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HaTe

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Everything posted by HaTe

  1. The width is too small for renx, much like it was in renegade.
  2. They do more damage than a flamethrower, have more health/armor, and can walk in tiberium without getting damaged.
  3. It had default settings once you installed the model into the server...server owners/map modders occasionally edited these, but most were exactly the same. It had presets in leveledit for the CNC prefix, just as other vehicles.
  4. HaTe

    Sudden death

    It's only winning by points if either team still isn't able to win by base destruction with the added 10 minutes of no building repairs, disabled mines, and disabled base defenses. There's a possibility it could end in points - making them worthwhile, but the possibility is much lower than regular AOW. It is splitting the difference between aow and marathon.
  5. HaTe

    Sudden death

    Yes but if the team in the losing position is even voting yes at that point, they obviously just want the map to end regardless. A set time would still be the better option...
  6. HaTe

    Sudden death

    It's sort of unfair because the winning team/team currently attacking can start the poll and all vote yes, and all it takes is 1-2 people who are waiting for the next map on the other team to also vote yes for it to pass. It's more fair with a timed version because then there's at least full awareness of when it is going to happen, and teams clan plan accordingly. A reset is a bad idea though, teams should be able to use the advantage of owning the field if they planned accordingly and held it at the 35 minute mark.
  7. HaTe

    Sudden death

    A set time (35 minutes) of play before the sudden death features activate would fix the surprise or general advantage that a poll can create.
  8. It was glitchy because of the turn mechanics of the game. Can't blame the modders for that. The mechanics weren't made for a small 2 wheeled vehicle. You can edit_vehicle all you want and it would still be glitchy. The netcode also played a large role on this as well. Also not modders fault. Each server didn't edit the vehicle. Most used the default settings on the vehicle, for the record. It wasn't just fanmaps, either. They can just as easily be added as a vehicle crate on any map, for example. The vehicle was glitchy because of the turn mechanics. The vehicle played awfully because of the invisible vehicle blockers became far too apparent and needed.
  9. HaTe

    Sudden death

    People would still be sbhs because of the high player counts and vehicle limit. Just too much of an advantage for nod if mining was completely disabled. As far as how it is in renegade....there is no server in renegade that exists (meaning with regular players) that is not modded in some way. Rencorner has this as a poll enabled option, and people like it. It's just a separate gamemode, and you wouldn't have to play it of you didn't want to lol. Like sniping servers for instance.
  10. This happens in the original renegade with any tank turret. It's not a glitch though. The only glitch would be that if it counts the shot for the tank, and forces it to reload after it. Otherwise, a turret inside any type of vehicle/structure should not have the ability to shoot.
  11. HaTe

