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Anonymously

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  1. @Cirex: If somebody has the money to buy a character that is far more expensive than another character, then shouldn't that character's output match how much cost it took to purchase? I agree that the overall usefulness of characters that were not 1000 level characters was too low comparatively for how much the 1000 level characters were able to do. At the same time though, a 400 level character shouldn't be more effective at doing what the 1000 level character's specialty is. It should be relatively 40% as strong when all is said and done. The SBH's stealth ability is an ability that is worth more than the $400 it costs for that character. It's also the only character in the game that individually carries enough c4s to kill a building. So it's purposes are to support any and all units, place mines for defense, repair damaged buildings, and it also has the ability to destroy any building it gets inside of in ~30 seconds time that can go unnoticed. That's a big purpose that you left out. If the character was just a repairing unit with proximity mines, it'd be used, but used far less (think of APC rushes, hotwires sneaking, etc.). That has never been the case? @Ban4life: I'm sorry that you took it to be demeaning. You began your previous post with "Stealth isn't as overpowered as you think." I was simply informing you that what I think has a LOT of experience and knowledge to support it and back it up. I didn't mean to demean you, I was just trying to inform you that there is a competitive side of Renegade that most people who don't participate in simply can't understand fully. The players that play competitively are in a different level. It's hard to see that as a public player, but it is nonetheless true. Here is a short video to try and help you understand (though playing in them is truly the only way to get the full experience). It's a community war with Jelly vs RenForums. It is part of the RGCT2 (Renegade Global Community Tournament 2). Jelly is a community that probably has the best winning percentage in community wars of any community in Renegade history. RenForums was a newly designed group that featured players that have been in the Renegade community as a whole and Renegadeforums.com (most were very knowledgeable and skilled players). RF ended up winning the championship of the RGCT2. In the game were a few of the best Renegade players of all time. Take a look: The amount of teamwork and strategy that takes place is almost unbelievable. Every member is constantly communicating on TeamSpeak and informing together. Every move, every purchase, every strategy is well thought out and executed. Like I said, it's a different game. Most of these games end by base destruction because of the teamplay within them. I'm just trying to let you know that my view of things is broader than just having public play experience. I've experienced it all. As is, it is the most used character in Renegade. It costs $350 and it's ability to repair at twice the speed and 1.5 times the range of the basic engineer makes it the ultimate support unit. When you also take into account that it has enough c4s to take out a building on its own (the only character able to do so), it makes for a hell of a unit for the $350. That's not even mentioning the ability to place mines to help defend units as well. They do it all, and is good for basically any circumstance (except maybe individual tunnel rushing). The idea isn't to nerf this character - it isn't OP as an all around character - the repair aspect of it is OP since it repairs twice as fast as the engineer repair gun and at range that is farther as well. It should be strong, but not that strong. The idea of breaking it up into 2 units is essentially just breaking the current unit that is good for any circumstance, into 2 units that each are specialized in their own way. A technician that is based on repairing buildings/vehicles has the ability to be more effective at doing so, but less effective at repairing infantry/mines/beacons. The other technician would work the exact opposite way. That's the idea behind it all, and the proposed idea is thoughtout keeping all of that in mind. I'm unsure exactly what is meant by this, but a lot of my knowledge is too stemmed off of my college learning. Sure the SBH could just use a price increase - but it'd still be as effective as it always has been, just cheaper. The activation/deactivation periods just provides the extra gameplay tweak needed to balance out the unit, and provides that more skill be used to effectively utilize it.
