
HaTe
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Everything posted by HaTe
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This happens more often than not for me. Is this intended for beta purposes, or a glitch?
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This has happened to me a few times now. I'll be in a server for a while, playing several maps. Then after a map finishes, I will occasionally (it's happened 3 times out of maybe 75 maps played) completely lose all in-game sound. I exit to the main menu and sound is working there. I re-join the server and sound is again missing. I have to restart the entire game to get sound back again in that server.
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I think the basic infantry balance is nearly perfect. The only exception to that is the grenadier, who has too fast of a RoF as is.
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The point of mines is to prevent infantry from infiltrating certain designated spots. It's an arcade came, not a realism game. The original game had mines that were easy to see, and they were still plenty useful. The fact that X adds a ton of extra visual objects (bushes, pipes, etc.), plus the addition of a faster run/sprint, means that mines could be placed secretively even with them being easier to spot.
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I haven't noticed any apparent spread that makes it harder to hit my enemy. The very little spread that there is on certain weapons is predictable. There is so little spread that it doesn't really make a difference...at least for me.
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Gunfights are still a bit too noob-friendly. Body damage should be lowered 20% and headshot damage raised 10% for automatic weapons. You're too reliant on your team and not reliant enough on your individual skill right now. Vehicles are too flimsy. I understand that this isn't the original, but the tanks are just too flimsy. Whenever they change elevation (ie a small hill), aiming becomes difficult/impossible because they maneuver like they barely have any gravity with them. Mines need to be easier to see. I'm getting annoyed by dying by mines (proxies, times, and even remotes sometimes) simply because they blend in with the textures of the map so much. They need to be brighter so that they can at least be seen while sprinting. I would also like more of an explosion animation from these. Right now you basically just start on fire and have to come to the conclusion that you must have ran into a mine. Certain tunnel ceilings need to be higher (under). Lock-on is too easy. I often lock-on to enemies I don't even see. You should have to have the inner-dot of the reticle at least first see the enemy. Points for killing infantry are FAR too low. 50 for a 1000 level character? It was 99 in the original. 50 is simply way too low. I find myself getting 70+ kills in 35 minutes sometimes and still only being in the mid section of the scoreboard. Even when I'm killing mostly tier 2 and 3 characters. Sound for EVA (nukes and ions especially) needs to be louder. Too quiet as is, even with all settings on 100%. Chaingunner is very OP as is. Needs RoF lowered. Taking down 1000 characters with ease with this right now. Overall really enjoying beta 4. Best beta by far, and I hope that things keep going in the right direction.
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agreed. the slow moving while aiming down sights is silly. It's also strange that you can sprint while scoped. The camera FOV bug still happens with fov 100 btw. Didn't know that was a setting though, so thanks.
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The second one, yeah. The first one was the real issue, i just created a video for the second because it was hard to accurately explain.
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There's a glitch when zooming into a weapon (right click) that makes the character do a slow jog after this is done. You have to change weapons or re-zoom in to fix. There's also a glitch that puts the third person camera farther behind the person, making it easier to see. Zoom in, then unzoom, and reload just after unzooming. You become in a farther zoomed out camera mode (which makes aiming easier too). Video for second glitch: Watch when i switch to pistol at the end and the camera fixes itself back to normal.
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I just (re)-installed this game 4 days ago and am absolutely wrecking with any gun. I'd take the automatic rifle over the pistol any day, and I challenge you to pistol vs auto rifle me if you think otherwise lol
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I don't understand how people have trouble aiming. Its extremely easy
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Should do a poll 1 week after each patch update that asks players if they like each individual new change or liked the previous version, or would like it done differently than either. 1 week gives players the chance to not react impulsively and actually get to experience the changes.
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seven headshots from a SBH. fourteen headshots from a soldier. The RoF was faster for an automatic rifle because it was worse. It had projectile bullets (meaning a velocity that wasn't instant), it took a while to reload, and it didn't do nearly as much damage.
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wat
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Beta 4.02 - Hotwire / Technician Timed C4 cannot refill
HaTe replied to Boomer's topic in Renegade X
Good find, but wrong section. There is a bugs/feedback section for these Character bug report (though it could go in weapon too): viewforum.php?f=120 -
We don't want it to be on a per-death basis, though. We'd prefer a per-game basis, because it encourages attacking and taking risks. Sitting back and hiding in order to increase your vet status is not something that we should have in the game or encourage (doing so increases your credits as is, and is part of the problem anyway; people who do things and achieve things are taking that risk, and dying more often. If they do achieve things before their death, they should be rewarded. That's the purpose of the vet system).
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viewtopic.php?f=13&t=71891 tl;dr: Boink.
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Can I just point out that the carnage_club screenshot in the video is of p0wershot (a long time Renegade sniper who was banned in many servers for apparently cheating). Just noticed that hahaha
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Just so you guys know, the most probable eventual plan is to have something like this: http://www.renegade-x.com/forums/viewto ... 26&t=74772 So that credits aren't used to purchase these vehicles, but a different economical system entirely is. The system (not the details) is partially confirmed by rype to be added in the (hopefully near) future. Jake included this in the original post, but just informing you guys that its a temporary system in place right now.
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Updated original (first) post to include assist point criteria and rewards.
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Its meant to be an easily understood system. I think you're overcomplicating it There's lots of weapons that can do >4% damage in a very short period of time. Especially considering that vehicle kills include the light armor vehicles, and so they would be penetrated and damaged by that amount very easily. I just really think that it should stay rather simple and easy to keep track of; like credits, but just rewarded for specific everyday gameplay tasks that take skill instead (such as killing vehicles).
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I could kill 9/10 sbhs in the original Renegade with a GDI soldier, even if they got the jump on me. And the laser rifle was unnecessarily good in the original. That should tell you something about just how good the gdi rifle was in the right hands... Could the problem be that body damage is too high? In Renegade, you really needed to hit the target's head to do any real damage. I know the body to head calculation in RenX is completely different. Perhaps lowering the body damage and increasing the head damage will provide skilled players what they need to be effective with the character, whilst limiting the effectiveness that a noob can do.
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In your proposed system, I would just turn and shoot at each target one time with any gun that does any sort of real damage and then walk away. knowing that I'd get the assist SP anyway. Like I said, easily exploitable. Not to mention that it's not even an "award" or "earned" anymore if every single person is getting it for the smallest things. That's what credits are for. The Vet system is supposed to separate the skilled players from the players that just earn a ton of credits.
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I'd agree with that, Jake. Some might not, but that's the best way to do it overall. I honestly think that the way I set it up in my first post, with the addition of that assist SP system would be best