    Sudden death

    As far as double damage is concerned, there is no need if there is already no building repair ability (No overall repair would also be too strong). That is just too much overkill. The idea is to give the attacking team the benefit after 35 minutes. If they cannot still win in the additional 10 minutes with the advantages of the sudden death, then the point leading team wins. It shouldn't be a means to directly end the game so much as it should be a last chance extra help to finish the game by base destruction. The only idea that sounds like an actual logical gameplay mode would be the "traditional sudden death," but I prefer to just call it "Sudden Death." -35 minutes of normal AOW gameplay. -After 35 minutes are through, the 10 minute sudden death mode becomes active (this could be by an ion storm, a tiberium storm, or however else). The mode activating does the following: 1. Disables base defenses (if any are active at the time). 2. Disarms all proximity mines (does not disable the ability to mine - this would generally favor nod too much). 3. Makes all buildings become unrepairable for the remainder of the game. The idea is to keep the mode simple, yet successfully split the difference between traditional AOW and Marathon modes. In AOW, people often complain that winning by points is a cheap way to win. In marathon, people often argue that games last far too long. This mode makes the game split the difference between the two. The attacking team at the end gets the advantage, and so if they are losing in points they can either attempt to take the points lead or just win by base destruction. The game won't last too long, but it makes it so that building destruction is the most likely way the game will end.
  12. 95% of renegade glitches were fixed in scripts/patches (including obelisk back walking). Renegade tracked damage through the client and the server. Which port tracked these damages was dependent on the damage type. The size of the recon bike is what plays the biggest factor in it being so glitchy. Ideally, it shouldn't be blatantly obvious where invisible vehicle blockers are located. It should be determined by the size of the space in proportion to the smallest vehicle width. If you make a vehicle that is that small, it would change all of that up. I'll give the example of doors on buildings. It should be obvious based on pure size alone that vehicles are not intended to go inside buildings (buggies/humvees going inside buildings had to be patched in renegade because of this), but with a recon bike...well the invisible vehicle blockers become obvious and spots vehicles never should go can be used or need to be patched. Just not really worth it all for such a small and generally irrelevant vehicle, honestly,
  13. There's something for everyone in Renegade. Supporters, defenders, team attackers, team strategy leaders, sneak attackers, killwhores, pointwhores, noobs, and professionals alike. The same can be said for renegade X, with even more factors, far better graphics, and a new "feel." It's wonderous to experience.
  14. If someone wishes to add this, it would be a server side mod rather than an overall Renegade X feature. I don't believe the developers are looking into any easter eggs at the moment, but server owners will likely eventually obtain that capability.
  15. I'm assuming the topic starter was just looking to help. Basic renegade knowledge will help you in starting to understand the renegade x gameplay. He is not affiliated with the Dev team or testers, and sounds as if he is wondering a few things himself. Don't think too much into it.
  16. A neutral visceroid transformation sounds more like a "lot this would be funny to see" idea than a logical gameplay idea.
  17. Both statements are actually false. The pedestal was always in Renegade, but whether or not it was an end-game option was decided server-side. The orca and apache did the exact same damage. The only difference between the 2 was that the orca's machinegun had twice the range of the Apache's (for the record - flying vehicles did not make the original release of renegade, and were added in a later patch, along with the flying maps). The GDI soldier did also do more damage than the nod counterpart, as stated in the renegadewiki page. As far as a tutorial for Renegade X is a concerned - hold tight. One is currently in the makings heles rockets go further then orcas too. The rockets have the same (50) range. However, the velocity of the apache rocket is ever so slightly higher than the orca's rocket. Meaning it will travel the same distance and do the same damage, but the apache's rocket will arrive at the target slightly faster than the orca's would have. It's a fact that not many people realize, and is such a small difference that it's almost really not even worth mentioning. The guide that is currently being produced is a basic guide aimed at people who would be new to Renegade and Renegade X. It's more effective to use that as a starting point. I assure you that more advanced guides will be made (both officially and unofficially).
  18. HaTe

    System Req???

    I don't think it was intended, but your use of the word "lax" is sort of deceiving. The idea wasn't to create the best graphical game around. The developers were willing to sacrifice complete life-like graphics in order to allow a greater number of people to have a fluent gameplay in the game, and to get the best possible graphics after doing that.
  19. Check out some of the livestream videos to see how it works for those wondering.
  20. HaTe

    System Req???

    Dx11 just makes the game currently have some field of view and depth errors, and so it isn't available yet. It is an option in the settings as of now, but it is just black and uncheckable. Leading me to assume it will be an available option come release or shortly after.
  21. Yes, what you said is accurate. I was more so referring to the poor reviews renegade received, due to the original game being rushed by EA at the end (can't blame them too much, as you said, it was already delayed twice).
  22. It shoots differently is the point being made, I believe. Which is definitely true.
  23. I dislike when people compare renegade to other games - especially games that were released after it. There's no use comparing and contrasting it to other games. It is its own game with its own gameplay, characters, and weapons. It wasn't really based off of any other game (fps gameplay wise, obviously it fit into the c&c universe) - it was innovative for the most part. That's part of the reason so many people like myself enjoy it. It was a gameplay before its time, and it was only overlooked because the graphics, netcode, and glitches that existed on release were rather poor. For those who stuck around for the netcode improvements, optional skins, and bug fixes, it really improved to become a pure innovative classic. As far as aiming in renegade is concerned; it takes a great amount of skill to separate yourself from the average players. To be a great player in renegade took a lot of strategy and skill, and that's a big part on why the competitive side of the game was so incredibly active and competitive.
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