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Posts posted by NodSaibot
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1 hour ago, Agent said:
Except it doesn't nerf the damage. It doesn't nerf the rate of fire, magazine capacity, reload time, or ammo capacity. It doesn't even nerf armor, health, speed, or any sort of damage modifiers, and snipers still work just as fine for sniping as they always have. The problem isn't people not knowing how to counter snipers -- it's players using snipers as if they were shotguns.
They are gonna be shotguns after they are changed, lol. And they have already been nerfed before this patches, anymore and they'd be pretty useless
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10 minutes ago, yosh56 said:
HP Regen is barely noticeable even at Heroic on most units. +1/s literally means you would have to wait over 2 minutes behind a corner as ELITE as a rifle soldier to get all of your armor back
@MapStuff:
New Tomb lags A LOT in comparison to current version with nothing going on.
Complex... probably still needs to be reverted
Snipers and Ren were already basically playing COD... may as well go the whole 9 yards and force you to quick scope while you're at it.
@Fffreak9999: Limited.. and unlikely to change.
The problem starts when unskilled snipers can kill people all the time, however, that is not the case. There is a small group of skilled people who are good at sniping, and they shouldn't be forced to adapt to new changes because people can't learn to counter snipers.
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3 hours ago, yosh56 said:
5.291 Changelist
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Additions
----------+GRENADES are no longer regular weapons | They are switched to with the 'Grenade/Ability' key, which defaults to 'X' (See UI changes)
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Balance
-----------+EMP Grenades now lock vehicle down longer with veterancy. They also do tick damage for longer against mines
+Smoke Grenades now last longer with veterancy
+ALL SNIPERS : Increased spread while firing and not scoped from 0.0 to 0.15; Changed crosshair shape to reflect no longer being fully accurate
+PIC/Railgun: Damage to infantry reduced 5%
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Nod
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+Recon Bike: Base Health increased from 200 > 250 ; Rocket splash radius increased from 250 > 350 ; Base damage incresed from 50 > 60 ; Increased turning ability while sprinting
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Veterancy
---------------------+Automated defences now gain veterancy significantly faster. Would not suggest feeding.
+ELITE now grants +1/s Auto Health Regeneration | Heroic regeneration upped to +3/s
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User Interface
----------------+Added a Grenade/Ability timer at the bottom right of the screen [Current design is temporary]
+The TAB scorescreen now highlights your name in green
+Q-spot messages now display the important bits in highlighted colours
+While you're an Engineer/Technician tanks and infantry in need of repairs will always* have a repair symbol over their heads unless saying something else. [The symbol is larger however if you explicityl state you need repairs]
+Added messages for stolen vehicles in the top left of the screen
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Bug Fixes
-------------------+Fixed the Railgun doing more damage than the PIC
+Fixed the starting TAB scorescreen not showing players at the start of the game
+Fixed Q-spotting/focusing of Harvesters and Defences
+Fixed the auto rifle and the tactical rifle not having vapor trails when hit-scan on other clients
+Fixed stamina not regenerating in vehicles
+Fixed Frag/Tib grenades randomly doing little to no damage sometimes
+The surrender countdown should no longer continue counting down in the background
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Map Fixes/Balance
------------------------[CnC-Crash_Site]
+Fixed collision issues in ship floor
[CnC-Whiteout]
+Fixed out of map exploit and rock exploit near GDI Barracks
[CnC-Snow]
+Fixed B2B spot
+Fixed the overly epic 'CLEAR EVERYTHING' nuke crate
+Increased brightness
+Added vehicle blocking on top of structures
[CnC-Tunnels]
+Various optimizations
+Added proper sound attenuation to plank explosion sound so it isn't heard across the map
[CnC-Reservoir]
+Various Optimizations
+Fixed some stuck spots
+More preventing ARTY/MRLS spam to top of dam
[CnC-ArcticStronghold]
+Fixed an out-of-map exploit
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Miscellaneous
------------------+You can no longer change team during the warm-up period of the match [sans Admin change team]
+Added server side option to disable team-switching for X seconds [RTC_DisabledTime in Default/UDK RenegadeX.ini]
+Updated door open/close sounds
+Fixed Nod soldier being listed as 95 speed on the PT menu
+Added spread to sniper rifles out of scope
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It's temporary until I can find a better way for it @DarkSn4ke
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Updated topic with pictures of map with suggested edits. (Not all done, just spent a few hours on the map)
Special thank: @DarkSn4ke, @Ruud033, @TK0104.And for everyone else who talked about what a berm is, lol.
~Sarah
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1 hour ago, Havoc89 said:
Classic Mesa was terrible, same with old field. Don't let nostalgia cloud your judgement in this case.
