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SFJake

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Everything posted by SFJake

  1. Recoil is -worse- when its not random because it implies that to learn a gun, you need to learn recoil pattern. I personally hate this stuff, its just ridiculous and gets in the way of the simple fun of shooters. I could never enjoy Counter-Strike because of how the shooting works. You don't make the players learn recoil patterns, its absurd. As much as I hate recoil, I'd take random ANY DAY over patterns. If its just an obvious, linear recoil, or just a light recoil, then thats not too bad.
  2. By destroying tanks from afar? But this is not true. Airstrikes are heavily telegraphed and nobody with skill and awareness is expected to be hit by them. It just makes people move away from a location. I don't see how they're supposed to destroy tanks, or reliably stop rushes. EMPs are FAR more powerful against rushes. So what are we arguing about? I don't get it. Airstrikes have been (rightfully) nerfed to oblivion but still have niche roles. They're expensive for what little they accomplish. The only thing I can think of that is still dumb about them is when they are used over beacons. So whats the problem?
  3. *raises flamethrower* Burn all recoils! Seriously, I hate recoil, and worse, even with very heavy recoil on snipers I don't really see what difference it would make for any practiced sniper. There's also a small bit of it and your aim is off after, but I NEVER NOTICED IT! Why would I ever want to shoot twice in the exact same spot? I'm shooting moving targets, last I checked. Though right now, recoil is only really a nerf to automatics (which annoys me, even though automatics in gneeral have more damage than the old Renegade). Having to re-aim between shots for a very slow firing weapons really feels irrelevant. Unless you make the recoil so heavy I look at the sky after every shot. Which would only be incredibly annoying.
  4. TotalBiscuit did a video for the game. IF it wasn't early beta I think it would have caught up more, but the game did get an insane amount of players for a very short time. Heck, my memory says I thought there were 1000 simultaneous players at one point in time, but looking at the server list today makes me feel like my memory is wrong. We should only focus on publicity for this game once the gmae is out of beta and (preferably) on Steam. Then I think we could gather a large enough crowd. Though I'd rather it not be through PewDiePie... but hey, whatever. Publicity is publicity.
  5. The servers showed up fine in game, while the launcher wouldn't open. At least, when I looked.
  6. Why is the launcher tied to anything more than the master server? I find it incredibly odd.
  7. So only the damage nerf against infantry, no change to light or heavy armor damage either? I think thats great news. I'm guessing you'll still test the new ramjet in closed beta, though. I wouldn't be against the C4 if you think the ramjet is too weak after this. I mean, all 1000$ other than it are good against buildings. I don't think he needs that, though. I think the ramjet with only that one nerf STILL be used enough but we'll see. Also, maybe buff the reload rate slightly instead of fire interval? I don't think it needs to fire faster (especially not faster than the normal sniper-rifle, at least). Just my 2 cents on that, it wouldn't be a big deal. I think airstrikes are fine right now, personally. Not too strong to be annoying, but are useful disruptions. What roles are we looking for for airstrikes, now, anyway? And EMP with a small nerf (and no smoke, obviously, since we have smoke grenades now) are fine... as for their ability to disable mine, it just needs testing, so I'm leaving all that to the closed beta folks.
  8. The rail-pic range is pathetic. Please, lets not get there again. The buff to heavy armor never made sense. The nerf to infantry damage never needed the ridiculous compensation that ruins tank balance. I'm counting on them realizing it during the closed beta testing. And for the 109893832th times, why is everyone so inclined to buff the ramjet after a nerf. They DON'T NEED a buff. The ramjet is NOT WEAK after an infantry damage nerf. Stop spreading this.
  9. In what ways is the ramjet required to one-shot 1000$ characters? To be honest, would I redo the entire balance of the game, I'd prevent headshots from killing anything but a basic character in one shot. The beauty of this game is how different it is from most game and how you don't die instantly, which gives the game so much more possibilities, but at the same time, you can just die from a stray headshot. Now, I'm NOT suggesting we do this. It would require way too much changes. Mostly, if you're playing on the good maps, sniper spots are somewhat predictable and survival becomes more about knowing where to be. Standing in the open and getting yourself killed by sniper seems to be your mistake in such cases. Unfortunately some maps, such as lakeside, makes the experience against sniper much more frustrating because of their utterly ridiculous size.