  2. I've played Renegade since the release, and I can tell you with much confidence that stealth units are overpowered. The fact that they can easily kill a building on maps without base defenses is enough. The other advantages of them don't even need to be considered because of how powerful that one is. An SBH costs $400 and can do far too much for that low cost. The fact that they can easily spy on enemy movements makes it almost impossible for GDI to produce a quick rush without nod being prepared for it. I'm a player who's played competitively over the years (clanwars, community wars, fun wars, lobby wars). The character is so noob-friendly as is that it makes it so that someone with actual skill with one can "fuck shit up" pretty easily. Just knowing that there could be one lurking around in the field gives nod an advantage, because nod can get out and repair their own vehicles without ever having to worry. GDI doesn't have that ability, because of the SBH. Many SBH's just sit in the field waiting to steal a tank, which does far more damage to GDI then you'd think. Not only is that tank now nod's, but most of GDI players aren't even aware of it yet. Meaning that he can now go kill any hotwires repairing, and flank the rest of the GDI barricade as well. The activation ability would simply make this harder to do, and it would make it so that stealth units will have a harder time remaining unseen in the field, and have to be more tactical. I partially agree with you there. The smoke grenades I proposed though wouldn't be as powerful as those. They last a shorter time and only have a medium smoke cover. The idea about carrying 3 at once is way too much though. A limit of 1 per character is more than enough to give them their worth in specific situations. I'm sorry, but this leads to me to believe that you have only played in public servers. Actually, I know you have because I know your name and see you play from time to time. Competitive Renegade is a different game. Hotwires/Technicians are unanimously the best character to use by far. I'd say that they are 90%+ of the infantry purchases in competitive play. The idea here isn't to make them less or more powerful - it is to spread their power out into 2 units. I also know that you have never played competitively. Please understand that I am not trying to knock public players in any way, but the VAST majority of players who still play Renegade are very very bad at the game. I know that for some of you this may be hard to understand, because you've either never played competitively or you have started playing Renegade in the past 4-5 years when competitive play has died down a lot. I'm not saying that you are bad or do not know the game - but it is a different beast to play competitively in Renegade. I play with or against you quite often even now, Error. Don't get me wrong - you are not a bad player comparatively to other Renegade players who still play, and I'm not trying to insult you. The fact is though, that you wouldn't last long in a competitive atmosphere. Anyone who has played competitive Renegade will easily be able to back me up on this too. The only reason hotwires/technicians aren't "OP" in your mind is because you play a Renegade where most people don't know how to use them too effectively. I don't blame you for thinking like you do - but the truth of it all is that Renegade X will have a competitive side to it from the very start. It's important to provide balance where balance is needed. I want people to understand something - the edit to the technician/hotwire is not a nerf. It is separating the power and efficiency of the character into 2 role-specific characters. The building/vehicle specific character would likely still be used the most. The difference between this character and the current Renegade character is that it does not repair infantry, mines, or beacons as fast (it repairs them at equal the amount of the current weak repair gun instead). The character instead repairs buildings from the outsides faster (not MCT). The character's mines are then replaced with mines that fit it's role. Right now the role of the technician/hotwire is universal within Renegade. It can be used to extreme effect in any circumstance. Splitting the character into 2 specific role characters is not a nerf - it is separating their powers. They both are given abilities/weapons to increase their effectiveness for their role slightly in fact. The change is that they are no longer universal, in that they can no longer repair everything at the same rate, and instead are given specific changes that will help them do a specific role better than the current technician/hotwire. I want you to carefully re-read the proposed changes again please. This line leads me to strongly believe that you are not understanding the changes. True. As they should be. Hahaha. Yes, this is the main reason that they are priced significantly higher. The damage and length isn't enough to kill any unit alone though. Normally I would agree with you here. I normally think that EMP's are way too overpowered for certain situational uses. That's why I made them so comparatively weak to other game's EMP grenades. For one, the person has to be close enough to you to actually hit you with the grenade. Meaning you could easily shoot him dead by then. For two, he would have to be rather accurate in doing so, seeing how I'm assuming you'd be moving. And for three, it only makes you lose your movement ability for 4.5 seconds. You still have the ability to shoot. With all that in mind, the EMP grenades would really only be used in very specific circumstances (especially since they are priced quite high). I couldn't agree more with this statement. I love being a SBH from time to time, just to be that pesk of a player. The great thing about this idea is that if the SBH is being used by a noob (and therefore not being used properly), well, they likely will not last nearly as long. They'll get spotted in deactivation mode when in the field and die. It's moreso to help rid noobs that like to follow snipers until they die, just to pick up their gun. Gone is their ability to remain hidden that whole time, and now they would have to be used effectively. True, and the 35 seconds given is still plenty of time to get from the nod base to the GDI base without being seen on almost every single map. The only thing that would change with the stealth tank is that they can't simply sit there and wait in the field for people to move out of their way as long anymore (looking at you, City). Instead, they have to retreat back to the base or find cover in order to try again. Makes them take more skill. And yesnomaybe, the explosives wouldn't be CoD like at all. For one, one alone wouldn't kill a player even if it's stuck to him or sitting right next to him. For two, it costs credits to purchase one. And for three, they are Renegade specific ones. No flashbangs/stun grenades like CoD, but only ones that Renegade would use. Renegade introduced a grenade launcher to the game, and for them to not then have grenades is a bit absurd. If it's like CoD, then CoD could really use that grenade launcher as a weapon
  3. Yes I know. Just ideas, nothing more. Didn't know Renegade X was even making a full multiplayer release until just recently if I'm completely honest. Otherwise I would've posted the ideas much sooner in hopes that they could be implemented.
