
HaTe
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Everything posted by HaTe
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UltraAOW does this in renegade, and its just silly and out of place.
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Yeah I'm not against it, I just don't see it as a priority for gameplay. Down the line, sure.
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Tactical insertion. It basically lets you determine where your next spawn will be. PT= Purchase Terminal.
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Agreed with that. Not sure what the rate is. In the original it was 50% of the points the attacker was getting. I'm not sure if it's more than that or not though. It may just be because everything else is relatively less points other than whoring buildings and repairing buildings, compared to the original. Yeah, I was thinking about a ion/nuke countdown on the chatlog that was permanent for a nuke/ion until it went off. Something like the seconds until it initiates, and then it either goes away when exploded, or goes to the countdown of the next nuke/ion if there is another placed. Also agree with that point. People always say how OP GDI is, but nod has plenty opportunities as well (though GDI does appear to have a bit of an advantage on most maps). So many people just don't understand the game fully enough and are arguing balance aspects. That's fine and all, but they need to realize that in a year down the line, their balance arguments will be completely different even within the same game/version because of new realized tactics and gameplay factors. I suppose this is how I find myself agreeing with you so much then, as I come from a similar background (though I mostly attended cw.cc more in its later years and then moved onto community wars after it's eventual renegade death). It's just a different perspective, and one that should be treated as important. People with a competitive background in the original will understand the balance in this game better, even with so many different factors in the new game. We just use the advantages well, and so we see where there may be a balance issue pretty quickly. Either way, the majority of the people will never agree that the game will ever be 100% balanced regardless. That's just the way people are. It's the concept of "I'm going to finish this game whatever it takes." Some people love it, others hate it. It's just a matter of opinion. Lots of people hate that the score can win the game after a time limit, but then lots of people share your opinion as well. It's pretty split at 50/50 from what I've seen.
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I posted this idea in the past, but really think that's it is worth revisiting. Having a purchasable TAC insertion that you can put into a PT of your choice would be a very pleasant addition. Have it cost $75, and it only works for your next spawn ONLY. Many maps have buildings that are very far apart, and that makes for a long time sprinting to get out of the base, having to refill just to increase your sprint again for leaving the base, and then finally you get to leave the base. That's fine and all for some, but for many players, they would literally rather purchase a TAC insertion to put into a PT manually to not have to experience a Ref spawn in Xmountain, Under, Walls, etc. again. If you have an abundance of credits and want to do this, I say it is worthwhile. I think that most people won't even bother touching it, but some people such as myself would when I have over like 1500 credits. Of course, it could eventually also be paired with the vet system to cost 1 SP or something as well, so that you truly have to earn the privilege to use it.
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Oh I see what you mean. Yeah, ultraAOW has that in their Renegade server. That's more aesthetic that anything else, so it's not much of a concern to me
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Going up the ladders in the bunkers then into the base from there. It's an exploit because you can get in that way, but you can't get out of the base that way. Makes it nearly impossible to defend, and makes the infantry path OP. Add a way to get to that bunker from the base directly and it would at least help negate the fact that you can enter the base that way. Almost every building kill I've seen on the map is done in that fashion, rather than rushes or tanks.
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Can people add articles, that then need to be approved by an admin before being public? I don't see the option for this at first glance
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The banner on the forums already takes you to the forums homepage as well..
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Says who? Your opinion? Certainly not the original. The greatest thing about 1k chars is how versatile they are. Mobius's in general were completely CQC in the original, and havoc/sakura and pic/rave could manage CQC completely fine in the original too. Again, I know this isn't the original, but what are people using for their arguments? Their opinion on how things "should" work? My thoughts are coming from a few things: Based off of the original game (at least somewhat), based off of competitive play (which I hope builds into this game in the future), and based off of someone with good aim in the game (if you doubt that, I'll gladly challenge you lol). I'm just trying to understand where some of you are coming from when you say "supposed to," "aren't there for," "shouldn't be," etc, when what you're saying is a direct contradiction to many things.
