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WhisKeY

Closed Beta Testers
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Everything posted by WhisKeY

  1. 1 helicopter can only do so much damage on their own. a 3 helicopter rush is still going to take - how long? 30 seconds? - before it dealt enough damage to destroy a building. 1 helicopter carrying a tech or 2 engys can destroy a building very quickly. I consider flyers more of a rush vehicle, or for defense. A 3 helicopter rush can potentially carry 6 techs... more then enough to destroy an entire base.
  2. If Havoc/Sakura stopped doing damage to light armour, you might as well remove them from the game, since deadeye's already exist. I'm personally against changing Ren to those extremes. Havoc/Sakura is a hero class, it's supposed to do more then the others. They're not invincible... vehicles run them over, heavy vehicles dominate them, they run out of ammo, even Mobius dominates Sakura unless you get a headshot on the 1st or 2nd shot, and Mobius can kill a building on its own. I think trying to completely switch the balance of the game at this point, is a lost cause. You can't balance a game based on a 40 or 60 player pub server where nobody knows what they're doing or how to play yet. In Regular Renegade, I consider the balance to be as close to perfect as it can be. I'd emulate that as much as possible, and avoid deviating unless its a very obvious balance fix. If any infantry is too strong right now, it's Mobius. In regular Ren, some servers tried buffing flyers armour to counter the havocs/saks, and it made flyers OP and was reverted. Another point is in a small game. Let's say 3v3. How do you counter a flyer in a 3v3? A Havoc/Sakura is the only way. You can't rely on a slow rocket soldier, it will get 2 shots off before the flyer has you dead.
  3. Kill and I both remember Wiggaowns, but I don't remember which clan he played for. Was it C4U?
  4. LOL nice find Yeah we're playing clanwars, but there's basically only 3 clans so we need more to really get it active. I hope the game will attract some old competitive players back, but it has some bugs to work out, a few more maps to release (Complex ) and cw.cc has to get automatic reporting implemented (which they're working on.) check clanwars.cc/renx though and hit us up if you want to play some games
  5. I'm starting to worry as well... if the crashes aren't fixed asap, we might not have enough testers to test for it lol . We tried getting people on board for clanwars.cc, but it's already dead since nobody will play a game this buggy, or a game they crash on every map. I love Renegade, and I love this game, but it still has a long way to go. Crashes are issue #1 obviously - work that out, and we might be on to something.
  6. We noticed that location doing 1v1's (Field is the benchmark 1v1 map). If you get an arty up there and start shooting the WF, you'll have the WF down to 15% before the med is able to reach and kill you. And - that was before Arties buff to projectile speeds. The rock should be slightly modified so that the med can start hitting the arty sooner, like on Regular Ren Field.
  7. "•Added a random team swap option for use with clanwars until auto-league integration is up" Grateful for that, but what do the 2 have to do with each other? Whether manual or auto, we still need random team sides lol. Good work btw
  8. We've helped the league get a good start, but we definitely need more (active) clans. Out of the 111 games so far, .H2O. was in 92 of them, and we probably botted in a majority of the others lol. If a group of players were to make a clan today, they'd have no problem getting as many clanwars as they'd like. I'm surprised nobody has stepped up yet, but I guess it's understandable considering the games current state. Upcoming patch is fixing a lot though, and cw.cc has integrated Steam so it won't be long until it has automatic reporting. There are other clans besides .H2O. to play against, to get some practice and learn some strats before you go off the deep end. Even though we have a huge lead on the ladder right now, it would probably only take about 5 wins against .H2O. to get into 1st place.
  9. There are other clans besides .H2O. that you can play against, but we're far from perfect. We have Renegade experience, but Ren-X is a different game. The best way to get your feet wet is to play some clanwars! It's the best way to learn, even if you lose some along the way. Just create your warrior/clan on the league site, and start adding the players to your Steam. If you need help with anything, send me a msg. I made a little 'how to play your first clanwar' guide here: viewtopic.php?f=131&t=72764
  10. .H2O. is looking for clans/communities to play against in competitive Renegade-X games. We play on the http://clanwars.cc/renx ladder. Come play the game the way it's meant to be played. Add me on steam (gotwhiskey) and lets get something set up. Thanks
  11. If you want to prove how good you are on a ladder, come play clanwars at http://clanwars.cc/renx
  12. I beg to differ sir! I great deal of bitching potential can be found here. *cracks knuckles* unfortunately ive already made this thread elsewhere. Mammys used to be able to see stanks at like 25 meters at least from their vehicle and sbh at like 5, now its 0 you simply cant see them at all. You may have misunderstood. We agree with you. What we are advocating, and what is happening in the next patch, is tanks will be able to see stealth from farther away than they currently can.
  13. Not sure I follow what problems its adding, but let's assume you're right. What do you suggest? An apc rush on a base defense map. The driver is facing the building he's rushing, exits behind the vehicle and gets owned by base defense. I know you can just aim the other way before exiting, but wasn't that the problem to begin with? I suggest predictable exit points, meaning what original Renegade had - when I exit any vehicle, it's ALWAYS on the back left (unless something is in the way).
  14. Imagine if you were driving a mammoth tank. You are driving the tank while in the middle of the vehicle. The vehicle does not look for you, you're the one with the eyes here. If you are able to spot a stealth tank from 10 meters, and if there was 10 meters between you and the edge of your vehicle, you still don't see him, because the distance between your vehicle and the enemy vehicle is smaller then the distance between the driver and the enemy vehicle. This makes it a lot harder to see cloaked units if you're driving a big vehicle. A bit of common sense, really. But i do get your point. True, but right now the gap is just too big between infantry and tanks and their ability to detect stealth. The gap needs to be, and is being tightened.
  15. Agreed... I fully support adding predictable exit points like Renegade had. Will make for much more technical tank battles. Changing it to 'exiting behind the camera' doesn't do enough, and just adds other problems.
  16. ^ which was definitely needed. Way to easy to sneak by vehicles in a stank. You can basically rub a mammy and they won't notice you. Stanks are more powerful in Ren-X since they're also an extremely capable anti-air vehicle.
  17. iran's just trolling again... he knows that in Regular Renegade, the exit points aren't unpredictable.
  18. Even better would be to set an 'exit point' on each vehicle, like Renegade had. That way you always know what direction you'll be getting out at, and you can use the strategy of getting in and out of the vehicle and firing with your infantry during vehicle reload.
  19. That's a good idea actually. It would give the option to allow the MRL to behave like how it did in Renegade. Maybe it would be OP though since it's 6 missile lock is already quite strong.
  20. WhisKeY