  4. So a rather long time ago now I posted on a forums an idea about a rather large mod that included several game enhancements to Renegade. It appears as if the majority of the enhancements that I suggested are actually going to be put in Renegade X by default (by coincidence). This is excellent news to me as all of my suggestions/ideas were very well thought-out and researched, and I cannot wait to play the game. That being said, there are some rather neat ideas that I had that are not in Renegade X, so I figured I might as well post them and get some opinions on them at the very least. Based on what I have seen of this community so far, I think that many of you will appreciate the ideas. Click the spoiler button below to view the ideas. I have a few other interesting and neat ideas, but I'd like to see the general response to this first before going any further. Thoughts?
  5. Still says last updated on May 9th. Just thought I'd let you know.
  6. Sniper rifles apparently now have a weapon spray, meaning it will be harder to aim with them without scoping. Lowering the health of units would just make the other guns kill units faster, not the sniper rifles kill any slower. If you're looking to adjust the balance of sniper rifles, you'd be looking to nerf the sniper in some way; not decrease the health of units.
  7. Same health I would assume. It's classified as an arcade game because it's really not all that realistic. It just makes for good gameplay.
  8. Nod.* It's not an acronym or initialism. This is a marathon server only statistics; not a combination of AOW and marathon servers. A huge part of nod's winning percentage in marathon servers is the stealth factor. Most of nod's wins in this particular marathon server comes down to 2 things - the arty being too strong vs buildings for the distance it can shoot; and the stealth advantage. In an AOW setting, the results vary dramatically for most maps. That's simply because as long as GDI can keep their buildings alive, holding the field (with their elite armor) is *generally speaking* easier for GDI on most maps. Holding the field for 30-35 minutes (most AOW timelimits) gets you more points than the other team, so long as you are also shooting buildings and the harvester. It's in marathon mode that GDI struggles greatly, because lets face it - GDI may be great at barricading nod's entrance, but they lack the overall firepower from a distance that the Artillery has. They also don't have the stealth ability that so very often throws off the GDI team. Just knowing that a stealth unit may be lurking around means that you won't be able to repair your own vehicle with nearly as much ease as nod is able to have. So while I do agree with you that the arty is quite OP (vs buildings with techs repairing them), it's really not what ruins that map in particular. There's a reason the winning ratio for nod on Field in marathon mode is so much higher than all the rest of the maps (70% of the games nod wins). It's the fact that GDI can't kill any buildings 70% of the time. It's so much harder for them to attack or penetrate the nod base than it is for nod to do the same to GDI's base. The real reason why it's a flawed map is that even in AOW the results are the same. Nod wins about the same percentage of games in AOW Field games as well. Nod can attack from a distance and take cover rather easy in the field, whereas GDI cannot. Besides, we're talking about a game that will play differently from the original game anyway. The arty may very well be nerfed; but that doesn't mean that GDI's ability to attack the nod base is increased all that greatly. Fixing the map is the important key here. I'm simply just informing here. My intention is not to argue, complain, or demand anything at all. I'm just letting people know about the flawed map, and using my knowledge of the game to support it.
  9. Having one team be fun to play isn't enough though. If that were the case there'd likely be racetracks inside the GDI base on Field. It's about balance. The fact that it's fun to you is just one person's opinion. The truth is that most people play the game to have fun and to win. I'm one of those people - I hate losing. Especially if I'm doing my absolute best and my team is outplaying the other team, but we still lose. That's the case on Field because of the poor map layout for the Renegade gameplay. An over 2:1 ratio for Nod in terms of winning should tell you something is wrong with the map design and needs to be changed.
  10. There's also Renegade's ecosystem still in place. You can only purchase a character/vehicle with enough credits earned. That's 2 credits per second with a Refinery active plus any additional silo captured, and a system that rewards you in credits and points for damage dealt (or repairing) and enemy units killed.
