
HaTe
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Everything posted by HaTe
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Obviously the floating mines and mine stacking are glitches that need to be fixed. Trying to completely throw out the current system for a completely radical and silly new one just because of a glitch in how the current system works is irrational. Personally, I think that "certain servers" should just raise the mine limit by 10 or so. Help to counter the "bad mining" or mining disagreements.
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serverside mods by mutators. Not developer work. That's what shells come down to, and that's essentially how they were in Renegade too.
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Renegade is an RTS FPS hybrid. Meaning buildings and mines fit right in. If you don't believe that it will stay and it's going to be replaced by some silly destroyable door system, I suppose arguing with you is moot anyway.
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The original renegade. Look it up
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Have you even played renegade?
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Lol @ saying I didn't play with it enough
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In the end, its just not going to happen. The way it works is working as intended and is an essential part of the game.
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The shells were serverside mods in Renegade. By default (stock), the shells didn't exist. I always disliked them for the sole reason that a timed c4 just means that the vehicle owner needs to run to cover and let it explode and then repair the shell to have their tank become brand new again.
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The flaw with the mine system is that it is team based; meaning one uneducated or trolling teammate can ruin the entire mining for the whole team. The breach door system almost entirely eliminates the "solo sneak" possibility, with a tech/hotwire needing to have a companion to be able to do the damage to the doors to be able to open them. Not to mention that it would look stupid with there being no door in the buildings after it is broken (and tanks can splash damage in the buildings easier with that too).
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No need to fix what isn't broken. Replacing a "sometimes flawed" system with another "sometimes flawed" system is both unnecessary and pointless.
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Checks, not the system itself. You can see for yourself in leveledit
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yet the devs have already clarified that some damage is determined serverside and some is determined clientsided. awkkkwarddd
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If it works like Renegade, where some measurements are calculated serverside, and others are calculated clientside, then it is different than those UE3 games. It's essentially 2 separate games attempting to form one smooth one, but they will never really be exactly the same. Almost all of those games calculate everything clientsided. In Renegade, if you've ever received or done just splash damage or just direct hit damage, but not the full damage (splash+direct), it was simply the disagreement with the server and the client on where specific things are occurring on the map. Again, just a theory for the hitboxes though, because it could be any number of things. I suppose that if it is the same issue as the crouching, that its a separate issue entirely anyway though. It looks like it is just the hitboxes lining up with whatever the past animations were for these actions, rather than the current ones?
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That just makes damaging he doors a necessity, just as mining is now. It replaces one sometimes flawed system with another sometimes flawed system. Sneaking is a part of the game. Being a hotwire and sneaking in and disarming mines is part of the game. Having to destroy the door with one of your c4s takes away from that. In SP in Renegade, a team (individual) had to first acquire a "key card" to access certain doors. That doesn't make much sense for multiplayer though, hence why the mines were added into the game in the first place.
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Mining outside of the buildings just means easier building penetration. Even if the mine limit is per person, not everyone is going to mine, and that would just likely mean less overall mines 95% of the time. Look at AT mines. They're highly effective, yet rarely used, because each person can only use 2, and so most people don't bother with them. A team of 20 on many maps using 2 each can stop just about any rush with these alone, but people just don't use them. Mining isn't that complicated, it's just that the way mines work are a bit buggy as is, because they check collisions with themselves, so you can't put them too close to one another or they lose a lot of their effectiveness.
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Is sprinting/ducking client-sided or server-sided? Could the problem just be that the character is moving so fast that the server sees them in one location and the client sees them in another? It would make sense if sprinting was server-side, because the direct hit damage is calculated client-sided afaik, so shooting slightly behind the enemy and hitting them would mean that the person is in the visual position server-side, but but the hitbox is slightly delayed client-sided. Just a theory.
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I think it works perfectly on tmx, with the notification when someone is mining over the limit and where it is that they are mining. There really isn't a better way to do it than that.
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I use them all the time against mines. In AOW I'll often buy one just to disarm tunnel mines and get the extra points. I've killed a dozen or more buildings by using EMP's in beta 4. They are rarely used against vehicles though. Does a direct hit make them instant explode like the smoke grenade does? If so, I'd use them more. If not, I wish they would.
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I think swahh is doing the game a great justice and we can only hope he continues to be that lonesome guy that tries to evade. Having him do this makes recognizing the currently released cheats easier, as well as helps inexperienced moderators understand how to ban passed just the IP. We thank you for your service
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I can assure you that Dien00b doesn't cheat, and from my experience, neither does cannuck. I'm glad that you were able to see that from your recordings as well. Swahh definitely cheats and has been for a while. It's just so obvious that no one has bothered to recorddemo him. He kept evading yesterday after shooting through walls on whiteout with the base defense and getting kicked for that.
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A pipeline that needs to be crawled through wouldn't be a bad idea, actually. It would mean that you have to crouch and go in before the obelisk fires, making it a bit more difficult that the current way too.
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You guys should read my clan tag suggestion above. If you want to play with your friends, you can have them just throw on a tag that is the same as yours. As long as you guys don't exceed 20% of the overall players in game, then you'd be paired into the same team. If you do exceed that 20%, then you are split up equally into the two teams (for a full 40 person server this would be any tag having 8 or more players in game). Again, that's an end-game team sorting algorithm only. That was my original idea over a year ago, and I still say that it would work effectively.
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this was one of my several ideas back over a year ago (several of the others have been implemented): Obviously clans aren't nearly as popular as they were, so that part could be revised if need be. The points part is the key
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Still think there should be a team sorting algorithm. Fixing the points system would have to be implemented first though anyway (such that damaging buildings and repairing them isn't the only real way to earn lots of points).
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You can also repair the mines while the EMP is going off. All you need is to repair each one for a fraction of a second and none will get disarmed fully.