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ArcticPrism

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Posts posted by ArcticPrism

  1. QUOTE (zunnie @ Nov 15 2009, 02:53 PM) <{POST_SNAPBACK}>
    A system like in renegade would be nice.

    Ctrl+B = bind vehicle (or make this happen as soon as it rolls out of the wf/strip)
    Ctrl+L = lock the vehicle so nobody but you and the enemy can enter
    Ctrl+K = kick the player that entered your vehicle out[/b]


    That's my only problem with locking vehicles. People lock them and leave them in the base or in the field and your team can't do anything but watch it get stolen.
  2. One of the big pluses to using an MRLS in renegade was that you could shoot around corners and arch the missiles. MRLS was always superior to an Artillery if the land wasn't flat (ex: hourglass hill) Big volley damages of MRLS was nice too for popping out and unloading and then hiding. I think the Artillery really shined in Renegade due to the map design. The maps were all small, pathways were small and small base entrances and seeing as the MRLS was more oriented toward ranged combat, it was inferior. Yeah, the Artillery has more range, but it's so inaccurate, you can barely hit anything but buildings at long ranges.

    The Artillery did have more DPS that an MRLS though, and constant fire instead of having to reload for a few seconds.The MRLS missiles were a little too slow in Renegade. Made them very easy to evade if there was even the smallest obstacle nearby. Another problem with it was the homing mechanics in the game. Everything went toward the center of the model. Sitting behind an object or a slight raise in terrain elevation made it nearly impossible to hit Nod Light tanks on field since they were so short. One thing that really made a difference in the Artillery was it's mobility. It could turn 360 in less than a second, making it's slow moving turret a minor inconvenience.

    Artillery body was long and solid too, making it easy to hide behind and repair. Mix that with it's agility, it was easy to block incoming vehicles and projectiles targeting the repairers. The MRLS has to point forward leaving little cover for a repairer. Not only that, but the MRLS isn't solid, long, or able to spin around at a whim. You can shoot between the missile pack and the "truck" to hit behind it. Artillery also had it's turret on it's very rear, allowing it to expose very little of itself when shooting around a corner. The MRLS could sort of do this to, but with the odd bugs in Renegade, missiles would often loop and hit the ground rather than going straight to the target if the MRLS was too close to a wall.

  3. I don't really like the idea of locking vehicles. Yes, I know it prevents people from stealing, but often times people leave their around in base or in field and it just makes it easy(more so for NOD stealth soldiers) for enemies to steal because your team can do nothing to stop it. Especially on most Renegade servers where locking a vehicle prevented team damage.

    -I think a way to kick someone from your vehicle with a warning message is fine.

    -If there absolutely has to be a locking function, limit how long it can be locked so people can't go afk or leave their vehicle unattended for extended amounts of time.

    -Another idea would be being able to prevent select users from entering your vehicle.

  4. QUOTE (havoc9826 @ Aug 5 2009, 10:34 PM) <{POST_SNAPBACK}>
    Why can't there be a hybridization of the old hud and some of the features in the new one? Is the source material completely gone, or was it just an executive decision to not use it anymore, or do you think hybridization wouldn't work for some reason? I've even noticed that you've already dropped some features on the new hud since the last update (e.g. building health indicators), so it's not like the current hud is set in stone itself.[/b]


    That hybrid one was nice. It looked like the Renegade one, while being more "modern".
  5. I'm going to agree with Mighty BOB. The hud is much too transparent. It blends in with the surroundings too much, especially the yellow will on bright maps(and seeing as all of Renegade's regular maps are day, except field, it's not so good. I liked Renegade's Hud a lot. It was very easy to read, big enough so you don't have to view at a glance. It was also colorful. Instead of just lots of red and lots of yellow. Everything stood out very well. The UI also takes up less space. It's on the sides, instead of all the way across your screen.

    screenshot30.png

  6. QUOTE (thrash300 @ Jul 19 2009, 03:16 AM) <{POST_SNAPBACK}>
    It does looks like your right, but come on, woulden't you like to snipe off of a rope?. Or see gunner hanging from a rope and crashing into walls, rocks, hills, and moutains?.... TBH I would like to snipe from a rope.[/b]


    Yes, but it's suppose to be a remake of Renegade. They are trying to get the gameplay as close as possible to what renegade was, hence the same models, same mechanics etc. Also, in renegade, whenever a transport helicopter was sighted it would be shot down VERY fast, and traveling on the ground is the only way to get to a base without being sniped to death, so you probably wouldn't ever get a chance to actually snipe from the rope.

    QUOTE (thrash300 @ Jul 14 2009, 11:42 PM) *
    Put it this way, experienced players would not do it, and the newbies would learn not to do it. <--- and this
  7. Will the targeting be the same? I know in renegade things that are tracking like missiles, or base defenses would aim at the center of your vehicle or character. My concern is, if the base defenses especially shoot at any part of your vehicles, how will the gameplay change? Like field as GDI for example, you can shoot the obelisk without it returning fire if you position yourself correctly. Or hourglass? The obelisk was tall enough to shoot you if you didn't have cover on the hill. AGT could probably shoot at your turret as NOD if it aimed anywhere on your model.

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