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HaTe

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Everything posted by HaTe

  1. There's already blockers (or even vehicle killers) in the game right now in places that are totally reachable. Lakeside puts them in places that a buggy could go through. Walls blows up your vehicle for trying to get up the ramp when its totally feasible. Etc. So I'm not sure whats the problem there. Putting a vehicle blocker on the tunnels if that wasn't done is about the easiest thing on Earth, by the way. So making an existing problem three times worse shouldn't be a problem because it already exists? It's not just about how easy it is to do (though having to put three times the amount to accommodate for a vehicle that has the width of a player is not nearly as easy as you seem to assume), but it is also about how unrealistic and poor the game play is as a result of more vehicle blockers. Vehicle blockers are added because it should be obvious that vehicles shouldn't go into the location they are trying to get to (e.g. buildings). Having them all over the place to accomdate for a smaller vehicle would look and play awful. People would have to learn exactly where these vehicle blockers are, and even after doing so have to experience the stupidity (but necessity) of an invisible blocker. It's just not worth all that effort for each map and each new map just so that a recon bike (which by the way is highly unrealistic, even for renegade or command and conquer) can be a purchasable vehicle... In regards to the SSM, I'm a bit busy right now, but I'll take a look at your proposal later, Dom.
  2. HaTe

    New content?

    If the advantage of one team's infantry is successfully negated by the advantage of the other team's vehicles, then it should not matter. The overall win % is what measures this (per map). The end result is the result of every factor being used in practicd., rather than analyzing each part of the game through principle. Measurement results outweigh words always in terms of balance.
  3. Perhaps it's a matter of the walls tunnels being wider in renegade x
  4. HaTe

    New content?

    If we're talking about pure balance - 50/50 is the ultimate goal. How that balance gets there is up to gameplay. Balance wise though, if the game is at a 50% winrate, it is completely balanced. I'm not saying that a 50% winrate makes the game fun...look at flipping a coin. That's not fun. Each faction has different units and thus different strategies. Gameplay can be discussed and changed freely to enhance fun, but the game should also be relatively balanced. In order to measure that balance, the end result is what you have to look at, not how it got there. That is gameplay and strategy, which is a factor of balance, but not how you measure it. It is like when you step on a scale to weigh yourself. How much you eat and how much you exercise determines what the scale will say. Whether or not you lost weight or gained weight is the measurement and is the final result. Balance is the final result, not how it got there. Gameplay is how it got there, which can be considered the consumption of food and/or exercise in this example. Someone could think that because they ate less and exercised more, they should be losing weight. That is not always the case, though. Just how some people think nod is op and some people think GDI is op. The end result is what you have to look at to measure this balance. Think of it as a teeter totter. The more weight you add on one side, the more imbalanced it gets. A flat teeter totter means a 50/50 weight distribution, regardless of who or what is on either side of it. If the devs want to measure balance, they do so by the win rate of each team, not how easy or how hard it is for each team to win in principle. It's measured by the result in practice, not the theoretical ease of result in principle (which is what Drury was arguing).
  5. Same role as the artillery? Does the artillery not do its job good enough already?
  6. Invisible vehicle blockers and the width of the small recon bike. Bring up a logical solution for fixing that hinderence and you have my support for a 2-team recon bike. Until then, what you're supporting is a vehicle that would see to having each individual map edited for the purpose of adding one silly bike to the list of vehicles to purchase. I'm sick of hearing about it because everyone's argument is that it would be "fun." Whereas I am arguing gameplay and balance. Whenever I bring these up, people seem to find it more convenient to ignore these arguments and continue with their same "they were in TD and they'd be fun" argument. The mechanics of the bike weren't the reason they weren't in renegade by default. The edit vehicle system in renegade was extremely thorough, and you could edit just about every aspect of a vehicle. The reason was the maps layout, the gameplay, and the other models in the game simply did not support having such a small width vehicle. The SSM launcher is a different story entirely, but it was also not added due to good reason.
  7. Möbius entered college at the age of 11. I'm pretty sure his research on tiberium in 7 years would be plenty thorough... He learned how dangerous it was and thus began to age rapidly from the stress of knowing his research was in Nod's hands and they were using it as a weapon. Even his own daughter joined GDI and weaponized the tiberium...that's the reason why he appeared to age so quickly (and its not like he turned into such an old man like you seem to think - he was still quite nimble). The fact that the last mission in renegade was highly inspired by TD proves enough, really. I fail to see how you are attempting to use that as an argument for the support of the TS timeline in any way. The first tiberium war ended in 2002. Why would you say otherwise? Every timeline and all evidence I have seen supports that the ending of the war was in 2002 (including the site in which you cited as reference: http://cnc.wikia.com/wiki/First_Tiberium_War - in fact, it didn't start until 1999).
  8. HaTe

    New content?

