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SFJake

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  1. Shoutout to the total fail the map change was. You put the "GET BACK TO THE BATTELFIELD OR YOU RANDOMLY DIE" crap in. Really? Reaaaaaaaally? That should not even be programmed into the game, forcing maps to work logically without it. Invisible barriers are better than that. I thought you added actual physical boundaries. You lied. Sigh.
  2. Ignoring armor is the wrong wording, though. It does not ignore armor, it ignores armor damage reduction. I clearly remember the Chemical Sprayer literally ignoring armor and doing its damage straight to health. Thats part of why this was confusing me. I would always call that ignoring armor. Its just semantics, anyway. The system looks good now that you've explained it.
  3. Lets start with the "WTF": -Whats with all the stuff that ignore armors? Snipers? Energy weapons?!? That new Blue Tiberium Rifle, too?!? Wtf? With everyone having 100 health now, this is just insane. -Grenade cooldown...? I find that really silly. They should never be unlimited, but they also shouldn't work on cooldowns.... this is just weird as hell. The good: -I really like the attempt at making every infantry even more different. This also opens up a lot of ways to rebalance infantry in the future, giving them unique attributes, different speed, armor and side items. Its definitely neat. -Removal of side-arm options is sad, but was necessary. Although you could implement side options PER CLASS, but thats a lot of work. -The Repair Tool side option (with a limited charge) is a good addition. -Good proximity changes, on paper anyway. -Removal of invisible barriers on map is a great thing. My opinion: -I really think Piercing (sniper), Energy and Tiberium should be a part of the armor design and even more armor types, instead of just "all going through armor", which just sounds utterly insane. I find that to be a missed opportunity. (and I secretly wish at least one infantry had an armor that survived a sniper headshot) I do want to tell you, congratulations for being bold enough to try and change some of this stuff.
  4. As all good multiplayer games are (and I don't fucking know why), only EU is really active. Just check your timezone against theirs. The time I'd generally play, they're all sleeping.
  5. Your #8 is the very definition of Renegade and its because every shooters are the opposite that I pretty much hate every shooters except Renegade. I would absolutely despise Renegade if everything killed me that quickly, and in fact I always despised snipers for doing exactly that. God damn, a shooter where you can actually react to things instead of instantly dying to everything. Fuck, we don't have enough of that. Everything out nowadays is a war of backstabbing pussy that looks like real war (and real war is fucking boring). Mind you, I agree with the repair complaint in general. Repair was always broken in Renegade. But I don't dislike some stalemates. I actually love games where the battlefield and the frontlines fluctuates. Sometimes its here for a while, sometimes its pushed farther. Its perfectly fine when it stays in one place for 5-10 minutes as both team tries to break the other's line. The idea at least, is something I love, even if Renegade does not pull it off perfectly and sometimes it feels too hop I just disagree with you on your general opinion and it reminds me of most people that happened to dislike Renegade -> IE, they say "Renegade's flaws" where I say "Renegade's qualities".
  6. Add dodging (NOT ROLLING) to the game. Make it require a heavy amount of stamina. There you go. You can dodge the god damn blast on reaction.
  7. So thats why all the other wepaons in the game basically only do a fraction of your health in damage in headshots. And for the records: real wars fucking sucks and makes for the worse gaming influences. I'd kill just to stop every fucking "realistic" or low TTK shooters.
  8. Thats pretty much it for me. You have great TTK in this game that allows for REALLY interesting infantry fights. I actually LOVE infantry fights outside of one-shot kills in this game.
  9. Does UE3 naturally just looks like shit? Its blurry, bloomy, and with big light effects. Its dark, and I hate it. Plus, fog. All I want are maps that work gameplay wise, but this engine just gets in the way of fucking everything. Bah.
  10. See, broken logic here. The problem is that they are side-arms in the first place. They don't belong as side-arms. They're too powerful.
  11. I think all maps should not have silos. One of the worst thing RenX introduced.
  12. I always really loved the idea in certain vehicles of being able to use the player's actual weapons (for passengers). Definitely would be an amazing fit for the Chinook. Although I'd also love it for the Hum-Vee and Buggy too, useless vehicles <-<
  13. I've seen the actual gameplay video. Its impressive as a solo work but the gameplay looks really kind of dumb and limited on all sides. As it stands its sold as an experimental project, which is fine. If the guy can get a team behind a true game made with that concept, they could do a heck of a lot more than this project, which just ends up feeling really, really weird. I love the concept, I do. But I mean, take StarCraft 2, and allow manual control of characters directly in the current game, and it would suck. It needs to be designed more from the ground-up as an action game, otherwise IMO, the entirety of the non-RTS elements were not worth the trouble.
  14. Numbers are never set in stone. Again, increasing delivery time increases the gap between vehicles, and if configurable you can petition your local overlord (server admin) for higher times (1-2 minutes opposed to 30 seconds). But on paper, games stalemate a lot less hardcore than before. Just because killing a building doesn't finish off a team, doesn't mean it's bad. Really, at least killing a building isn't a "throw your hands up in the air and leave" situation like it used to be, it was bad in beta 1-3 bruh. Yeah it was bad, but I mean, no team ever deserved to get that much after the WF-airstrip was down. It kind of ruined the multi-stage of Renegade, particularily in Renegade. Once upon a time, you had to deal with it. One vehicle every 5 minutes was an idea to give just a small fighting chance or to help stop the eternal infantry stalemates, since vehicles are very important... but yeah. 1 vehicle per team. Every 5 minutes. Even when that was just an idea, I think there were people against it. I wasn't, but I'm just saying.
  15. I still laugh because the original idea was that a team can get 1 vehicle per 5 minutes. For the entire team. That was the idea. The idea we discussed way back. And then something completely different and ridiculous came around and we're still living with the consequences?
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