  11. When you're taking DPS of a game that is more complicated than an MMORPG, you have to take more into factor than just the damage per second; as weird as that sounds. If we're talking about just damage to a stagnant structure such as a building, then the DPS is *relatively* equal. Renegade's mammoth tank is a faster building killer than every other vehicle in the game. The rockets do more DPS than the flame tank, the stealth tank, and the Mobile Artillery. The medium tank also does more DPS than the light tank to buildings. So, GDI definitely has a lot of DPS ability, but overall against a stagnant building, it's relatively equal since Nod has more options that do high damage, whereas GDI has few options that do a slightly higher damage. Also, for the record, the buggy and the humvee do the exact same damage to every unit in the game. Alternative fire in a flame tank was also removed from Renegade with the release of scripts 4.0 serverside (it was proven to be a glitch/error in the code). Against vehicles is where DPS gets complicated. This is where warheads, armor types, amount of armor/health, RoF, and reload time come into play. When you're talking about DPS in Renegade, it's complicated to calculate. You have to take into account what it is you are shooting, because the damage dealt differs between vehicles armor types, depending on the specific warhead that the vehicle is using to attack that vehicle. The exception to this is the shell warhead (medium tank, apache/orca rockets, light tank, mammoth tank, mobile artillery, mrls, stealth tank), where vehicles using this warhead do an equal damage to all vehicle armor types. Even then though, you have to take into account that these tanks all have their own RoF, reload time, and armor. I have a bit of time on my hands right now, so i'll write out a bit of the stats/calculations for you: The mammoth tank combined with the med tank are the reasons the overall DPS is actually slightly higher for GDI, when the other base calculations are being put in. The reason that they are actually relatively the same is because of the other factors that are really impossible to accurately calculate (movement speed/ability to avoid bullets, stealth, actual velocity in an active gameplay setting, bullet distance, etc.). Keep in mind that these are also solely 1v1 calculations. Everything changes when more units are added into play, and especially when a repairing unit comes into play. So, for one, there's a reason the usage of "DPS" isn't used in games like this - it's impossible to accurately calculate. For two, if you do the base calculations, the relative "DPS" is actually quite balanced between faction. And for three, there is simply too many factors to take into consideration to possibly compare the two teams (which is why i originally had used an end game results comparison in my first post). That's what makes Renegade fun and unique. It's not just a FPS with tanks and units, but it's a game that offers so much more than that. I'm just saying that on Field - Nod has the clear upperhand in the original Renegade, and I felt the need to let the development team here become aware of that, and the reasons for it.
  12. Anonymously

    cant wait

    You could have used renlist (which shows a server list and connects to them via direct connect). Would have saved you the $10
  13. In the beta there was a PM sent to you when your vehicle had been built. I'm assuming it works the same way.
  14. If you mean the in-game player count with the scores, kills, deaths, and K/D ratios attached (toggable by pressing "Tab") then yes, that is in the game. If you mean a ranking system for the whole of Renegade X - then I doubt there will be one. The Renegade ladder ranking system was highly flawed and favored certain gametypes anyway. Sorry, my French is limited and I know how much any online translator screws up these sort of things. Sticking to English for now, so I hope you understand
  15. I understand what you're saying, but the fact that the MRLS did not have a rotating turret was one of GDI's biggest advantages on that particular map. I recognize how and why the rotating turret will help them take the field back, but as far as keeping it - well, shooting around corners was something the old MRLS was uniquely skilled at. It'd be cool to see a feature that allowed the MRLS to lock into any specific position with the click of a button; so that this ability is not completely removed. I also know that it is not copy-paste, believe me on that. However, the map design is almost the same, and the vehicles are all relatively the same. With Nod winning over two times more games than GDI on the map, I doubt that much would change with only the vehicle and weapon changes. I think it's the design of the map that has to be edited; if it has not yet been, of course. Also, Cirex, if you're using "DPS" as an initialism for Damage Per Second, then I'd have to disagree on that one. The nod faction is quicker and more stealthier for the most part, but they do not have a greater overall DPS. The overall "DPS" is generally equal. The main difference between the two factions is that GDI units are slower with more health, and nod units are quicker and stealthier, with less health. Hence why the Nod Mobile Artillery is referred to as a "glass cannon unit" (to stick with your MMORPG references).
