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NodSaibot

Totem Arts Staff
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Everything posted by NodSaibot

  1. V for making the camera not move?
  2. I'm pretty sure ctrl has nothing to do with lock on
  3. It's possible the mutator is deprecated. Functions change and if you compile it on a specific version, it could just completely break on the next update for the game.
  4. 800 dpi on my mouse and around 5-8 sens ingame
  5. I suggest watching this video if you haven't already.
  6. Consistent hits matters the most, of course. Try to find a comfortable sensitivity that lets you track smoothly but can allow for closer, faster tracking if required is my best advice. You don't want your aim to be twitchy or too sensitive in RenX, characters usually have smoothish, predictable movements, depending on who you're going against. If you can aim around the neck or chest area, Doza has higher hs dmg than mobius, and if you can land consistent hits with at least a few HS in there, you can surely take down a Mobi. Play your strength, doza has a pretty good movespeed. Try to sprint while aiming, dodging between bursts of fire. Dozas ammo is relatively limited, so if you're not hitting many shots and you cant finish in oneclip, try to save some sprint for reloading, and dodge while reloading. He has good burn dmg, consistent dmg and decent hs dmg. He has higher armour, but slower movespeed than a doza. Mobi and Doza are both hitscan, but mobi has higher clip size, however they do less dmg per shot, but it allows more room for error, i believe. If you can just land consistent shots, you should be able to take down most players, at least ones that cant rip you with headshots. from what i can see, vehicles consume 3 piercing power per shot, not 4. crosshair colour is different to the hitmarker colour. when you aim at something, green is friendly, red is enemy, yellow means reloading or out of ammo. hitmarker white means you did dmg, red means it was a headshot.
  7. We have 2 testing sessions weekly, if you want to see how a testing session looks, we did a livestream of one not too long ago. The plan is to release this year, we have no specific date or time period for that. RenX and FS will both be playable, we are not disabling or getting rid of regular RenX gamemode when FS releases.
  8. I think the FPI/EKT discord would be a better suited place for this discussion. This and other reasons are why we don't force balance people in the Official servers.
  9. I removed the sound for team-disarms a couple patches ago, if it still does that, it's a bug.
  10. People have been banned?
  11. Was solved on Discord, but you need to verify game integrity on the launcher.
  12. If you donated on this page, it will make it to us.
  13. What exactly are you wanting to know?
  14. We can probably add a UI thing to show what queue your vehicle is, and something we have in Firestorm that we can translate to RenX is a commander-like marker that shows where your vehicle is when it is still "locked" to you at the beginning (30 seconds i think), and you haven't entered yet.
  15. Myself and many other players just press the hotkeys as fast as possible to buy stuff. For example, open PT, press V to open menu, 3 to buy arty. But if vehicles arent available, you cant open the menu, which means you end up buying a grenadier or flametrooper.
  16. Those are the game logs but yeah that works
  17. Removed due to it being very easy to accidentally sell your character or buy a free character. Especially frustrating when you could lose an adv inf with no hon/bar
  18. Already lifts vehicles!
  19. We currently aren't taking applications, we select testers from the community.
  20. Not really sure what more can be done, I increased the percentage up 25% back in October 2020, and also made a big red text pop up in middle of screen when map changing votes (changemap, restartmap, surrender) votes are started.
  21. That is more of a security issue rather than a “game cheating” issue, very, very different situations. It makes 100% sense to release info about exploits and security stuff when data and sensitive info is at risk, not so much for games.
  22. It's only possible to use this for skirmish or on a server that has it installed I believe.
  23. The point of small maps NOT having defenses is that it allows more action to happen. I think some maps could use small defenses like GTs or Turrets, but that's something else. I don't see how huge maps would be better. Might take 10 minutes to ever find an enemy to shoot
  24. No. My post contains all of the factors that goes into selecting maps.
  25. All of these are server side settings, and the official server runs with the defaultsettings. That means you can read your own clients configs to see what the server is running. If the playercount is in the threshhold, it will be in the pool for map list. The amount of maps showing up in the vote list is a server setting, MaxMapVoteSize=5 is the default. The most recently played maps to exclude is RecentMapsToExclude=4. These settings are all in UDKGame\Config\DefaultRenegadeX.ini. If you want to change them on a server, edit UDKRenegadeX.ini, NOT Default one.
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