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I'm not sure what that means. Can you explain?
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I agree with everything Jake says as well. The only exception to that is calling Xmountain one of the bad maps (the rest of those, honestly and unfortunately, are). Xmountain just has a few exploits that need to be fixed, but other than that it's gameplay is one of the better ones in my opinion.
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It's based off of the original, yes. Mines in the original were obvious and easily seen from a distance. Mines now aren't. That could be because of added graphical elements, but regardless it makes them harder to see. Gameplay trumps graphics, and if the added graphical elements are making it harder to see the mines, then the mines need to be brighter. They truly are not supposed to be hidden even when in plain sight. They're a deterrent, not a surprise kill out of no where (unless around corners, which is understandable).
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A 1000 credits sniper has: 1) Much more health 2.) Much more range 3.) Can actually damage heavy vehicles from afar The only time the sniper can get more easily killed if both are near eachother and in tunnels. Also, Electrifyer809 said nothing about realism. Your "you suck" and "if you'd have played the original" arrogance is really frustrating to deal with, so consider yourself ignored now by me. Yet, the officer still wins the majority of the time for me mid distance or near distance. I can't tell if you're just unwilling to see the advantage or what. Electrifyer said "mines are meant to be." In what, the original? Then he's wrong. In real life? Then he's right, but the game isn't made for realism. Hence the implication that he is referring to realism with the "meant to be," based off of nothing, and the only other possibility being that he was talking about the original (in which case he'd be wrong). I never said anyone sucks. I'm saying they aren't very good if they can't see how overpowered certain units are. It's not arrogance, it's simply a differing viewpoint from yours. You're used to pub play, whereas I have played competitively a lot, so I see the game differently. For you to ignore me is ignorance of the fact that people have other viewpoints that the simplistic view of the game.
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I'm not complaining at all? How do you recommend we help without pointing out what we feel needs to be changed? Your logic is bad. If you really don't think the officer is OP, then you aren't very good at aiming. Havoc/sakura is also anti-infantry and is more than 5 times more expensive, yet an officer can kill a sakura/havoc more times than not. If you don't see something wrong with that, then I suppose you just don't understand the game balance all too well. Mines are NOT meant to be realistic. If they were, then they'd be claymores or IED's and would be underground or something similar. They're meant to be anti-infiltration devices, like into a tunnel passageway or a building. If you played the original, you'd know this. If the game was going for realism, don't you think hospitals would have repair guns by now? If you're getting a ton of kills, you are helping the team. Especially in X. Considering that 1 hotty/tech through the tunnels in many maps can infiltrate your base and kill a building, having a person who can consistently kill them is important to success. It's just as much individual skill as it is teamwork (that coming from a highly competitive Renegade player for many years).
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Maybe it's just me, but I prefer the LCG over the patch. Anyway, noticed that the shotgunner in VERY OP too. Range is too long and the spread doesn't get larger at all for the range. Spread should increase as range gets longer.
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This is coming from a highly competitive Renegade player, rather than a public player, which is what most of the people here are (not that that is bad, it's just a different and more advanced gameplay and style). It's important for wide open spaces, yet obstacles like rocks that can be used as cover mid-fight. In Renegade X, having as few elevation changes seems to be best, because the vehicles are very flimsy as is. Most importantly, though, is to have 2 vehicle entrances/exits to the base. The bottleneck style maps are too dull and traditional. Yes. I highly encourage this actually, as usually the winning team will have field control and thus the silo, but either team can possess the tunnel area. It's something I've recommended via post in the past. Entirely from tunnel areas, since X has the addition of smoke grenades which can allow infantry to still get to a building even with the base defense normally stopping them. From the field points, they just need to make sure that no vehicles have the possibility of getting in unharmed by them. Keep in mind that in general, the obelisk is best against vehicles, and the AGT is best against infantry. Don't be afraid to add guard towers and turrets in places that could be exploited by the base defense position. Airstrikes are only really needed for bottleneck maps where siege warfare is strong. Having 2 vehicle entrances/exits would limit their use (and need) by a lot. Exploits, not having infantry tunnels to get to each base, and focusing on scenery rather than gameplay. Gameplay comes first. Don't add 500 trees because it looks nice, if it's going to hamper gameplay. I have a pretty good idea of a map that I would really love to have created, but I find myself rather poor at using the SDK/UDK. Perhaps I can do a quick basic crappy drawing in mspaint and forward it in your direction for a look?