  16. By that do you mean as a means to see a server listing? What is your primary language?
  17. Sounds good, thank you. Personally, I think it'd be handy if some sort of priority system were in place. So a player can buy as many tanks as he wants (thinking about marathon mode and a player buying mass tanks for his team), but if he has bought a vehicle in the past 60 seconds and another player chooses to buy a vehicle then as well, the 2nd player would take priority. Just a thought. So for example: Player 1 buys 4 vehicles in a row. Player 2 buys 1 vehicle while the 2nd vehicle is being built for Player 1. Player 2's vehicle then takes priority over Player 1's vehicle queue, and his vehicle is the next built. Player 1's remaining 2 vehicles are then the next in queue, assuming no one else decides to buy a vehicle. With 60 seconds upon last vehicle built being the set time for the priority system. (I do understand that server bots will likely be editable, but by default this would be a good feature). Will "X" (180 spin) be making a return?
  18. That much I understood. My question is what does that mean for when 1 player gets bored and starts spamming off humvees? Will the game let him continue to do that? Interesting. How do you capture it? Will it be for the first release? That's an interesting and really neat idea with the airstrikes. It sounds like it would work effectively with the gameplay of Renegade too. Good news with the screenshake too. As far as I'm concerned, the less there is, the better. Really hoping for free-aim to be available though. I hate how easy hugging is in Renegade, but even when not hugging, I'm a player who always uses free-aim in every infantry situation.
  19. I saw that Field is one of the maps being remade for Renegade X, and this was bittersweet news to me. Sweet because Field has always been a consistent player count rising map for servers in Renegade, regardless of the gametype. It's also always been the most popular 1v1 clanwar map in Renegade. However, and here is the part that concerns me; Field has always been a nod dominated map (in anything greater than a 1v1). In AOW, nod is able to dominate by having their arties shoot the WF from a rather large distance away, with room for cover from fire, as well as cover for technicians. GDI generally has a hard time regaining field control after nod has taken it for this reason as well. GDI can take the field back and "pointwhore" the HoN, but it has always been harder to maintain the field on Field (no pun intended) for GDI than it has nod; as well as the overall points earned possibility being less. In marathon, the same happens, except it is less pointwhoring, and more focusing all fire on a single building at once. Once again, largely favoring Nod. The simple truth of it all is that the Nod Artillery is more superior to the MRLS on this particular map. To get a better understanding of this, please view this: These are Renegade's core maps as played on in a Renegade marathon server with minimal server adjustments (the server is Jelly, and the stats are relatively recent). You'll notice that Nod has the general advantage on most of the maps, but that advantage is the largest on Field (by quite a bit, may I add). Now, I know that Renegade X is not Renegade, and that there are different guns, gun functionality, vehicles, and vehicle functionality. However, all vehicles are the same, and work relatively the same from what I've seen (with the biggest apparent change being the rotating MRLS that was not included in stock Renegade). I think that if Field maintained the same map layout, very similar results would occur. From what I can tell from the trailer, it does have a similar layout, and my concern is that this will bring the same Nod dominance over from Renegade. I do not know the full layout of the map, but I thought I should try and inform the Developers here of the clear dominance of Nod on that map over the years. Now, I know that the Developers are plenty capable, but I figured I would go ahead and add a suggestion to help balance out the map as well. There's two things really that could be done to the map, without completely changing the map layout entirely - you make it harder for the Nod team to hit the WF from the field (which is what Jelly is currently trying to do apparently), or you make it so that the GDI team can more easily attack or penetrate the Nod base. My opinion supports the latter, simply because for one - it'd be rather simple to fix, and for two, it gives the GDI team an actual ability to destroy a building. The suggestion is rather simple, really; Remove the Nod ramp beside the Hand of Nod. The ramp gives Nod a distinct defending advantage, and makes it so that GDI only has one very small path to form a rush into. Without it, GDI can penetrate the Nod base much more easily, and it gives them much more of a fighting chance. Like I said, for all I know, this could already be fixed, or it could be a general non-issue with the gameplay changes already implemented. I'm simply voicing my concerns and offering a suggestion if this was overlooked. Thanks for reading.
