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HaTe

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Everything posted by HaTe

  1. I do not believe that to be accurate. 400/62 = 6.45 6.45*1.5 = 9.68 800/92 = 8.7 8.7*1.5 = 13.04 Med tank would die in 13 seconds, and the stealth tank would die in under 10. Just going off of what I remember the calculations to be and tired math, though, so could be wrong.
  2. Could it perhaps be a firewall issue that is blocking the auto-update?
  3. HaTe

    In-game Tips

    For a while now, there's been talks about tutorials being made (including talks about a mandatory tutorial), that help new players understand the game better. While I can see this as helping, I do not believe that it would be the most effective way to go about it. I know that when I first play a game, I want to learn for myself, rather than having to watch a tutorial video, and so I will jump right into a game. My proposed solution is simple, and is one that many games currently utilize: Have the load-screen include brief tips to the game, attached with screenshots. Put the current load-screen: http://images.akamai.steamusercontent.c ... 7C199ED4E/ Here, where tips and tutorial videos made can also be viewed. http://images.akamai.steamusercontent.c ... 86E303753/ Replace that load-screen with tips and screenshots. 2 tips per load-screen, including screenshots. Mining, repairing, what the silo does (and how you capture it), beacons, etc. The current load-screen has too much text on it, and cannot be fully read by new players for several game loads. Even after reading it, they may very well be confused, because of how broad it is. The tips I am proposing are more in-depth and specific ones, such as mining and how the limit works. It's a little change that I think can make a world of difference. These help me in new-games quite often, and I think RenX should attempt the same solution. I can even write out the tips if need be (I'm sure yosh would love to help too). Thoughts?
  4. Patch 4.02 Mediafire mirror: https://www.mediafire.com/?hj5g2qvdjc2ucjg Source topic: viewtopic.php?f=128&t=74942&start=15 thanks to sfjake^
  5. I propose a general nerf to the sidearms (mainly flechette and carbine headshot damage), SBH's not being able to purchase sidearms whatsoever, and Hotwires/technicians/engineers losing one timed c4 when purchasing a side-arm. I won't keep refuting the other points because I believe that we have both made our points, and that it's time to hear more people's opinions on the subject. I think yosh's suggestions are generally on the same page as mine, too(?).
  6. That's actually a really solid solution that I think would work well.
  7. That was a team balancing algorithm that I had suggested a while back, Tranquilty. Bananas's point is why this isn't really realistic though.
  8. I have merged the two topics as I believe that they are directly correlated with each other, and one cannot be discussed without affecting the other. If you have any problem with this merge, please PM me and we can discuss it there. Otherwise, please continue the discussion here.
  9. Is that accurate when you factor in the RoF of the weapons? Or just per 1 shot? Because imo the real problem with the gun is how fast it can shoot (and that the clip size is a bit too large). Yes and Yes. I mean, i actually don't know exactly, but I don't think its 2x the RoF of a grenadier. If it is, I may not be using it right and/or clicking it too slowly. I am fairly certain a grenadier is just about 2x as damaging. So they are if anything close. A shotgun though, is in fact more damaging. I am not sure if mcfarlands shotgun can headshot, but I am fairly certain it can yet it cannot 1 hit kill. Even against basic infantry. It does a whole mess of damage, but can't 1 hit kill. Perhaps we can set up a time and date to test this out fully. I don't want to base anything off of uncertainty.
  10. Is that accurate when you factor in the RoF of the weapons? Or just per 1 shot? Because imo the real problem with the gun is how fast it can shoot (and that the clip size is a bit too large).
  11. The general consensus in the "Balance Changes" topic was this: Slight nerf in splash damage vs infantry. Buff in damage to vehicles and buildings.
  12. Firstly, I'd like to see them not be usable by SBH's. Secondly, I'd like to see Hotwires/Technicians lose a timed c4 when purchasing one of these, along with losing a remote c4 when purchasing an EMP or smoke grenade. Thirdly, I'd like to see the flechette and the carbine's headshot multiplier nerfed slightly.
  13. I think that the RoF is too high. How quickly he can shoot his bullets needs to be reduced. That's my opinion on it right now.
  14. Do they currently change their speed mid-air, or are they just really slow (and thus able to change direction quickly) when shooting primary fire?
  15. Updated with your first 10.
  16. This is how I feel too. Even from my perspective as a shotgunner, I feel as if I shoot way too far. Keep in mind that the shotgun range in Renegade was HALF of the chem sprayer and flamethrower.
  17. This.. The thing is though that lots of guns are semi-capable, its just that people in general dont really think of using them. Carbine, autorifle, heavy pistol and even marksman etc.. If 3 people used any of these at the same time then the orcas HP will drop fast enough for it to have to retreat. But alas i always find myself being the only one frantically emptying weak shots on flyers. This is the primary reason we went ahead with letting so many gun weapons be hit-scan. We were drawing away the Ramjet being the only real good AA infantry weapon by letting the Officer and other weapons be dangerous toward Orcas. I think the attraction to weapons that are good AA are that they can shoot then hide. Having to remain out in the open against an apache or orca is very dangerous, and so people don't generally do it unless they are already inside of the base. Apaches and orcas are fast and kill infantry pretty fast. People don't want to waste their purchase by having to stay out in the open to fire. That's where the attraction to the rocket soldier and ramjet vs air vehicles is strong. And I think that's why it'd be better if the ramjet were buffed vs them for this reason (not quite Renegade level where 5 shots kills one, but at least where 1 clip does 60% damage).
  18. I'm glad people here are optimistic.
  19. That's quite the assumption to jump to. I'm not acting like that at all. I just personally see the apache/orca as too powerful right now, not because they are overly strong weapon wise, but merely because of a lack of units able to counter them. One of the very few weapons that can counter them needs a nerf. So I really believe that something else needs to be more efficient against apaches/orcas from an infantry stand-point. I've thought this even before the rocket soldier is up for debate on being nerfed, but it just is even more prevalent now that the nerf debate is taking place. Again, I do also believe that the rocket soldier does indeed a nerf, but just included with a buff to another weapon that can be anti-air.
  20. I really don't think that there's many units that can efficiently counter air units. The rocket soldier is probably overall the best infantry unit vs them, with its range and homing missiles, added in with its extensive damage per shot. Nerfing that would mean less anti-air efficient infantry units. I do agree that it needs a nerf, but something really should be buffed while this is nerfed, in order to deal with apaches/orcas.
  21. I think that the stealth tank needs even less curvature on the missiles, to provide more accuracy against infantry. The shells should come out straighter, so that a person can at least hit the ground next to infantry and do splash damage.
  22. Your argument isn't with me; it's with everyone who agrees that the chaingun is OP. In my opinion, the balance comes down to relativity. For its cost, is it relatively too strong, too weak, or just right? When you compare it to the mobius which has a very similar role, I think that the chaingun is far too effective. 175 credits can be almost as effective as 1000 credits, and to me that screams imbalance. Apparently I'm not the only one neither, as many others have shared the same concern.
  23. I suppose it all depends on how much the base damage is reduced. As a number figure is not currently out there, I will ask. The general consensus was that the chaingun was vastly OP, and so a base damage reduction and a headshot multiplier reduction is logical. If this amount is too much though, then the RoF could be adjusted to compensate. We can't assume anything until we put a measure to it.
  24. The chaingun will see a reduced base damage and a reduced headshot damage multiplier.
  25. Player acceleration will be reverted back to as it was in Beta 3. Is there anyone that feels that the discussion should continue with the shotgun, or is this edit going to balance it to where it needs to be?
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