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SFJake

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Everything posted by SFJake

  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?
  16. If this could only get Lakeside off all servers permanently... please... Lakeside will never be a good map until its shrunk by at least 50% in pretty much all ways.
  17. I think just translating Renegade so plainly to UT maps is a very boring way to do things. The character battle are pretty dumb if there's not an ounce of money, economy, etc... I get that it was done just for kicks but, I think it should be more interesting than that if anyone wants to play that. There were infantry-only maps for deathmatch in the old Renegade but I recall actually buying my characters. Couple that with limited credits and it sounds more fun already. Same with CTF. Shouldn't it lean more towards a vehicle CTF? No defenses, no destructible buildings, but you can get infantry-vehicles and have to play the CTF game. That sounds interesting to me. Thats just me. I've played too many games with "plain" gametypes. It stopped being interesting about 10 years ago. But even TDM and CTF doesn't have to feel plain.
  18. Well, its always funny to see the chat log. Here's what I saw from you, as a person. You died, in-game, in a way you did not understand. You do not know the game very well. You started instantly to blame people and call them hacker, instead of seeking understanding. And you did not use very nice words. What do you expect people will think of you from this event? Now I'm going to tell you that: C4 still commonly "bug" and might kill you without VISIBLY exploding -> they DID explode, the explosion just does not render, so it looks like you died out of nowhere. In this game, its very easy for someone to plant a C4 on you if you're not constantly moving, and it can feel like you died out of nowhere 30 seconds later. If you had sought, even slightly, to understand this before calling everyone a hacking piece of shit, I would care. But you didn't. You're a pretentious troll trying to stir trouble. You wanted to bring your friends over but now you won't? Hah, reaaaaaally? Grow up, and go away.
  19. The same thing happens in AoW. Except people have a smaller chance of pushing if they can just point whore. At least, Marathon needs to end in a base kill. Thats the idea. Its true that Renegade has a lot of core design flaws. Maybe vehicles shouldn't be able to stay in the field, forever, while also getting healed crazy amounts forever. Maybe its too easy to shell buildings and too easy to repair them forever. I think an aspect Renegade could have embraced was depreciating maximum health. In other words, the more you heal something, the lower its maximum health is. So vehicles can only stay so long and needs to be careful in their siege, otherwise they have to go to base. It could also affect buildings at a certain rate, so that a siege at least does -something-. There are tons of ideas but Renegade has been built too long on the same ideas and you have fans who would hate change, and then most other people are elsewhere already. So whats the point? I think Renegade X would have been better off being a completely new game on its own in the first place. You'd think a game as great and unique as Renegade would have inspired clones.
  20. At this point, I think the old Renegade is more active. I've made the decision in my mind that Renegade X is just not the Renegade I wanted and moved on. It only made things worse, NA abandonned it extremely early. I don't want to play any of the official maps anymore, its sad that they're ALL just much worse version of the originals and the totally new maps are the worse map to have ever hit Renegade. Maybe if custom-maps-only servers come out and the maps are smaller and more fun for 40 players. If we can ever get 40 players in NA times. How will that ever happen? Even a Steam release would probably go unnoticed at this point. Until that happens I'm not coming back.
  21. The core idea is a good one (to increase in tech level over the course of the game), but the moment one side controls the field the entire game is lost, and every harvester kill is exponentially terrible for the losing team. The maps are not designed at all with this in mind and the result would be horrendous. This is the kind of thing you'd expect in a game where infantry can actually bring back resources themselves so there would be a way to do this. With bulky harvesters, this just would never work. So you'd have to think about an entirely different idea to tie the tech increase to.
  22. SFJake

    weapon drops?

    The "popular" server owner dictated they wouldn't want it. Call me when they all die and Jelly can come back.
  23. So snipers are 75 body shot damage and 2x headshot? Doesn't that mean only 150? While I'm perfectly fine with that (because I hate snipers in Renegade X), the Ramjet is still at 180 and instant-kills anything with a headshot. Plus, since this game balances snipers poorly in the first place, 500 snipers are now even worse to counter havocs. Which in turn still means Havocs can just one-hit kill everyone, everywhere, at anytime, which is what makes the infantry play in this game so boring. You know what, the game could use a "helmet" kind of side-item you can buy that protects you from 1 sniper headshot. Its actually in part why I quit. I can't take the snipers in this game, nothing counters them besides snipers and they make an infantry-guy like me pretty much useless in the field unless you pick a sniper and counter them. So I'm at least glad some snipers nerf are being tested...
  24. SFJake

    Player Limit

    Which causes issues, but thats only for the old maps. Maps like Lakeside are so large its not even funny. Sprinting is the only thing that was really adapted, all the ranges are terrible and snipers dominate far more. Under can manage to feel too empty at 40 yet you step out you die because snipers have a billion ridiculous hiding spots and all the range in the world. As infantry, its sniper or don't try to have fun. And counter-sniping was always the most boring thing on earth. Not that the original didn't have this problem, but its so amplified now, because you adapted maps to sprinting. And we know, you said it, 40 players was the max you'd ever do, period, no discussion. The maps were designed on something that shouldn't have been and now even 40 players feels like its too little. All of that on an engine that, so most server owners say anyway, can't take more than 40 players. They wouldn't even use the higher cap. Does it even matter? Could we actually fill more than 40 now? Finding a 40 player server is becoming increasingly difficult even at european peak times.
  25. ^ To be honest I wish every map in the game got shrunk. The fact that all the new maps are ridiculously big has killed a lot of the fun. Used to love Under, but its just a hiding fest now with lame spots and I just don't have fun going out as infantry anymore. Renegade X really killed a lot of the fun of infantry with its huge ass maps which are even more sniper driven than ever. I think we need to start using custom maps asap.
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