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Noodlesocks

Closed Beta Testers
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Everything posted by Noodlesocks

  1. I have noticed that Raveshaw seems to have a much slower fire rate than Sydney. I don't have the numbers for sure but Rave certainly feels the slower and crappier of the two.
  2. Mendozas tear through mammoth tanks. Raveshaw isn't really worth buying unless you're going to be in large open ground. During a rush, they're usually too distracted firing at buildings that they're fairly easy to C4 given their super slow speed
  3. Maybe not in Renegade but in Renegade X, the bike would certainly fill Nod's cheap AA vehicle need. Nod only has the stealth tank for AA and they cost a lot.
  4. gdjWf0wR-vM EDIT: And you can test all of this yourself, don't take the video for my word. You need perfect placement to land your shots with the MRLS from the tib field. It is almost impossible to make if to the Nod tunnels from the tib field infantry path. Nobody is saying it's not possible but Nod have a clear defensive advantage while GDI have utterly ineffectual defence placement. Heck, even the turret behind the HoN have a sight on the bridge. Of all the time I've played goldrush, the most effective GDI strat on goldrush has been pure cannon fodder and attrition.
  5. I'm using 332.21 just now. What's odd is that I never had this problem in the closed beta, nor have I changed drivers since then.
  6. Definitely a range buff and the lock on range for rocket soldiers need to be reduce significantly. They can lock on from half the map away, if not more D:
  7. So many times I've wished there as a melee button though =P
  8. Would be nice to see it return since Nod's only anti air vehicle is the stealth tank and it's the most costly Nod vehicle =P
  9. Both of those are quite ineffective against Remote C4 or a Humm-vee. I don't know what you're talking about but it's certainly not what I'm talking about.
  10. Whiteout is the hourglass 'remake'.
  11. Well you do what you do and I'll keep getting easy headshots. Win win.
  12. 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.
  13. The spread benefits people with bad aim. Where in renegade, you actually had to have your crosshair on the enemy to land a hit, in Ren X, the spread provides a degree of luck where you may not necessarily be aiming directly at the enemy but the spread will determine that a round will go slightly to the left or right of the crosshair which may actually hit the enemy. Similarly with recoil, you can aim at the neck/upper chest area and let recoil provide the headshots instead of having to actually aim at the head.
  14. You can hit the GDI AGT from the tiberium route without exposing your vehicle to the AGT but you can't do the same with the Nod obelisk. The Tiberium entrance of Nod base is also protected by a gun turret which is pretty effective against both infantry and vehicles. The AGT is also a lot closer to the GDI tib entrance than Nod Obelisk is. It's impossible to get an APC to the Obelisk before it's destroyed but you can easily get even a buggy to the AGT Nod can easily infiltrate the GDI base using the infantry passage around the tib field. Even with full base defences, Nod infantry can get as far as the GDI war factory without any defences reacting. GDI can't even get into the infantry passages without exposing themselves to the obelisk. And once they do make it around the back of the base, there's nowhere for them to go that isn't covered by the obelisk. They can't even get into the underground tunnels fast enough. The biggest problem is that the Nod base is pretty much completely covered by their base defences while GDI have very limited defence cover. There's too little cover in Nod base to allow for infantry to infiltrate or even for an effective APC rush. I really don't think being able to shoot over the cliffs or from afar with gunner is a good enough compensation for GDIs poor defence set up. I shudder to think how this map would have played out if that rock in front of the main entrance was still there.
  15. Bring grenades instead of C4. Also bring Tiberium Auto rifle if you can for the splash damage engi harassing.
  16. I know Under and Complex is being worked on and I know more tech buildings/items are planned. Couldn't tell you when though.
  17. The problem is that there are areas the beacon can be placed that make it impossible to disarm.
  18. If I remember correctly, it's related to FPS or something.
  19. The biggest problem I have is that I often don't know which direction my vehicle is pointing. Would be nice to have some sort of HUD indicator to show what direction the vehicle is facing in relation to the turret.
  20. Not sure. I think it's yank but could be wrong.
  21. Not only that, Nod can avoid the bridge completely by jumping in the water (also worth noting that you can't be harmed when swimming) and even get as far as the GDI refinery. They can also get behind the powerplant and across the river to the weapons factory. While GDI infantry can hit the HoN and Power Plant from the middle hill, it's not nearly as easy to pull of as it is for Nod to sneak in the back. Either GDI needs better defence placement or Nod base needs to be easier to infiltrate.
  22. Would love a C&C 3 era renegade x mod but Nod never really developed mech tech until after the 2nd war.
  23. Such a dull way to end a match. Are there any EU servers that don't have a time limit yet?
  24. Had this a few times now. Mostly on Whiteout but have had it on walls too. Occasionally the game will completely freeze for several seconds before resuming. The most common factor I have noticed when it does this is that a vehicle had just exploded.
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