    Balance is measured by the end result. Nod could appear to dominate to players, but if the winning % is 50/50, then the game is balanced, regardless of what people think. That's what it comes down to.
  9. I've played in far more than jelly lol. Been playing renegade since its release. Competitively, publicly, sniping, CTF, coop, DM, you name it (as well as modding in all these game types). The problem with the recon bike is the invisible vehicle blocking zones. The game just does not support such a small vehicle width. The SSM launcher would have to be completely redesigned from the renegade one if you really wish for it to be added. The arty is already the mrls counterpart, so I fail to see where it would fit in as well. I don't think you guys realize the huge effects this would have on gameplay, and just think it'd be a cool thing to have. I'm not about that, having played far more competitive than you guys...I can also guarantee you I know more about the original renegade than you (from strategies, to damage tables, to gun statistics, to pure skill...), so try not to just assume I'm some random jelly "no change" guy. In fact, I was a large supporter of in game changing balance tweaks in jelly, and wrote out an entire new mod for the game (a lot of which is coincidentally incorporated into renegade x).
  10. I believe whiskey was on the rf team with me that won the rgct2 as well
  11. Stoppp with these topics.... There's a reason they weren't in renegade by default. Stop trying to rationalize their functionality, when in reality we all know how poor these vehicles would play (and if you don't then I question your renegade experience).
  12. Recipient: Captain Nick Parker, Division 618, Unit B8 Received: 12 March 2020 EVA Data Link: ZX-747 GCON_2020-3-12:Parker, N: Access Level Delta-12 Encrypted Message follows I somehow doubt a double typo took place. Here's a quote explaining Dr. Mobius's rapid aging, though: It's clearly during the end of the First Tiberium War, around 2002.
  13. While the manual does appear to say it twice (making the possibility of a typo low), the actual gameplay itself, and some of the missions are even directly correlated with Tiberian Dawn. As Letty points out, there are several scenes in which the Tiberian Dawn is referenced to even. What are the blacked out markings on page 6 of the manual, exactly?
  14. The very small possibility of that happening (plus the eventual fixes of such glitches) are a mere unfortunate side effect for players that ever encounter such a thing. They existed in Renegade, and how many times have you died by them ever? The amount can be counted on one hand for me personally (after WEEKS of gameplay time).
  15. I had mentioned slide zones for structures like that. I'm talking about places you shouldn't be regardless. Like on top of the bar on ground maps, on top of the ref on ground maps, etc. If you're there, you got there on purpose because you were trying to abuse it. That's where killzones came into play in renegade, and should do the same on renx
  16. Renegade takes place during the end of the first tiberium war. The entire campaign is about the ending of this war... 35-40 seems reasonable.
  17. Renegade takes place in 2001-2002...
  18. You wouldn't be placing a beacon up there....the killzones are for tops of buildings that are not easily accessible from the ground (there was one in renegade on the top of the barracks on ground maps, for example). Wall hopping is removed, but parachuting remains. Building top killzones are necessary. I'd also be for the at feet placement as well. Makes more sense that way, really. Iran, can you hopelessly evaluate me next using 15+ falacies?
  19. You guys do realize killzones are how they were fixed in renegade, right? How the hell do you "accidentally" end up on the top of the barracks on a nonflying map? Places not accessible by the ground should not be accessible by any means. Hence killzones.
  20. Wasn't so much that they took the series in a direction that didn't follow logically from the closing point of the previous. The biggest problem with C&C 3 story wise is that they flat out contradicted a lot of events and "facts" established by the previous games. There were a lot of plot holes in C&C 3. The story telling wasn't quite as interesting as it had been in previous games. For the most part, the cutscenes were just "mission briefings." Personally I hated how the relegated the majority of the back story in C&C 3 to a bunch of word documents. CABAL in particular, a major character throughout C&C and all he got was a .txt file. Now don't get me wrong, I Love C&C 3 and Kane's Wrath (which did improve the story a little) but storywise, it wasn't to the quality of previous games and was, as far as I'm concerned, the beginning of the end for C&C story telling. Every single game had plot holes that didn't match up. Fuck, even Eva was renamed randomly without explanation. It wasn't just this story that changed things up. I've played them all myself, and I enjoyed the story line of cnc3 more than any other. Having Kane come back and trick GDI into setting off the liquid tiberium was an awesome way to add some much needed variation to the game (with the addition of scrin). It was a bit of a stretch for some people, but I really enjoyed it. CABAL was replaced with LEGION..
  21. That's just because the narrow minded invisioned one way for the series to go. When the series pulled a 180 on that, those people got upset and claimed the game "sucked."
  22. Just because they had the scrin as a playable faction, it was a bad game? Adding a third playable faction was an awesome gameplay step if you ask me. I wish there was a renegade-like fps game based off of KW, personally. Would be pretty sick
  23. One solution for a few of these would be killzones that kill the player when they go onto a place that otherwise should not be accessible. The tops of buildings (very tops that is not accessible from the ground) should be "no access zones" by default as well, and any infantry on these areas should slide off from that section, like in renegade. Parachuting onto the inaccessible spot on the refinery, for instance, should be a killzone.
  24. Follow the what
  25. If you're looking for an advanced high tech faction, you'd be talking about Scrin,and playing the wrong game I've always wondered how cool it would be if some sort of future renegade expansion was made that included the Scrin faction. Would be awesome to say the least.
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