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I think it's both. The lack of gravity really affecting it at all and the RoF combined make it be OP. I just think that RoF would be easier to edit for gameplay reasons (to that no walls have to be redone because of a higher arching grenade launcher).
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It's fine the way it is.
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There's always a way to destroy a 1000 credits unit and just because the unit has a high damage output doesn't make it OP. The officer doesn't have a lot of HP and if he wouldn't be viable against vehicles at all, he'd be a perfectly balanced unit. If you completely nerf him, he's going to be as useless again as he was in beta 3. I kill more 1000 level characters than kill me... with a 175 unit. Lets put it that way.
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Not lcg, just chaingunner. Decreasing rof would fix both the insane damage over time to infantry and vehicles. I'm destroying $1000 characters with a $175 one, even when both are anti-infantry. You don't see anything wrong with that? Might have been me - msaxton. I just re-installed less than a week ago, so while I am new in the sense that I haven't played in a long time, I have played the original with months of hours logged. People kept accusing me of cheating, but aiming is just easy and the chaingun is OP.
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Yeah, no, I've been using the officer a lot since beta 4. It's ALWAYS the first unit I buy, even before I go out and do anything as a normal soldier. Mines precisely should and do make people more cautious. Or at least not rushing through tunnels like a blind man. As I (and some others already too) said, there's no problem with how the mines look and they look as intended. They shouldn't be just some huge blockade in front of you with a STOP sign. Exactly. The game doesn't need more hand-holding. If anything, it needs some of the recently changed/added features (crates, ref buff, airdrops) removed and make it harder again. I'll make a video of me showcasing how OP the chaingunner is. Mines in the original worked well and could be spotted from a distance. They aren't supposed to be hard to spot in plain sight. They're supposed to limit infiltration into specific spots (tunnels, building entrances, etc).
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Gotta be honest, I've never used UDK before and am having troubles figuring this out as well. Installed UDK and the SDK, but it's unclear to me how to access the SDK files within UDK. Do they need to be extracted into the UDK or...? I'm a hardcore gamer, but this sort of stuff has always gone over my head. Have a great idea for a map though, and would rather figure it out myself than have someone else make their interpretation of it.
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I think proxies are team colored, but both colors and far too dark still. The base color is the worst though. It's a shade of black, really. Tiberium flechette with a SBH is OP. I'm not too worried about the other sidearms, though. Just the SBH with the sidearms.
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They're too dark. The colors need to be brighter. On a tunnel floor you basically have to go slow and slowly and carefully inspect the entire floor before moving. I'm fine with them being around the corner, as that is strategy. It's the fact that they are so difficult to see even when they are in mid-tunnel. It also doesn't help that they have no explosion animation. You clearly haven't used this character enough. He is absolutely tearing through infantry like they're nothing. I'll make a video of this if needed. Brightness is already turned up. It has to do with how fast I play. I play competitive games mostly, so my speed of play is high. I played games competitively, plus had months of hours logged in the original and never had this problem. I'm sure for someone that plays slow they aren't an issue to spot, but for someone who moves fast constantly, they blend in far too much. Like I said, they aren't supposed to be hidden even when in plain sight. They're supposed to prevent infantry infiltration, and make players be cautious when rounding a corner. They should not make players be cautious when in the middle of a tunnel or field, too.