  20. What about the tech buildings and the vehicle queue mechanics? Any word on that? As for the health status; it's more a visual nuisance because of the unappealing quality it has at its current position. If I'm shooting at a target, I don't want to have to take my eyes several inches above that target just to see the health. Those several inches could mean you miss the next quick move or miss something else happening in front of you. I suppose it's not a huge bother, but theoretically could get rather annoying. And I was aware of the 15 current vehicles in Renegade. I was just wondering if the "over" in Fobby's message applied to the vehicle count as well or not. Thanks for clearing that up for me. I'm also very happy to hear about free-aiming making a full return. Is it very similar to Renegade's free-aim? I'm also admittedly rather concerned that this will bring back "wall hugging;" is there anything being done to counter that? Just as happy with the spread of weapons update as well, but I do hope that different weapons will have different spreads; in order to keep a natural balance while keeping functionality and price in mind. As for the airstrike - I know it will be undisarmable and have a decent spread of damage to vehicles and infantry in it's area when deployed, but that's really it. Is it something that needs to be planted, thrown, or placed? How long will it take for the airstrike to take effect from deployment? Visually, how will this look? I'm picturing some sort of device you plant into the ground that emits some sort of colored smoke for the aircraft to spot, and for the enemy team to know to clear out. Good news on the glitches being removed. Just hope not too many new ones come up, and when they do they are fixed relatively quickly . I remember reading somewhere that infantry may be "thrown around" a bit by tank splash. I think that may be a bit of a gameplay fault though, and it could really ruin infantry's effect; especially if a vehicle is splashing inside a tunnel (which inevitably happens every Renegade match). I find that servers in Renegade that have removed the screenshake in Renegade have also found their player count increase, and the vast majority of people were happy with the change. I hope that is taken into consideration for Renegade X. Thanks for the answers, and as always, keep 'em coming . Edit: Rather important game changing question here: I feel as if sprinting and dodging change a lot about the gameplay in Renegade. Some of the maps are remakes of the original maps though. I'm worried that you will be able to bypass base defenses much more easily with these in place. For example, on Field, I feel as if sprinting to a light post to avoid the obelisk hitting you would be rather easy to do, and therefore is potentially a game changer because you can much more easily get inside a building to destroy it. Is this a legitimate concern, or has the Renegade X team already taken this into consideration and done countermeasures (if so, could you explain those)?
  21. viewtopic.php?f=11&t=71031&start=15 Scroll down a bit and read on a bit to the next page. There's already stated interest as well as a possible structure apparently. At the very least, there will be enough old time Renegade players that want to try it competitively. Give it a go.
  22. Okay, thank you. I'll look forward to hearing about that and applying at that time.
  23. Well 3/5 you answered I had already previously found the answer to, but thank you for the answers to the other questions. I wasn't aware that jumping also depleted energy, so that is new news to me. Any answers on the other questions please?
  24. Is it too late to apply for any type of beta testing? I really think I could help out quite significantly with the gameplay aspect. And as far as I am concerned, the more the better. My knowledge and skill in Renegade is extremely extensive, and so is my overall Renegade career. I'll go into more details if need be for an application, but for now i'm just curious if they are still open.
  25. Hello there. I have a few questions that I am curious about for Renegade X. I have not played the beta and my experience in Black Dawn was extremely limited, so please be patient with me if any of these were already extensively answered or widely known. The website is also currently under construction, so I'm not sure where the best place to find updates is. Free-aim update please - will all infantry be able to use this, and can you still assign it to any button? Sniping - will sniping be just as easy as it is in Renegade? Meaning no hip-fire spread and 4 shots per reload for both the SR and Ramjet? Airstike update please - Will this definitely be in the game, and will it have the effects stated in the pre-alpha podcast video? Will glitches like 2 man wall hopping that have become a core component of Renegade's gameplay be removed? What will the anti-cheat system in Renegade X be like? Is it highly secure, or will moderators/administrators be highly relied on to catch and rid cheaters? Will the reticle change colors when targeting an enemy or friendly structure like they do in Renegade? Will SBH's kick up snow/dirt/water, and will they move bushes and shrubbery when passing through them? *What is the status on the character replacing the tib Sydney? What type of gun will this character wield? How are one of these "Tech Buildings" to be captured, and what is the credit bonus when captured? Will there be screen shake by default, or will explosions simply move enemies? *How exactly does this dodge/roll ability work? Can you simply do it whenever you want? In the beta I remember that bunny hopping allowed you to move faster than just walking. Will this still be the case? Will the vehicle queue mechanics have priorities? Meaning the logic to stop one person from purchasing vehicles nonstop, causing others to wait an extended period of time. How editable will server options be? Renegade servers nowadays rely on server mods to stay active (such as unlimited ammo, pointsfix, AI, etc.). *Is sprinting unlimited? How exactly does that work? Any new vehicles at all? Why is the health status of units displayed so far above their heads? Why not slightly above or even below? How exactly will Rypelcam work and be implemented into the game? I have a few more, but i assume this is overwhelming enough for one post. Any official answers would be greatly appreciated, thank you! *Edit: I have found info on these questions that have answered them. The questions with an asterisks are no longer are relevant.
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