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Daedhart

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Everything posted by Daedhart

  1. I am just irritated by this because the SBH can put the beacons in really weird places on the building (like along the cooling tower ridge of the PP). There is stereo sound put out by your speakers, so you can find the beacon on a 2D plane, but figuring out where it is height-wise takes way too long. By the time we find it, its too late. As soon as some invisible walls are placed to prevent taking advantage of the unintended beacon placement locations, Ill be satisfied.
  2. Awesome, I support this decision. The vehicle bugging was pretty annoying.
  3. I dunno...the Helix is omniscient.
  4. Awesome, Ill need to test this out. And I agree, flyers dont need lock on missiles for anything. Actually, Id just want the lock on removed completely from them, because the lock on is really meant to be used against vehicles moving faster than you, and nothing moves faster than a flyer.
  5. DX10/11 are independent of DX9. All DX10/11 cards can run DX9. Unreal 4 can use DX10/11, but Im not sure if Unreal 3 can (which is what RenX is built in). Even if it was supported, the extra features DX10/11 adds requires extra additions to the code. The code is actually fairly well optimized, bugs not withstanding.
  6. Thank you Any other tipps for dealing with agt/obelisk? Id say, if the tunnel is gridlocked, try going around the side and taking out the PP with either an engi rush or arty/MRL.
  7. Because their attack is a bit OP at the moment. In the original, they had a limited range, but here they have about the range of a med tank. And I dont remember the stank having a dust trail while hidden in RenX...
  8. Uhh...oh, whoops. I misread what you wrote. For some reason, I thought you said "theyre loose on internet". Wasnt an insult; was adding to a (what I thought was) sarcastic comment. Sorry bout that.
  9. Is there, or could there be, a way to toggle the auto-lock on feature for rockets, such as from MRLs or the apache? The lock-on feature is nice against fast movers like buggies or flyers, but against slow units, its a massive hamper. They lock on really fast and cant be directed after being fired, so theres bugger all strategy involved. I can micromanage an arty fire debuff (drop off) easily, but I just cant get the MRL to be effective against anything but buildings.
  10. Is there a way to verify which server youre connected to while in-game; like a console command? I found myself frequently being dumped into not-the-server-I-selected servers and couldnt tell until my moderator password didnt work.
  11. EDIT: Ok, getting rid of this post. It was made by mistake and I want to avoid confusion.
  12. My experience summed up into one word: BUGS! In all seriousness... My fav moment was on GDI and the WF and BAR were destroyed. Some tard drove up to the PP with an APC and tried to place a nuke, but he left his half healthed APC behind and I knicked it. Had like 6-7 engis repairing me; that APC stopped any rushes dead in their tracks. Still ended up losing to points, though.
  13. I tried all night to do a vehicle boost in both grounds and flyers, to no avail. Am I missing something?
  14. Yes, I vote for this one. As do I. I can barely hear that satisfying fix.
  15. I believe youre remembering the wrong game. Renegade's servers were plenty and largely filled for a very long time after the game was released. Theres even people still playing it right now, after RenX was released and everything. Not that I mind some new face introductions.
  16. After playing the game, I have no fear about free-aim being added anymore. The cursor isnt dynamic like in the original, so you have no idea where your bullet will go (tank or infantry) in any situation more complex than a flat field.
  17. I ran into these a lot tonight. They definitely favor Nod since GDI has a bunch of large, slow moving tanks. Aside from breaking entrance camping, these are definitely a Nod specialty.
  18. Building death is permanent per map; once theyre dead, theyre dead. The idea of adding a contstruction yard that could rebuild buildings was floated around, but dont expect the feature anytime soon, if ever. The best way to prevent engi rushes is to mine the hell out of the entrances of buildings or tunnels. Other than that, just try to destroy the enemy's base faster than they can destroy yours.
  19. Yea but how would i contact them? Theyll probably be happy to rubberstamp it, but always best to be sure. The devs are the ones with yellow names. Send Fobby a message and Im sure he will take a look at this.
  20. Very impressive. Probably shouldve ran this by the devs first, though.
  21. You just gotta get a feel for the game. The flamethrower has always been pretty useless against infantry (in fact, it even says that when you are selecting it in the PT). I can get a lot of kills with my basic soldier, but the non-instant bullet velocity takes some getting use to; the reason Im better with it is because I played the original Ren and the velocity bullets are pretty much copy/pasted from there. And the snipers are actually 100x better than in the original Ren, they were so OP back then. Now they actually behave like a sniper.
  22. Huh, no I didnt know there was a boost. I think another issue with the flyers is that they are the worst affected by the vehicle bugging out in large server, they end up moving slower than a freakin mammoth.
  23. Its not like the names are changing colors randomly. GDI names are always yellow, Nod names are always red. The highlight box is green for allies and red for enemies. Those two aspects are completely independent of each other. This is how the original Renegade was, as well.
  24. Im not so sure thats the problem. I had a major issue with them on Walls where there were like 10 snipers that were sequentially spamming them while some SBH was planting a beacon. It was impossible for us to get out to the beacon because we kept getting blown away by an enemy we couldnt defend against. At least if the beacon is being covered by a vehicle, we could run up and blow the thing up with C4. Considering the cost and teamwork/coordination to pull that off, the lack of mined entrances and the effort of navigating through ~32 players without being spotted, I'd say they deserved it. Thats the thing...I had the entrance and tunnel mined up and down, people driving around and shooting all over the place and the jerks were still getting in. And the airstrikes werent really being done in teamwork, they just kept spamming our base for the lulz and they just happened to coincide with cheeky SBH's.
  25. Well that's exactly what it does now. It says the strike is imminent when you can no longer disarm it. It usually goes something like... "...20.....15.. Nuclear Strike Immenent, 10, 9, 8...." etc. The beacon also turns bright green and changes its sound effect when it can't be disarmed anymore. However, I don't like how it gives you 10 seconds to run away. I really hope Kil's idea is put in. Maybe the 64 player map was way too chaotic to notice, but I dont remember any of the beacons saying the attack was eminent or the beacon changing color.
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