never an entire map so bright where you couldn't see a SBH standing in front of you. Also, in the original Renegade, if you were unsure if you see a SBH, you could just fire a couple rounds to check the spot and the SBH would light up if they got hit. In Renegade X, if they are hit, nothing happens besides you getting a hitmarker. They still stay cloaked and can easily escape. Renegade balance logic does not apply to Renegade X regarding stealth units. They work the same and have the same capabilities, but that doesn't mean they are the same. The environments in Renegade X engulf stealth effects a good portion of the time, making them harder then they should be to see. You shouldn't have to search for a stealth unit in order to see it. If they get close to you, it should be blatantly obvious. But at the moment if you're not really looking for one, they can waltz right by you undetected.
  24. There are 4 attack routes on Whiteout. They didn't have to go that way. Your team could have gone to attack the enemy base from the other 3 routes that didn't have a silo.
  25. It flashed in the original Renegade. Plus if it just becomes it's "normal" visibility, then it will still be stupidly hard to see on bright maps. Regarding random firing... not necessarily. Many people just fire their weapon randomly in their base when they have nothing to do. I see it happen all the time.
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