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SFJake

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Everything posted by SFJake

  1. Such non-sense, again. You can just as easily say, the carebear feature is having free reign for not being revealed when killing someone. Those who are actually good at positioning and movement already don't stick to the same spot and won't get caught even with this feature. Stop being so single minded.
  2. The easy way out? Screw your hand holding crap as an excuse, this isn't real life and isn't real war. Looking around for incredibly tiny out-of-the-way spot essentially means being unable to play at all. Maybe i should just always pick a sniper as an answer and pick every spot and play that stupid sniper war, too. If I don't even understand what magical spot he's using I'll just die again and again. Even figuring it out I just end up having to avoid entire part of the map, since I cannot fight a sniper without a sniper. You look at it completely backward. Its way too easy for the sniper to hang in one point when he can't be discovered. Luckily this game even has tracers for snipers, so your entire argument basically does not exist, the intention IS EXACTLY that we see where the snipers are, nothing less, and I'll avoid the hell out of any games that don't have this behaviour. Snipers are already so ridiculous that they're not really scared of anything except other snipers. They don't need all the power you'd give them for no reason except hand holding excuses which are irrelevant non-sense.
  3. Oh god please no voice chat. Too many games have been ruined by that. Now nobody will actually write down anything and even less will listen. Voice chat is probably the most ridiculously overrated features for public games. People that want voice chat bother going in teamspeak, the others don't want to hear stupid non-sense all day long.
  4. Snipers are the most frustrating part of every single shooters I've played in existence, and part of it is not knowing why you died. Seriously. Why are people -ever- against knowing where you got shot from? A lot of games just have kill cam. Knowing where the shot came is the least. It was way worse also with the fact that for some reason, the kill shot's trail on you never seems to render.
  5. Seems like most changes are flavor changes that would change the Renegade flavor for very little. I've won countless tank fights by being the super driver and using cover properly. I've survived properly behind covers with a single unassisted tanks and driving off MRLs or artillery alike. I also have no issue against them with infantry, since the splash damage doesn't go against obstacles unlike the old renegade which is actually a HUGE nerf. Only the artillery is hard to deal with, but thats in line with what you said. So personally, I don't agree with every single vehicle suggestions at all. If you're going to nerf engineer C4, just nerf the damage to infantry a bit. But really I have no problem with the way they are. Shotguners are already better, they just require a bit more aim. So maybe just make the splash damage from C4 against infantry more precise? There was a "supply" item or something seen in an old private beta video that was never actually implemented. I love the idea of being to help your team resupply its ammo in some way. It would simply be another simple form of team assistance.
  6. I actually completely disagree with squad features. You're splitting the team in a bunch of little group, with private chats? Why? Thats terrible. If a squad is going to do anything I want to be in on it, and if I want to join them I can, no matter the player count, no matter the commanders... This isn't a game about commanders. In fact, I don't actually see the point of it at all. Can we use more features? Like an overhead map and ways to more accurately propose plans to teammates? Yes. But commanders and squads splitting the team up are way out of proportion for this game. I'm also against special "commander abilities" like support drops and such. Its not Renegade, and Renegade never had a "leader", and its the way it should stay. Whatever is added is available to everyone. Add a map, add a way to draw over it and people can check a person's plan. Whatever you can think of, it shouldn't be for "one" individual.
  7. Class icons? For 15 classes? I play TF2 and find it hard to read class icons. I can't imagine them being distinctive enough in Renegade X either. To be honest, the game would benefit a lot from an "intelligence interface/menu". Overhead map (same as the radar but see all the map) and the ability to see everyone in your team, where they are, what class they use and what vehicles they have. All this information could be contained in the same intelligence screen.
  8. Really? Red SBH would just look goofy. We have only ONE white map.
  9. Not sure I like that though, but I have no idea why that was necessary. At least dying tells you where you died from now, apparently, so I won't have that ridiculous frustration.
  10. If you need to force them they're not learning anything. The game should suggest it heavily and prompt toward an automatic tutorial (even load it automatically) if you want to, just the first time, but the player can just leave it if he wishes. Bad manners like that from a game is just annoying as all hell. But yes, having a tutorial at all is very important.
  11. 2 things that are terrible with that idea: -McFart -Mandatory
  12. If you have damage fall-off you don't make it "just for no-scope shots". Forcing a weapon to only work well with quick-scoping is nothing but annoying.
  13. Again, the idea makes no sense. The melee weapon adds nothing. Its as if he's not playing the game. Footstep sounds can probably be made a bit louder but I do believe I've heard them a few times. Comparing the flamethrower to melee attacks kind of speak to how ridiculous this discussion is. Again, this is Renegade. Know what game you're proposing for before going on about "how modern games embraced it". Modern games have basically no points whatsoever in common with Renegade, and Renegade is way better for it. Broad sweeping melee attacks are ridiculous, and precise attacks would be useless, again unless backstab is in the game which would be awful. The only suggestion I like is making a melee attack a "pushback" attack. Thats something that could have a place. Other than that, the melee attack would need not to have a broad attack (again, kind of ridiculous), be precise (no auto-aim) and do light damage (around 50). No damage/backstab modifier. Thats basically an additional pistol shot for someone if they get close to you. Thats it. But thats a worthless feature anyway and the gunfights don't need this. If you're fighting in a corridor and standing around the open while reloading you're doing it wrong, anyway.
