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SFJake

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Everything posted by SFJake

  1. What an awful suggestion...
  2. The truth here is just that stealth is hard to see in general, with pretty much any visual effects hiding the subtle stealth effects. I'd have to test the range at which you can spot them. You're supposed, on foot, to be able to see them from a surprising distance, far enough to see them coming to squish you. If not, thats the problem.
  3. The killzone is much smaller than in the original. I did notice things getting killed by it, but it was always something stupidly standing there or something that was blocked. You can block a flame tank from coming out just by walking in front of it, for instance, and the next vehicle will kill it. I've done this by accident a few times, thinking that was my flame tnak but it wasn't, and it just stops, getting crushed. In general though, they just get out fine and I don't see vehicles getting blown up. Even mammoth tanks, though I never really buy those.
  4. You know, I wouldn't even be against those changes when it comes down to it, like I wouldn't be personally against quite a few changes that would shift some of the very accepted aspect of Renegade into something completely different (while still being the same game in its intend and purposes). Point being, I don't see them ever changing this about snipers. So thats why I stick to suggesting an overall aircraft range & power buff. Maybe reduce sniper damage on light vehicles by range, so that it feels more like harassment than complete denial. If we really went into this with a different mentality for a new Renegade and not just a graphically-upgraded one, the Ramjet would be a VERY different weapon anyway, not just a buffed up sniper that makes having no barracks a joke with everybody falling in one hit from across the map. I mean, you did hit one soft spot for me, I find the sniper-aircraft relation fine in the original, but I do hate the over versatility of the snipers. So whatever. I just have so little expectations that they would deviate from this.
  5. I just don't agree at all with your point of view, Aircraftkiller. You want things different, for your own reasons. Balance wise, powerful air vehicles vs snipers area of denial is all fine to me. Besides, if their machine guns weren't so pathetic, the snipers wouldn't be able to stand still when they get close enough and still own an Orca.
  6. You're not suggesting Mammoths are too weak?
  7. This was a pretty important feature, to be honest. A single defending sniper could always tell you where a nuke was in a few seconds. They need to take this feature back. If nothing else, just program it to hear beacons.
  8. No, no you should not have your crosshair ahead of the player. The engine does not require hitscan prediction due to lag (at least not at 100 ping or under), that would make the weapons pathetically disgustingly weak.
  9. Renegade balance was fine. Air vehicles are supposed to be very powerful and agile, but shut down by snipers. They still get shut down, but don't have the power to make up for it. Its a bit ridiculous. They never deserved nerfing and they deserve to be a lot more agile than they are right now.
  10. I don't know what the damage is, however it was my understanding that a Flame Tank should rip through mammoth tanks, otherwise whats the point of using them? Anti-infantry purpose in Renegade for a flame tank is quite the joke task, and its only other role is destroying building. I don't see the Flame Tank as the main battle tank at ALL, just like the Mammoth Tank is actually supposed to be a situational vehicle yet everybody and their mother is using it as the main battle tank. The question being, are they ACTUALLY a better pick, or is it just a trend? I remember the same thing from early Renegade days where everybody LOVED mammies, that didn't make it the best choice to have 10 mammies in front of their base or mammies in choke points that can get abused and can't dodge for crap. Of course they get buffed in renegade X, but that still begs the real question. Comparison to RTS are irrelevant here.
  11. Why? Big pubs don't get any more communication from voice chat. I've almost never seen games except the small scale ones really benefit from VOIP, it just becomes something where annoying people go to talk. Personally I don't want to hear anyone, and I wish this would stick to a good chat system. The fact that a lot of people refuse to communicate or listen with chat can be a problem, but the big majority of players would be no more useful if we had voice chat. I'm for a world without voice chat.
  12. No. Just... no. What is it with people that can't deal with something that doesn't have the shit "realistic" slow pace of other games anyway? If thats the kind of reasons that pushes them away then I don't want them back. They can stick to those games I despise so much.
