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SFJake

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Everything posted by SFJake

  1. Don't... troll the feed? I don't even know what to say about that lol. Am I the only one btw, that intentionally gets on in the deader hours because I like 14v14 more than 20v20? I doubt he's trolling. RypeL got sick of working for this game a while ago, and heck I'm surprised he came back to it at all, I thought he said he was done with it. Where is everyone else? Is RypeL the only programmer left? I see nobody besides mappers ever say a thing at all, which leaves it all on his shoulders. The airdrops were not even supposed to be forced on everyone and supposed to be a server-side setting. The fact that they're forced and not balanced right now turned out be an issue.
  2. I've had problems with maps and time. I have time to play generally around midnight. Like, around now. Lets see how many players are on, friday night... 17, and 11. I only enjoy 40 players servers. I don't even join 30 players one (I still wish we had more than 40 and hearing we'll NEVER get more killed a lot of joy out of me, 40 just ain't enough especially with how oversized the Renegade X maps are). I also avoid quite a few maps completely. Field, Lakeside, Goldrush and X-Mountain I just don't bother no more. So its pretty hard to even find a chance to play.
  3. Point 1: When vehicles died, instead of just disappearing, they left behind a "shell" of that vehicle with a fraction of its life. That shell could be quickly destroyed, or could be repaired fully. When repaired fully, it becomes a working vehicle again, for either team to capture. I loved that feature, personally.
  4. Its funny, people can frown upon defenders, and then everytime I get out, even on Under, nobody ever notices that guy slipping in and blowing up the PP. That guy that keeps himself around base all the time is the one that keeps the game from instantly ending by 1 guy that slips through. Which happens ALL THE TIME So yeah. I can get a low score sometimes yet stop a solo-duo or even trio-infiltrators (trio-sbh, more commonly) by myself, especially if I have the lead on proximity mining, stopping even a dozen game-ending infiltration a game when they actually are trying them. Its much more needed in non-defense maps for sure but I still think 1 last-line defender in any map is very important.
  5. Honestly, TMX feels like its pub stomping at times, willingly or not. One side with voice chat and a few specific serious players -vs- a team of people that never even reacts when a building goes down. Those games kind of completely suck.
  6. SFJake

    Regeneration

    Secondary, not primary. Techs are still far better, repair 2x faster, have proximity, are far superior infiltrator... and can still use the utterly overpowered carbines. Sorry, but being able to buy a normal repair gun is not too much. In fact, I don't picture it being that useful, because the engi repair gun is really not that good. Its just there to give you some options. If it was up to me, its either that, or techs and engineers cannot buy sidearms at all. Take your pick.
  7. SFJake

