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SFJake

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Everything posted by SFJake

  1. High TTK and regenerating health/armor are both some of the absolute worst things that completely ruin modern FPS. Same with vehicles. Where the hell is the fun when fights ends as soon as they start and your tank blows up in a few hits. Screw modern FPS influence. Its awful. Its only defended by little kids who were spoon-fed terrible games. You even claim this is "luck based" as it is. That alone removes all the credibility you could ever have. I'm sorry. I have severe disdain for modern brainwashed gamers.
  2. The problem with spending money to rebuild is just that the refinery goes down (especially early) and forget ever building anything again. Thats the sole reason why I prefer my idea. Otherwise you would need players to have an alternate form of "credits" they can spend on building, one you can speed up slightly by spending normal credits but otherwise, you still get "building credits" overtime even without a refinery. Both have pros and cons. The credits ideas are just harder to balance (especially say on maps like Islands), and a bit harder to program. Duplicate existing maps and remake it as needed, then put this as a new game mode! Agree with the solution guys? Its doable but its just a lot of work. And its a lot of work for something not necessarily everyone agrees with. I think we need to stick to more moddable ideas instead of things that needs a full rework.
  3. Customs maps? Really? You found a way? Thats amazing. Can't wait for Complex as well. And Under. Probably my two favorites although I'd be fine with Under getting tweaked a bit to not have the same problem as Field. Wonder what you guys did with it, if anything? Anyway, pretty exciting.
  4. I like the Construction Yard idea even though it won't happen since it requires every map to be completely different. Plus, a few minutes is way too short. I'd say it should take 15 minutes for a building to be rebuilt. Heck, I once thought it wouldn't be so bad to have this system for Marathon where building repair themselves after 15 minutes, but whenever you lose another building the timer resets. They also only repair themselves one after the other every 15 minutes. It would promote actually going on the offensive to finish up the enemy instead of taking it slow, but also allow the defensive team to come back if they can hold it long enough. I'm just a fan of long-wars ideas in general instead of thinking of "small games" and 30 minutes matches, which is where the permanent building loss fits.
  5. SFJake