Classic Mesa gave infantry absolutely no infiltration options except for harvy walking and in case you don't remember harvester also used to go in the middle where it would endlessly bump into vehicles because they're camping like mad. It also means you have no airstrike options to fend off the carnage in the middle. It was a pretty aweful map, and I would not advise it what so ever.
Old Field... Unless you're playing in a game of 24 or less players, Old field becomes a bottle-necked thing of chaos. So... again, its not as great as you think it was. Don't get me wrong I had tonnes of fun games on it, but none of them were above the that player count.
Wise.
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Yep, thanks for the feedback, @TK0104, @Ruud033 and @DarkSn4ke, I will add these changes today if I feel up to it.
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CNC-Sunrise v. 0.9.9
Each team has every building except for the Obelisk and AGT, respectively. This map contains 2 Tech Buildings, a Comms Center and Silo. Each base is on the lake front; the beach connects the base along with a cave structure that can be accessed by the beach or by a tunnel in each base.
Situated in the serene piney woods of Oregon, a disturbance has found it's way onto Lake Amber. A new colony of tiberium has been discovered in this hushed corner of the United States. GDI recently acquired intel of this new deposit, and immediately set-up a base to protect the natural surroundings and harvest the tiberium. GDI commanders had wondered how this deposit had been unknown to them for so long; they would have expected the infection to have exponentially bigger... When they tested the site, it had seemed that the corruption had long been apart of the environment. Little known to them, Nod had already made camp just a few paces down the beach. Nod had been using a stealth generator ship and hidden radio signals to hide their camp from the GDI satellites and Homeland Security.
All criticism is appreciated.
Images
Download
Map is open for all types of feedback.
Download here! (91 MB) (RX Forums) (1/23/2018)
Map is live on Public Map Test Server. Fast download is enabled. Feel free to jump on and test the map.Bugs
Known:
Minimap isn't that great
Working on:
Fixed:
Inf path with the catwalk. (Can throw c4 on top of air, going to move the building to top of strip)
Ion kills air and PP. (Thanks Madkill!)
Nod harvy path/balancing both team dump times. (Thanks Madkill!)
All vehicle blockers
Accidental blocker at nod veh path
Other stuffs
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Hey guys,
I am currently working on a map with Turrets and Guard Towers. The only problem I have currently is that they don't "see" me even when I can see them. I know there's a bunch of settings that you can change, but nothing I do seems to have an effect.
Does anyone know exactly which setting would allow the turret to have a further distance?
Thanks,
Sarah
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You have to compile UPKs through the SDK, but I don't think modified skins are allowed, except in a per-map basis. I don't know if the game supports edited files? Not sure. Will need a dev to check on that.
I doubt highly that custom skins are compatible with the game, though.
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On 9/14/2016 at 8:16 AM, Gliven said:
You would give @Agent even more of a reason to play nothing other than a shotgun lol
I think we should just decrease health on snipers instead of increasing the death speed of every character. Snipers are meant to be far away and not seen. so they dont need high health.
Then give us better areas to snipe from. most map devs won't or haven't done that
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Seeing as basically all I do is snipe, after the last patch (the vet one) was harder to be close up and still get a lot of kills. I don't know if the snipers were changed then but it was harder for me. I get that you are frustrated that they can till kill you quickly but it's just good aim and practice imo
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... Get what to show in the map?
Post processing. It's a UDK thing... According to kenz I set up my lights wrong anyway so it doesn't matter
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The infinite ammo mutator is in the SDK, and it's really annoying to test things like that on client. You'd have to run a local test server running it. There are a few more example mutator's made by the development team. I've edited a few of their mutators and done a few things here and there, but other than that no one really makes mutators.
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I have all the settings done correctly, but I cant get it to actually show in the map?
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bootyful, nice work henk
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Good work
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Unless there's a demand for death match or carnage club I won't be working on it. I am currently putting a lot of work into Frost. I am going to rename it since I didn't see there was a map named Frostbite.
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There is basically 1 server that is able to survive the attacks while keeping most of the players.
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You have no idea...
hehe
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Max: Fuck your mother
Max: I am not real max, he is.. F1!!
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bump, hoping dev will see.
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Can any developer give me an example of a mutator to add crates or modify this code to show how I would make this code work?
I know this is just a copy from the speed crate, I'm just testing a few things..
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An undisclosed user who spoofs IPS then floods the server with TCP and lag's out all the players or ends up crashing the server (or router)
Renegade X Server Issues [Kicked During Map Rotation]
in Technical Support
Posted
https://renx.wiki/wiki/Server_Settings
The highest value for difficulty in game is 7. I guess the difficulty settings are different serverside? Maybe max is 100, I am not exactly sure. But that is my best guess on the way to change the skill level of the bots.