  13. The vehicle physics in general really bothers me. Vehicles shouldn't be able to just roll over or under vehicles. Even trying to block APCs can utterly fail with them going over me (what the bloody hell). I just hate that. Thats besides the fact that the utterly broken physics or lack of mass makes vehicles able to go up places they really have no business going.
  14. They hit where you click instantly. There only tends to be a delay in the hit response from the servers, which makes the hit seems like it takes a while to register, but in the end it hits where your crosshair was when you clicked, precisely.
  15. Absolutely everything is wrong about it. Nothing that carries over to another game is acceptable. Nothing at all. Not from my perspective. I am utterly against such things, even small benefits. We need to get away from that mentality so completely.
  16. I grew up with Unreal and UT, as well as C&C Renegade. And these games aren't unlike any other, they all fueled my anger toward the cheapness of snipers and long range hitscan weapons. I know some people of that time love instagib for instance, I always absolutely hated it. This isn't just about the arcade nature of the game which I whole heartedly love and support. Its about the fact that snipers are universally overpowered in every game, I feel. Renegade gives them limitless potential and they make too many fights dumb and short. Games like Renegade shouldn't have people dying in one shot so easily, but when snipers are around you get that all the time. To me, thats what I hate the most about any shooter I've ever played.
  17. Anyways that's a dumb idea. Artificially limiting the skill of players by having either a terrible crosshair (which is easily bypassed like you said, so why create a dumb gap between players) or random spread. This is an arcade shooter, random spread doesn't really belong in it. It should be VERY limited like shotguns, but still predictable. Why do you keep posting this CRAP. The point of heavy spread in this circumstance would be to make no scoping useless. You zoom in or you don't use the sniper. Its annoying they are so godlike in pretty much any circumstances against infantry, if you can aim. I know people would whine about it anyway, but if snipers were nerfed to only be good when using their scope (and if getting the scope up wasn't instantaneous) I'd be happy. But I'd do anything in any game to nerf snipers to the ground.
  18. I wish all maps had a Flying variant and weren't blocked by invisible walls (this made me try it on Islands, such a different dynamic it could be if water didn't stop us and we could fly in vehicles, etc)... Thats totally irrelevant to the glitch, though, sorry. Some maps are particularly unprepared for vehicles and they can just fly anywhere.
  19. Lets just say the game has failed its beta released and we'll have to hope its full release will be a lot stronger than this. I honestly completely gave up the idea of trying to bring people in this for now. It would be best for people to stay away from the game and only have people come back when its all fixed and shiny. By the way, 200 is generous, and very much a EU number, and what we got right now at their peak in the weekend. Normally late in NA we don't hit 100.
  20. Exactly my thought when I read your first post. This primarily makes decoys less useful. I'd only show the driver on enemy vehicles.
  21. Stealth could use a nerf, its definitely too hard to see and they just slip by so much more easily, it seems. But when you get a higher average of skill level (what Jelly tends to have), then the games don't end so stupidly, most of the time. Its not that I don't like base defenses by the way, but I tend to dislike the maps that have them, since they are just not dynamic enough.
  22. The "Detail Level" setting doesn't seem to change much. I assumed it was for things like smokes and explosions. For instance, I do know it removes the sand dust in Walls_Flying if you set it to low.
  23. As far as I know this system for donation is a placeholder. It will be reworked into something more friendly later. For now, you can also use the "donate name #" command.
  24. I'm going to just shoot in the dark here: (This is about the map-change crash) Could it be an authentication issue of some sort? Does the private testing uses the same way to authenticate its players? I just recall pre-open beta that the game was reported crash-less, then open beta introduced steam authentication and started crashing. I always had a feeling that it was relevant. All supported by the fact that credits are -not- remembered when you leave and come back, yet I clearly remember the devs saying this feature was in. Just a random theory.
  25. A mirror is just an alternate link. All of them give you the same thing: One file (an .exe) that will install the entire game. After that, you run the game through its shortcut, which will be on the Desktop or in the Start menu. If it didn't work, you'll have to be more specific as to what actually happens in order to get any help.
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