    Bots dont repair

    The way bots worked last I checked, they don't really just go out and repair. They randomly -are- techs or engineers (they don't need to use terminals they just *pop* into other classes) and if they hapepn to be not too far from something to repair they will repair it. The bots really cannot play this game at all. They are ridiculously mindless and have next to no ability. They have no thinking, they either bum rush or defending bots will stay in one specific bot and "defend". They don't even get too far out of their little magic spot to repair another building in critical need. While I was excited at bots pre-release, this game might as well have none. Playing with bots is not a fun experience in the slightest and also teaches nothing at all of the game. Its unfortunate. I'd love half-decent bots that actually -play- the game mode. Don't ever use beacons either. They don't even notice them.
  6. Heavy Armor is a bit too much. Wasn't there Medium Armor with some mod? I even think the stealth tank had it. (though I'm not saying it should) Which is basically an armor that reduces damage from ramjets and such by 50%, making them weaker but not ineffective (compared to heavy armor which reduces by 95%, I believe?) Full heavy armor for chinook is too much, thats for sure. But they could deserve medium armor.
  7. lol. Havoc & Sakura are what prevents light vehicles from going ape **** all over the map anyway they want. And the infantry killing aspect (at close range especially) is what is utterly overpowered about them, making them the go-to class way too often. Nerf that, and they wouldn't be the primary choice that covers both perfect anti-infantry and anti-light vehicles. But if you nerf just their anti-light abilities, you need to add something equivalent in power. Dealing with artilleries and aircrafts at their DPS is necessary for Renegade to function.
  8. In Renegade, they were useful for as long range as the shots could go. The fact that bullets take a while to travel with some weapons is what made them weaker. They don't recoil and they don't need spread. The old Renegade didn't have noticeable spread. Renegade X actually has more spread over time, though I think they reduced it. I don't even know why you mention ADS. Outside of snipers I've never clicked that button and never will. Renegade weapons all felt perfectly accurate and thats what I loved. I've tested noticed now that the ADS are actually important to use. Thats some joke. The carbine's accuracy is piss poor but you right click and its perfectly accurate. What the hell is this? God, I did not need modern stains on this game. ADS should be a purely aesthetic choice. This is even worse design than all the rest. BTW, the carbine gets whined about because its 100% hitscan, powerful and usable by classes who shouldn't have that kind of firepower.
  9. Considering how precise headshots needs to be lined up at range while moving and considering single shot weapons are overpowered next to automatics, and recoils only hinders automatics... I disagree.
  10. No weapons in this game should have recoil.
  11. I alternate made Z a toggle-fire option. Just like I made sprint a toggle. Putting a toggle fire on the secondary mode is a fine idea. I have no idea why nobody ever asked for sprint toggle though. Holding that button is a gigantic pain in the butt.
  12. IMO, I always found snipers ridiculous in Renegade, period. But at least, if it stands to headshots, it at least took quite a bit of skill. Biggest problem with ramjet actually is that they're just all around godlike. And thats just wrong. They should be long-range gods. Snipers shouldn't have any sort of power up close. Every hit should screw your aim completely and you'd have to aim down your scope do have accuracy. Make them countered by automatics so tunnels and every little section of the map isn't magically 50x better off with a ramjet backing them. Old Renegade fans might not like the idea. Plus, I do generally want to keep your options open. But ramjets in particular definitely kill the fun. I love how this game has a high "time to kill" in general but then oh look, ramjets. Even normal snipers are way too powerful, but at least require a lot more skill per shot. I don't expect any of that to happen, though. I'd do anything to live in a world where Havocs die to Mobius.
  13. Mines are a key part of the game that prevents buildings for falling too easily and serves as warning for when the base is infiltrated. I don't see any problems here. A single solo player doesn't really deserve to be able to just get in the base and over the mines. The mines prevent solo players from getting inside buildings or the base itself. Team up, do rush, or find another strategy. Some servers do have a dumb mine limit but otherwise, you generally cannot mine everything important, thus it can be a good thing to find the weak point. 4 buildings or more can never be fully protected from entry alone. If you want to solo buildings, you can try a beacon, but without team support it easily get disarmed. The entire game is a team effort so I'm really just not picturing the problem at all.
  14. The Refinery is actually the one that bothers me the most. Simply because most things gives next to no credits. I'm serious when I say that, when the refinery is down, credits gain by various other means needs as much as a 5x to 10x increase. Because even when working for it, it takes ages.
  15. Do away with points as a win condition. When a base isn't destroyed by time limit, its a draw. There. Screw the rest. I never even considered a game ending by a time limit a win. Its a draw. Deal with it. Otherwise might as well just end the game instantly when 1 building is destroyed. Why not, right. It seems people think you shouldn't have the ability to win anymore at that point, so why bother.
  16. I think it would be a good idea to make it more "accessible". Last time I did see a beacon there nobody reached it, not because of snipers, but because nobody made it in. Thats silly.
  17. As pretty much every shooters that aren't crap seems to go, this has a primarily European scene. It has 2 servers full right now, but when I actually like to play is in 8 hours from now, and it tends to have a quarter of that playing. Thats mostly stopped me from playing unfortunately. But if you can log in earlier in the day yes, there's far enough players right now. I don't get why America has no taste whatsoever for this, though.
  18. They did it because they're not dickheads. Period. You allow this, you're a dick. Now, I'm sure as far as our current devs are concerned, the UDK probably forces this behavior (or are required by "contract" to leave it that way). So I won't blame them. But to make unskippable logos, you have to be a dick. Period.
  19. The idea kind of goes hand in hand with another idea that I wasn't the first to say, but basically just to have a full map of the levels you can open, and see everything (your friendlies, vehicles, and even who they're seeing/spotting, spotted beacons, everything). The map then easily becomes a tool for even more things, like being able to suggest other people what to do. Having a tool like this instead of relying purely on chat just makes it easier for people to "care" and get involved in the teamwork. On the other hand, choosing a commander for specific actions like controlling the harvester, well, the problem is always, how do you choose the commander? Should it be a commander exclusive to order the team? What if my commander is stupid and makes no plan, and someone else could have been leading but can't use the system? As for the harvester, IMO, there should just be a check to see if its position hasn't changed in X minutes and if it did, it blows up.
  20. So kernalbase.dll is present? I'd try to look into repairing-reacquiring this file. You might also want to rollback your computer to a week or two before, if thats possible.
  21. Well, I guess that is a fun way to make the map worse. Why are we looking for ways to circumvent Marathon? Apparently, this community can't handle it. Heck, if you vote for Field of all maps in a Marathon what are you expecting? And yes, this will always be a Nod sided solution. Or say you blow up their defense before it goes away, the advantage just goes away after a while. Which is again much more of a bonus for Nod. No offense, I just don't get this. I get you did it as an answer to a request but the request sucked. Lets stop pretending, why not just ditch the Marathon servers if people don't like it.
  22. Everytime an idea comes up about spicing up the game, someone just says "tech structure" and I cry. Can we stop wanting to link nearly any idea to them? Thank you. Tech buildings as they are are boring ideas that limit uses of interesting stuff.
  23. What I like is that there is a comeback factor in having less buildings and still being able to get points. I frankly have absolutely no problem with this, simply because I hate the concept that once one of your building is down well, why not just end the game while we're at it? Haven't you lost already? Which isn't this game. You already get a massive disadvantage by a lack of a building. So if the other team can't finish the job with that sort of advantage, they don't deserve a win. In fact, they might just deserve a loss. Seems fitting to me.
  24. Just want to jump in to say indeed, the guard tower's damage is pathetic. Its strategic use in this map in particular needs it to have more firepower. I like the suggested changes and the new infantry path is a neat idea. I wish Field could get this treatment as well!
  25. Thats a very good thing to add. I hope the servers use it. Although an established standards for each individual maps would have been nice, but servers do what they want either way.
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