  14. Observation mode opens up cheating opportunities, particularly for serious matches. In public games, it could be used with teamspeak for many cheating purposes, including spotting cloaked enemies. If the game was ever so serious as to have "tournaments", which I doubt it ever will, other options could be worth looking into, but the game would not benefit from free spectating.
  15. I have nothing against the idea but in my mind, a match with bots is not a match at all. I'd rather go 4v4 with only players and have no bots than have any amounts of bots ruin the match. I have no idea what you go on about with the match finding system. This has no synergy whatsoever with it and I wouldn't want players split evenly between servers either. No way. Why in heavens would you fill servers to 10 players then move to the next. Thats a bad idea. We can barely sustain 2 servers to full capacity and you'd make a system that splits people up and populate stuff with bots. This is non-sense.
  16. No... don't completely destroy your own feature by making my own .ini editing still the superior option. I already have a perfect fire toggle of my own through .ini editing. If I did not, I'd use AutoHotKey. Why would you do such a thing. The game just needs to consider them AFK and kick them if they haven't moved for whatever the time is. Though I've never seen a server kick idle players automatically, anyway. Lets not pretend engineers repairing a building is the most fun work. If someone is AFK in the PP and actually repairing damage all game long on Mesa, he's keeping a dull job away from everyone else. Try not to punish him for that.
  17. First off, this wouldn't be a big resource hog, even less on the servers. Its a complete non-issue that you exaggerate because you don't seem to know anything about what you're talking about. Second, its very much doable. The only point that matters here is that yes, it would be a lot of work, for what is only a small visual bonus. And this team of developers wouldn't want to botch this feature if they added it. Its not worth the trouble, don't expect it to happen.
  18. It seems like something they should not have. We don't need stealth backstabbing people. My point is that melee is not going to add depth at all.
  19. Problem is its kind of tedious work. Thats why I prefer ideas that are more time-based. You do NOT want buildings to grow back in a few minutes, even without pressure. But then you don't want half your team standing in front of a terminal for 5+ minutes. Worse, a destroyed building would still be taking fire to keep from being repaired, instead of the focus being moved away to other buildings. All in all, this idea has a lot of drawbacks. I'd like to have ways to get building back for Marathon games, but thinking about the right system for it is difficult. I'd support the general idea for turrets, though.
  20. Melee in this game seems out of place. I never get so close to people that it would really matter, unless the melee has "auto-aim" or pushes you forward toward the enemy faster (which would be awful). Instant kill melee are also out of the question, so melee shouldn't deal too much damage. In other words, they feel kind of pointless, just grab your pistol.
  21. I was never a user of the stealth tank, but I never see it in Renegade X, barely, and it feels so weak. An anti-air buff would be fine. Its true that the Nod has no vehicles with proper anti-air abilities. I think this is a fine suggestion.
  22. I just played a game of Island yesterday with airstrike spam making the game really dumb. I'm thinking I can't wait for the 1 minute team cooldown, now. It was pretty horrible without it. It really becomes a problem when airstrikes become a crutch, nobody uses tactics and try to push out the right way, they just spam airstrikes all day long.
  23. I don't understand the point of this. You either join a server you're interested in or you don't. We're really just looking at ways to see who is "waiting", so all we need is a chat room, so if people start noticing that a bunch of people are waiting to get in the populated servers, then they can get to populating a server. Thats called using the community. The matchmaking doesn't make much sense, and it which server does it dump you? A random one? There's only 2 servers really being used right now, and for good reasons. Just let the community see each other and you're good to go. For a dedicated player-hosted community like Renegade, match makers are just useless.
  24. Isn't beta 4 kind of giving us more "general" ways to sneak in by the use of smoke grenades? In a way, you can say that despite some of the map design, we'll still be able to sneak in. Of course, its not a direct fix to anything you say, and its probably much easier, but at least it will allow people to sneak in in a variety of ways. I love your video, however, and I hope the developer take notices of it. There's a LOT of things that can be done to help sneaking, it seems. The obelisk not-discharging when it partially sees something should never happen. I really hope they tweak that, as well as increase the obelisk's blind spot. I'm a bit confused about the difference in AGT. In the first example on Field you just sneak with the help of the harvester. So the harvester doesn't use the same route in RenX? I know in RenX the AGT deals its damage differently, but is it worse for sneaking? Other than that, the main issue is always map design. Like you say, the smallest of little quirks in a map can be used to help sneaking and that is exactly what leads to incredibly sneaking scenarios. I am NOT good at sneaking in Renegade, it was always one of my worse talent. However, I fully support trying to revive this branch of the game and you seemed to know sneaking in the original well enough to represent it. (a lot more than me ) While I doubt we're going to see the maps adjusted for sneaking, some obelisk and AGT tweaks, as well as the AGT missile tracking behind the harvester, and any other small quirks you guys find, would go a long way to help sneaking. I think these issues are important ones and I support this topic. Even with smoke grenades, being able to fool base defenses without them was always an important part of Renegade.
  25. I agree on nuke-ions it should just not be allowed, its really dumb and I've talked about that since Beta 1. Its completely unfair and there's nothing you can do about it when it happens. This really should be dealt with.
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