  10. Good. Thank you. Glad we're getting along. About making high tiers unavailable, its definitely a thing to consider. I mean, its not like any numbers I gave are correct either. It might be nice to know that no ramjets-railguns-volt rifles can be used and it would make the other infantry shine a bit more, too. Yes, I think that would be better. If people actually like this idea, we can find out whats best. I didn't think about the harvester either. Maybe it should have a cooldown of its own, so without WF-airstrip you get one back automatically after 5 minutes.
  11. Have to admit, you guys are on fire this year.
  12. Yes, I would adore this. This was brought up multiple times actually. Its very difficult sometimes to understand who is speaking. I'm serious when it says that it would take only one big icon to rally people. One big icon to make sure people rush together and know where to go, or who to follow. Thats all it can take. Was also ridiculously useful when asking for repairs, or finding out who needs repairs.
  13. Such broad exaggerations makes this such a fun discussion. There isn't even a balance issue in what you say, just a personal dislike. Everyone wants combos, but you can't just "get them". As long as they don't make you drop your weapons on suicide so you can give yourself or your friends weapons while in base (which was dumb). WeaponDrops spice up the late game when buildings are fewer by a LOT, giving you chances of stealing super precious weapons and turning the tide in a way other than a random crate.
  14. Don't waste my time with that answer. The entirety of Renegade is pretty much ruled by 2 servers which have communities to make them live above the others. Making a server does nothing and talking about it just insulting, when I'm trying instead to discuss it with those communities, to find common ground thats most fun for everyone instead of having to dismiss an interesting feature entirely, which would be a shame. We're just a little bunch of people. Splitting up is not an option and a waste of time to consider.
  15. Because its fun? Sigh. I'd much rather we ask for a limitations on SBH (and probably techs) for drops rather than just never use it.
  16. Am I the only one that always uses the scope for long-range sniping? I mean, yes, I mostly quick-scope, I don't stay in scope because you move slow. But firing accurately without it at long distances (the kind I thought the hipfire nerf was for) without scope, I can't do that... they're a smudge on my screen, nevermind if I want to headshot. In that sense, I don't see the nerf being very harsh, just needs a bit adaptation if you really love to no-scope long-distances so much. The point being it doesn't do much, but it might cause an absolutely random frustration from the fact that your perfect long range no-scope shot just doesn't hit "just because". It shouldn't personally hurt me, though, but I'm still against the change.
  17. Its about balance, yes. But thats it. There is nothing non-sense about an anti-tank sniper. You play the game and you figure out very quickly. There's nothing else to it. Something like that doesn't scare anyone away. And building games on the ideas that people are too dumb to play a bit and understand what the game does differently is the worse way to make a game. And anti-tank guns do exist. The fact that a sci-fi version of a portable gun exists that pierces tank is not even surprising.
  18. Just make some weapons unstealth when wielded and that would fix most of that issue. I think there should always be a drop of something. Getting an unlucky roll of -nothing at all- is always a bit disappointing. Thats just me, though. Alternatively, just making them variables that the server can configure themselves is ideal. One could use only ammo-drops if they think thats fair but weapon drops aren't, etc.
  19. Depends, I know I always played it with good classes in hopes of getting even more versatility, or even just a repair gun for when I need one. No matter the class, you can benefit from the drops. And if everyone went tech, there would be no good weapons to catch. You can't just count on getting the drops you want. And considering the Carbine is already a ridiculous weapons that tech can normally get... (if nothing else, we need a global options for techs to be unable to get secondary weapons, bought or dropped, would that be fine? And that would be good for normal game balance, too) I'd be really disappointed if literally the only AOW server played would not use this option thats been talked about since early beta. Hope EKT at least makes use of it. Marathon is a way better with drops. (Marathon is also better with vehicle shells so you have a chance to steal vehicles you destroy but I don't know if thats ever going to happen) I don't think there is a point that could ever matter less than realism. In the fictional sci-fi crazy universe that is this game, imagine the bullets are so powerful they pierce light armor, and thats it. There's nothing realistic to think about it.
  20. -Just for the record, everyone has 100 health. Its just the armor that increase. So tier 3 have 350. I think 3 shots on tier 3 is fair. It goes along with what you say, makes Mobius better at CQC, and makes the Ramjet long-range focused. The ramjet can still headshot and kill instantly, so in that sense its potential wouldn't even change, you just need the skills to pull the shots. So that means its still insanely strong. Besides, 150 damage per body shot in a team situation is incredibly useful. We're so used to how overpowered the ramjet are solo, but trust me, its not going to lack power, even at 150 damage.
