
HaTe
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Everything posted by HaTe
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I'm gonna bump this to get more opinions on it.
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I like it. There's only a few guns that you run out of ammo before dying or refilling for health anyway. Renegade servers who utilized this saw an increase in player-count, too.
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Hope it plays well, because the look of it from the screenshots looks real nice!
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What if, and hear me out here: The rockets have the same range, but the lock-on range is reduced? Meaning that they can fire at each other from distance with them, but they'd have to be fairly close to achieve the lock-on. I think it would help with fights against land vehicles too, as apaches/orcas straight up demolish them with their damage and lock-on distance right now.
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Quoted from the beta 4 changelog. I think the parenthesis statement is a solid solution.
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Hottie + Crate = Spy NOD Officer with Mines?
HaTe replied to Boyantes's topic in Feedback & Bug Reports
Yeah it's a minor bug that I've seen and used several times myself as well. It's not really an exploit because it does remove your timed c4 still -
IF I can make it, II could probably record most of it. I won't have a mic until about 2 weeks from now still though, as that's when the semester ends.
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Volt Auto Rifle - Reduced primary fire rate of fire - Reduced alt fire projectile speed, range, and explosion radius - Fixed alt fire electric damage being insanely high
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I think they're fun. I actually really like the mechanics of them right now. You can't sneakily be looking somewhere, so the enemy knows if you are aware of them or not. So you really either have to be sneaky or come with a second apache/orca. I had some fun fights on walls earlier, just baiting orcas in, and then another apache would be hiding. Then we both jump it and gg orca.
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I think they will be balanced when the chaingunner and other units that are OP and nerfed. I think the only reason they aren't very strong right now is because of these units that cost less are so effective right now.
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#2 is actually the flame tank. The stealth tank does the same damage as the artillery to buildings, so they come tied at #3. Followed slightly by the MRLS. Your last point was already proven false by my above calculations (you can go test this out if you need more proof).
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2+3. Option 1 isn't necessary because of the tank "sprint." Option 4 isn't really true. It just requires a bit of a different play style against certain tanks (such as the mammy).
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Tac insertion idea is still a good one, imo. Not sure what the probability is. Always just assumed it was equal, and haven't really noticed anything to say otherwise, personally.
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Bump - Split from Sidearm balance topic.
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Hmm....have you tried a complete delete and re-install? Otherwise, you may just have to load the actual game and play it from there.
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Or a trade-off. Such as replacing one of its timed c4s so that it loses one of its primary functions/roles. You see a lone tech going into your PP with a carbine and you know you don't have to worry as much, because they traded-out their timed c4 to be able to purchase a weapon that is able to get them that far in the first place. Whereas you see a tech with a silenced pistol going into your PP, and you know that they earned sneaking all that way into your base, and so they deserve to have the ability to destroy the structure with both of their timed c4s. That's how I see it. I don't think we should increase the cost or make the weapon bad just because of 1-2 characters having an advantage with it right now. I think we should focus on disabling (SBH) certain classes to purchase them, and having other classes (techs and hotwires) be forced to purchase them with a trade-off. Though a slight headshot multiplier nerf is needed for the carbine and flechette acrossed the board, too. I'll split the two topics up tomorrow, yosh. That way we can continue that discussion inside of the feedback forums.
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Fair enough. I did miss beta 3 due to computer issues, so I admittedly never experienced that. If we must go with reducing the detonation time, I think 4 seconds sounds more logical (if it is indeed timed at 6 right now. Haven't tested it individually to see).
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Alright, subtracted 5 from MRLS and added 5 to Stank buff. Hope that's right now.
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Fair enough. PS2 didn't have "real" base repair and the engineers didn't do exactly that. Really, they were more "vehicle mechanics with stationary mountable guns". In my opinion, PS2 was closer to TF2, they had an engineer and medic seperate too, did same things PS2 ones did, except for the addition of vehicles and mech suits and the engineer getting repair over those while medic gets infantry coverage. But both games do demonstrate, that maybe it was always "better design choice" to divide up that role. Renegade was 2001, it predates this so it is possible it was just so early in creation that it didn't do it. Maybe it actually could benefit from being divided if it was tried? 2002* for release (and patches) at least. But yeah, I mean, X has already added features from "newer" games into the mechanics that have worked really well (sprint, spotting, map voting, etc.). If we don't keep learning from them and using them appropriately, then I think the game just becomes more of Renegade HD; which this game certainly isn't.
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It's more of a copy from PS2 than it is APB, really
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True, the base damage should remain the same, but the damage from the missiles' warhead to vehicle armor should be slightly increased. That's a good point. I also agree with your second point, as that is my biggest gripe with the unit right now. The accuracy vs anything close-range, and especially infantry is horrendous. It shouldn't be great at this, but at least decent.
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The smoke grenades already works in this way. I think that the detonation time is the most problematic thing about it, in that it needs to be a very fine line. Go too far in either direction, and it quickly becomes too powerful or useless. I personally like where the detonation time is at now. I just wish that it would explode on impact with vehicles because as of now, they are VERY rarely used for this purpose (because of that detonation time, but the same detonation time works perfectly for disarming mines right now).
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Here was my idea from before the game was even released (and experiencing the character purchase imbalance in Renegade strongly): Obviously since then, the Anti-Tank mines have been added into the game in a different sort of way. I still think that that they should be merged into a character role though (since hardly anyone ever purchases them as is). I still stand by this idea and wish it was a thing. As far as sidearms go, I still say my original solution for that is the best one that I have seen so far (and I do often change my mind when I see a better solution, have you).
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Just tested ingame (RenX). With every missile hitting, medium tank kills stealth tank in 9 seconds. On the contrary, it takes 15 seconds for a stealth tank to kill a medium one. So even if the stank gets 2 missiles off at the start, it still doesn't matter. That's really only 2 seconds longer than the Renegade stealth tank then. Perhaps a very minor buff in damage to come close to matching that would be beneficial.
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I use EMP grenades quite often to large success. I think that if they do need one thing changed with them, it would be that the grenade explodes upon enemy impact, making the time until detonation not take place for direct hits from the grenade.