    Regeneration

    Yeah, at this point in the game with engineers and tech running around with carbines, I think buying basic repair guns as secondary weapons would be perfectly fine.
  8. But base defenses can be fun. I just wish more maps had big, multiple paths. What the hell is the point of a base defense map with only 1 vehicle chokepoint? That is the worst part of Renegade maps. Give me the old City Flying. Two huge vehicle paths + base defense = so much better.
  9. Radio-spam is a staple of Renegade in some weird ways. That said, best improvement for those would be to be separate from the actual chat.
  10. What I'd really love is the minimap system turned into an openable map of the entire field, where everyone on your team (plus anything spotted by your friends) would show up. The mini-map seen through the radar is clumsy for many reasons, its hard to see dots on it (they should probably be much brighter), but as an openable map it would work perfectly, and would help teamwork a whole lot. I know that probably beyond the scope of the topic here, but I do love the basis of the minimap and wish it could be expanded upon. The map & mini-map really ought to show beacons and everything as you mention. If they do, I never noticed them. FRIENDLY beacons need to show permanently, as well as spotted enemy beacons. And if the big map is not a possibility, IMO there should be an arrow pointing at beacons on the edges of the mini-map as well, so that you can tell where they are even when outside of range. This was actually in the old Renegade I believe. The chat IS hard to read though, especially team chat since the NAMEs and the color of the text is all the same, and on Nod in particular, Red is hard to read over a lot of surfaces. There's an icon now already when you use voice commands, it helps quite a a lot already. Spotting is already great but can always use improvements, such as differentiating between the GDI-Nod Refinery/Power Plant and telling us what sort of vehicle-infantry exactly was spotted. Plus, showing anything spotted on the radar for a short time. There were other suggestions around the forum for spotting, as well, I'm sure people will bring them back here. Thats all I can think of.
  11. Honestly, a mechanic I'd adopt in pub servers would be pre-decided mines placement. You see, mines are one of the most important thing in the game. A single person decides to place mines instead of me, it sucks. They place it kind of randomly in the door and people can just walk around most but 1 or 2. A single person decides to place mines instead of me, and I get no direct warning when people go through those mines, making my job harder. A single person decides to place mines outside of the useful zones, and entire buildings might be forced to be vulnerable because there's not enough mines around. I'd rather see the role streamlined in game for pub servers rather than keep seeing the mining process ruined and entire games ruined because a single person is mining wrong. Which is the whole problem with the role. It doesn't matter if SOMEONE does it right, whenever someone does it wrong, it ruins everything.
  12. As long as the old way is still available for us old Renegade folks, I'm sure most others would appreciate a system like this.
  13. I've seen flying APCs go in the infantry path on pretty much all maps because of these insane changes, such as in X-Mountain. And I'm not exaggerating when I say the APC was flying through the air, really high, god knows why.
  14. I want ma barn. Then the map is awesome.
  15. I have to agree on one thing: clarity. Please by all the gods get rid of the fog and if possible, make tihngs more clear. In Renegade X, its hard to spot people in some maps in the daylight compared to Ren. In a map like Mesa its just painful. In fact, I don't ever see anyone at a distance, I just glance and notice them with my magical crosshair.
  16. By the way, am I the only person that fints the Mammoth grossly overpowered and thought he was fine in the old Renegade? Now its all GDI swarming mammoth tank with their overpowering burst and their -ridiculous- range.
  17. I'm guessing it was an oversight. +1 for self splash damage for those weapons.
  18. Patch 4.02 Mediafire mirror: https://www.mediafire.com/?hj5g2qvdjc2ucjg
  19. Is the chaingun being strong at close range considered a problem? I don't see it as such. Thats not to say the rate of fire doesn't need a change, though, but the chaingun -should- be an effective close range deterrent, when most anti-infantry weapon can be very effective at longer ranges. Right, I forgot that was done because I never use him, but that was also a change I don't agree with. Whats up with the hitscan-ization of the game.
  20. There's a very serious discussion we need to have about hitscan VS hitscan weapons. Making a weapon non-hitscan (aka have actual bullets with a noticeable travel time) doesn,t just mean its harder to use. It means its far weaker. Making a weapon hitscan is a huge buff. A non-hitscan weapon is far less effective at range vs any opponent that is harder to predict, while hitscan weapon have a naturally easier time hitting things. This is important because the chaingun should not be hitscan. This is what stops weapons like it to be less effective at range. "But why not just nerf the spread?", you say. Because nerfing the spread is horrible. Because the chaingun should still be able to kill careless target at long range and take skill & prediction into account. Spread is nothing of that, spread is pure roll of the dice and should not exist. While if you simply nerf the chaingun to a non-hitscan weapon, it can still skillfully take people out at range but is still weakened at range overall, quite massively. The short version is: -Chaingun should not be hitscan. -Laser Chaingun should have 0 spread. If we were really going my way, chaingun would have 100 bullet max, wouldn't be hitscan and would have no spread (but then most weapons would have no spread either). The marksman going hitscan was good because it was utterly useless as a counter-sniper. That solution should not be used for every weapon. Hitscan chaingun is bad. The advantage of the Laser Chaingun is SUPPOSED to be that its hitscan. This is true over the chaingun, and is true over the tactical rifle as well (which should have a higher DPS).
  21. Thanks for all the stuff you pulled out of your ass for us. Did you have secret meetings with the devs of all those gamse? There was never a reason to do it. Vehicles that magically change color on the battlefield looks completely out of place and has no reason to occur. Gameplay wise, its also better this way, and the game has a super-simple friend or foe identification system.
  22. Oh jesus, not this again. Its not about nostalgia. Its about having a FPS thats not like the crap we'Re getting today. You call it modern, I call it crap, and your reasons for it pretty much all proves it. There's nothing random about gunfights in Renegade. There's plenty of things to think of. Gunfights just don't end in 1 shot and you can move while doing so. This is already 10x better and deeper than any gunfights in most modern shooters because of those things. I'll never have this game dumbed down to the level of today's "realistic" FPS. There's no improvement in anything you offer. None whatsoever. WHat is it with people that can't appreciate games where you don'T die in 0.5 seconds to everything? God forbid there's a chance for you to react, move around and change the tide of the battle in a million ways. Its not nostalgia, its just plain doing things better, opening more skillful opportunities and making fights more interesting and movement more meaningful. There's pretty much no comparison between the kind of scenarios that can happen in a modern FPS vs what can happen in Renegade. Its two worlds apart. And those who disagree with all of this really should just play every single FPS in the world other than Renegade, since its literally the only one that understood any of this except arena shooters (who are at the extreme end of fast-paced, while Renegade is an amazing match of freedom of movement and shooting while remaining heavily tactical).
  23. Progression is something enjoyed by a lot of casuals. While making entirely a side-aesthetic thing, it could have a small amount of appeal to some people. Like, the total amount of SP you get over time (counted in all games) increases your rank so that players who played a -lot- will have a high rank to show off to people. You could even tie other visual benefits with it (such as using alternate skins, and by that I don't mean camouflage). That would essentially give casuals something to work towards through their games. All of this is fluff, though, so I don't expect it would happen when there's much more important things to do.
  24. -Field -Mesa -Lakeside -Goldrush -XMountain Look at these maps. These are the bad examples. Look at the other maps to get some good ideas. -Respect the ranges of Renegade. Super large map are stupid and make most classes and even some vehicles totally useless, encourages sniping-fest and etc. This also means more close-quarter possibilities to hide and counter enemies, instead of having large maps where infantry just dies from any location randomly. -Don't make a base's building spread away from each other in a fashion that makes them too hard to defend. -I personally think its far preferable for a map to have multiple entry points for vehicles. Multiple points of entry AND base defenses are rare in Renegade and its a shame. These are broad points. A lot of other things is just about making your map different and unique, but I find some of those core points, when not followed, aren't much fun.
  25. Hard to say when you don't have all the numbers of this game -and- the original Renegade at hand. I think the Chem Trooper is far too weak against buildings, though.
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