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alpha1995

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Posts posted by alpha1995

  1. So how chat works is that it's basically from the console. For allchat, you do "say blahblah". For teamchat, you do "teamsay blablah". You MUST have the "say" or "teamsay" for it to work. You're probably accidentally deleting it.

    As for the colors, it works exactly like it does in the original Renegade.

    I understand that you need the "say"/"teamsay", but the console won't let me type anything at all. Also, it's not the same (in terms of color) as the original renegade. In the original, you press (u) and you can see previous chat. If a GDI player said it, his name would be in gold, and if a nod player said it, his name would be in red. It made reading past chats much easier. I'm suggesting something similar.

    I'll post screenshots of what I'm talking about when I'm able

  2. Hello,

    First order of business is a chat bug I've encountered several times. I'm not exactly sure how to replicate, but sometimes I become unable to chat in team, all, or pm. I have to restart the game completely if I want to type new messages. Is anyone else having this issue?

    second thing is chat color when your press (`). Maybe we could make it like it was in the original ren and have GDI chat in yellow and Nod chat in red?

  3. I still play the old renegade. When you target a friendly your target reticle turns green and you see the unit name in green with a green box around it. When you target an enemy your reticle turns red and you see the unit name in red.

    HP bar color is based on percentage left (green,yellow,red) regardless of team

  4. Hello,

    I've found two places with potential for exploit on gold rush.

    First is on the infantry side of GDI base by the bar. At the front of the bridge there are crates on the left and right. If you put proxy c4 to the left of the leftmost crate they will disappear on the ground, but will still actually be there. The ground basically hides them.

    Second is also on the infantry side on the hill near nod's base. Up on the crest of the hill near nod base, you can hide inside the mountain completely.

  5. Joined several servers today and I wasn't able to chat. When I pressed t/y/f3/f4 i could only enter periods and commas. Also, i saw msg [Fstring] pop up.

    Also, I was playing islands yesterday with havoc. After taking damage and doing a refill, I noticed my HUD showed the stats for a GDI soldier (100 hp/100 armor with automatic rifle) while I was wielding a ramjet. When I cycled my weapons, the HUD stats reverted to havoc stats

    Another thing i'm sure many have noticed is that when you rejoin a server in the same game, it doesn't save your points/credits

  6. Fobby[GEN]":1hfe8vd6]GDI and Nod rifles damage the same. They hold the same weapon, they are both standard infantry, they are both free, and so it makes the most sense that they'd both be equal. Yes, I realize that old Renegaders will find this change to be controversial, but this isn't old Renegade. In the old game, not only were the damage values different, but the Nod soldier had a bigger head, making him much easier to kill as GDI.

    While I agree that these imbalances made sense for the original game, Renegade X is different in every way. People in the original rationalized this imbalance by saying that Nod Arties were better than GDI MRLS, so it made sense that GDI would get the harvester on the first run so that they'd be able to afford Meds and put up a better fight against Arties. But in our game, the Arties and MRLS are balanced, and neither of them work the same way they did in Renegade. The MRLS has a rotatable turret, and the Artillery's projectile has a slight gravitational drop. Although the Arty was a personal favourite, it was unanimously better than its GDI counterpart (the MRLS), and it would even be a tough competitor for the Med, which is almost double its price. It had a rotatable turret, a long range cannon, the most powerful projectile in the game, a screen shaking explosion, and it was able to shoot at close targets too. When you balance the GDI and Nod vehicles, you no longer need to give GDI's soldier an unfair advantage. You can bring everything to back to order.

    Thanks, this was exactly the answer I was looking for. I was aware of the changes to the MRLS, but not to the nod arty.

    My question about the damage though may have been misunderstood. In old ren, a torso shot and a leg shot did the same amount of damage. Will this remain, or can I still instakill with a ramjet to the toe?

  7. Free aim favors wallhugging over aggressive play and is completely unintuitive to non-renegade players. I'm surprised the devs are even considering this, it was unintended and overpowered just like using terminals outside of buildings. Tunnelsniping used to be a lot more movement-based before people discovered just how useful that v button was...then it became a game of pure timing.

    Free aim isn't only for wallhugging. It's also incredibly useful in maintaining orientation. Rave/pic, ramjets, volts, and basically any character would have an easier time hitting fast moving targets, such as orcas or apcs, while also maintaining a stable field of view. It's a difficult concept to explain, but I'm sure most veteran renegade players will agree. For example, I often use free aim when repairing tanks in field since it allows me to see where my character is in relation to enemy tank movements and friendly tank positions.

    Additionally, since free aim eliminates camera movement, it prevents FPS from dropping in high-intensity firefights. Since many people don't have incredible graphics capabilities, free aim would be a very useful tool.

    On the note of free aim not encouraging aggressive play, I beg to differ. Third person view naturally creates wallhuggers regardless (let's face it, basically every game with a 3rd person view has players who abuse walls). Free aim greatly helps players attack around corners during an approach (imagine a situation in which a shotgunner approaches a corner hugging sniper). Without free aim, the player would have to pan the entire camera to engage a single enemy around a corner, potentially neglecting other dangers. The addition of a V key would allow the player to make more effective assaults, and thus improve gameplay. The absence of a V key would do nothing to address the issue of wallhuggers, while also depriving renegade of a subtle, yet crucial and familiar element.

  8. Hello all, 2 questions from an old ren player

    1) In the original renegade, GDI rifles did 7/35 damage per shot, while nod rifles did 5/25. Will GDI infantry still have that advantage in renegade x?

    In my opinion, I think it actually makes gameplay balanced for a number of reasons, especially in no-barracks endgame situations. In addition, Nod has a stronger late-game arsenal with stanks/flames, so it's fair for GDI to have the early game rush advantage. Nevertheless, I still think it's an important topic of discussion and I'd like to hear some of the devs'/testers' opinions.

    2) Will bullet damage be modified based on where the hit lands? (for example, pistol shot to body/leg/arm did 10 damage, while pistol shot to head did 50. Will body shots do more damage than leg shots in renegade x, or will the damage system remain the same?)

  9. hopefully not

    They could always make it so that the target box doesn't show up when the enemy is behind a wall or structure, when using free-aim. Would make hugging relatively the same as it is now, while still giving free-aim its other uses.

    I think this would be a fantastic solution to the v-button issue. V button is incredibly useful with open sniping or with rave/pic

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