  21. But it IS worth the price WITHOUT the buff to heavy armor (and without the nerf to light). Whats up, people. It can still kill infantry efficiently and its a game-changing anti-light weapon. It does not need compensation. The heavy armor buff is actually too much. The ramjet and the PIC are EXTREMELY different. The ramjet should never affect heavy armor at long range. I mean, you say that, but that is just not true... not in the slightest. Nevermind that they are MORE similar now, not less. The role of anti-heavy really should never fall on the ramjet. (and I'm still predicting how insanely annoying it will be for vehicles like the Light Tank to be harassed by Ramjets, as if they didn't have enough weapons that can harass them). Thats an idea that really does not fit Renegade, if you'd ask me. Anyway, it doesn't need the one-hit kill, it never needed it. They can headshots. Againn, whyyyyyyyyyyyyy are people looking for compensation. Nobody even wants the 200 damage instant kill anyway, and the game does not need it. And trust me, this comes from a Ramjet lover who loves his one-hit kills. Does this mean I might see SBH snipers on Tmx or EKT? On that subject, I'd very much like an option along with weapon drops that removes stealth when you have certain weapons in your hands. Mostly, Sniper, Ramjet, PIC and Railgun. They could still hide by not selecting them but they would instantly lose stealth when choosing them, so they'd have to make themselves seen before firing, and they would need to select their pistols again and wait 5 seconds to cloak. I mean, its the only really annoying (even quite stupid) side of weapon drops. Stealth with instant shots weapons like this is too insane. But I otherwise love weapon drops, so thats why I think something like this should be considered.
  22. To be honest, I've played more than usual recently and I haven't seen a time in the last few games where the team with less building was winning in points in a normal server. It seems like the issue is completely avoidable. You have the advantage, thus the initiative, you control the flow of the game. Surely, if your team loses by points after that, its kind of deserved. Its kind of the point of Renegade to me that, despite living with a dreadful advantage, the game can consider you played better at defending the enemy's assault and maybe you actually deserve the win. I'm not saying there's no flaw with the point system but I'd like to keep that mentality somewhat.
  23. I can't say I'll ever agree with the changes further away from the Ramjet, but the buff to make some weapons more effective against light vehicles was definitely needed. It makes sense that the missile launcher should deal more damage to light vehicles. The problem is I can't think of anything other than that that has the range to replace the ramjet's role. Besides Gunner, kind of, not against air though. The Ramjet's iconic value is also in its ability to deal heavy damage to light vehicles at a distance. It his most important role after infantry, after all. And thats the part I feel like I would miss the most. Without the threat of long-distance ramjets, light vehicles would have too much freedom. I'd sacrifice the Ramjet's infantry sniping role completely just to keep that power. I know that ability is not gone yet, only the damage was reduced. I still hope it stays. This is such an heart breaking thing to think about. I mean, fine, you've convinced me that we should just live and try the game with a nerfed ramjet, to see how it goes before seriously considering its removal. I'm really curious about the Volt Rifle's secondary fire. I don't find the Volt Rifle overpowered in the slightest right now, even with the added range, but with the secondary fire, thats another thing. Definitely curious.
  24. I know, I said it twice now, I didn't say that against anything that was said. I just gave an example of something that I would hate. I know that, so far, the weapon is not getting changed this way. I know they're not going to change it yet but its just one of many other things that is completely different from modern shooters.
  25. You seriously lost me at Carbine for a 1000$ class. That would be the most boring change in the world compared to the versatility that comes from the ramjet. In fact, the Carbine is a boring weapon even though its quite powerful. 1000$ classes are special. This ain't special. But you're right. The ramjet is an iconic weapon. Thus it should never be removed. I'd never take part in something like that. Its like trying to play UT without the Flak Cannon. If you'd remove it, air would reign supreme, light vehicles would be fearless since their armors have lost their most massive drawback, sieges would be unstoppable behind an enemy line... The way you speak, the normal sniper is overpowered to you. Which is just ridiculous. Yes, snipers put fear into infantry. If they did not, then everyone could move about at every corner as if it didn't mean anything. Which is just insane. The game has free and fast movement, yes, but there needs to be a control of the battlefield through infantry. And thats one of ramjet's key role, just like all 1000$ infantry. Removing the ramjet might as well mean calling the game something else, honestly.
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