    New content?

    Original City Flying is a huge fan favourite, so I wouldn't want to see it completely reinvented. Perhaps with all the assets they acquire creating it, they can also create a City-based original map as well. Improving on City_Fly though like they did with Mesa/Hourglass, I'm all for it Volcano vs City_fly is a very tough choice to make because both are very fun Volcano is a favourite in clanwars, because it's a nice small rush map where almost anything can happen. City_Fly was also a clanwars favourite though because it was so technical and really tested the flyers and snipers.
  21. WhisKeY

    New content?

    Both would be amazing. If one had to come before the other, City_Flying just because it's a nice big map that will play well when the player count returns to 64. Whiteout is a great map btw, sort of a mix between Hourglass & Complex, but with Flying.
  22. Iran's strategy of 'don't mine building doors' is just asking for remote rushes. Flyers hold 2 people now, and transport heli's are useful. If I knew a building's door wasn't mined, I'd get a havoc or tech in my Apache with me and head directly to that door. As for the topic at hand, I agree that switching back to Renegade's beacon placement (directly at feet) should solve a lot of these issues. I'm against 'no beacon zones' - just adds confusion
  23. WhisKeY

    New content?

    My personal favourite. It'll eventually happen, but maybe not as quickly as Complex & Under. I was ingame with ACK last night and he says if the tools come available, he'll port Glacier Fly to Ren-X!
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