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Terekhov

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Everything posted by Terekhov

  1. I enjoy popping engis with one shot, but the fact that 1000 snipers (or raves, or pics) can body-shot free classes for a kill is ridiculous. It's been a part of Ren for so long that we're used to it, but that doesn't mean it's good for the game. Especially since raves/PICs have a magazine like snipers now, much of the original reasoning for that insta-body kill (long reload means they have a higher chance of dying) is invalidated. Here's a proposal combining what people have said / what I think might be reasonable for game balance: ---------------------- ---------------------- For Havocs/Sakuras/Raveshaws/Sydneys: - Reduce damage to free classes from 100% to 70% (headshots remaining unchanged) For Havocs/Sakuras/Deadeyes/BH Snipers: - Add bullet travel time (across Field should be ~2-3 seconds, for example) For Deadeyes/BH Snipers: + Add bullet drop + Add one round to magazine
  2. Terekhov

    Crash

    Dang, y'all were thorough. Past my depth at this point, hopefully a dev or someone else can point you in the right direction.
  3. Given the changes I proposed, what are the possible scenarios where they "instantly rape anything that gets close to them"?You're making assertions but I don't think they have as much foundation as you imply. It sounds more like "I hate the idea of engis with remote C4" than "I think the proposed changes (spawn activation delay + removal of engi defense gib) would be detrimental to gameplay and here are the specific examples of how/why". What are the actual scenarios, within the context of those changes being implemented, that would be harmful to game balance compared to the current game state?
  4. Generalize anything enough and it sounds like the only way. Let's actually look at the possible scenarios and reason our way through them: a) The offense is overwhelming *** Someone likely pre-bought an airstrike in preparation. The defense will get a chance, but has to find the beacon through the bombardment. They also have to contend with the beacon timer (20s) and any smart offense who were already safe, or drove outside when they saw the bombardment start. *** So, defense has a chance, but offense also has a chance. Stalemate chances are not substantially increased. b) The offense is balanced compared to defense. *** It's unlikely anyone pre-bought an airstrike, but possible. If they pre-bought, it's very likely the defense will win the engagement and disarm the beacon. If not, the defense probably doesn't have enough time to use the airstrike before the beacon goes off. *** Stalemate chances could be increased, but likely no more than they normally would between teams which are both prepared. c) The offense is weak compared to defense. *** It's almost certain no one bought a beacon. The defense probably doesn't even need the airstrike's help in this case, so the airstrike doesn't significantly affect the chances of a stalemate. --- So, there's a chance of it affecting even games if you have a smart/prepared/patient player who pre-buys an airstrike, but otherwise this change doesn't substantially increase stalemate chances. Having gone through the possibilities, I really don't see a reason why enabling airstrikes on enemy beacons would be more of a negative than a positive. Do you think any of those scenarios are inaccurate?
  5. Over enough time for 3 buildings to die. However, specifically with flamers, I'm not convinced this is just an infantry balancing issue, and this is a tangent anyway. And that's what a lot of people forget. Okay, so logically lay out the reasons why they shouldn't be considered - at all - for combat, from a gameplay perspective.P.S. Realism isn't a valid reason. This is Renegade X after all
  6. It happens on character switch, even if your new character DOES have remotes.
  7. What about:+ Add bullet travel time + Add bullet drop + Increase magazine capacity by 1 bullet
  8. What events would lead to this causing stalemates? Are they likely to happen often? (and why?)
  9. Problem with sniping is that it's too easy and too rewarding. All you need to do is wait for the person to walk into your crosshair and click, and no matter what class you are, 1k or free, you'll either instantly die or get crippled immensely from a 500 headshot or ramjet bodyshot--from any range. Example, if GDI has 5 decent or good havocs in the field tunnel, there is literally nothing Nod can do to retake it except counter-snipe..and if Nod doesn't have any good sniper on their team, they won't be doing much except getting insta-gibbed over and over and over and over and over and over and over and(rage quit) Oh, come on Tranq. Only idiots walk into crosshairs without moving/jumping; you're using crazy arguments. I get bias, but don't let it filter into your logic. If the enemy team puts 5 good players sniping in tunnels, that gives your team a 3-4 man advantage in field; if your team is competent, that's easily an enemy building up in smoke. Even in this ridiculous "nightmare" tunnel-sniper scenario...the snipers aren't going to have any real affect aside from being annoying for SBHs lurking in the tunnels. A class annoying you doesn't mean it's unbalanced, and doesn't mean it's a bad fit for the game. Edge-cases are also generally bad ways to justify changing the balance of the game; I think we could agree on that, at least. Please, come up with logical balance reasons for changing snipers, not crazy scenarios which virtually never happen.
  10. They're fast as meds. Their armor is heavy. Their weapon puts out very, very high amounts of base damage...plus a significant DoT. Speed/armor is needed to make them viable in their role. Damage, while high, also seems reasonable given their role. That weapon range is too high though. They have more than enough speed to close with vechs (not to mention infantry), but the range makes one flamer able to dominate 1/2 to 3/4 of a GDI base on some maps. They shouldn't be able to sit still while fending off attackers, but right now that's pretty much what they do. No evasive tactics needed, just point and laugh. I suggest a 15% range nerf. That's ~43ft if its range is currently 50ft. Not much in reality, but should tip the scales back to even, making sense of the damage/speed/armor combo and keeping them honest.
  11. You missed the part where the damage/explosion got smaller. That already went a long way to balancing it. --- Some good thoughts though; gave me an idea which should satisfy everyone. With how the game is right now, I simply ignore engineers unless I recognize them as good at pistols (or if a vehicle, ignore completely.) Having a 7.5s spawn delay on remote C4 activation (i.e. engineers can't throw them for 7.5s after spawning) would go a long way to fix the rinse/repeat problem in buildings; after all, that's ~1/3 of a timed C4's clock. That 7.5s change keeps engineers from being the favored class for defense without neutering them vs. every single other class in the game. Re: vehicles - Try killing a flame tank with a grenadier and learn the meaning of rinse/repeat. That range/damage combo is atrocious and gives basic infantry no realistic chance whatsoever. It makes sense to have flamers/grenadiers for lighter/faster vehicles (range/speed), and C4 to target heavier vehicles (firepower/lack of speed). That forces vehicles to face a variety of threats and forces infantry to use a variety of classes. Summary: + 7.5s spawn activation delay for engineer's remote c4 - Remote C4 activation delay Result: More Tactics/Diversity for classes.
  12. I like the idea of upgrades! The implementation would be interesting to figure out. Do you upgrade individual units? Do you upgrade your team based on points that individual people on the team accrue? Personally I'd rather see upgrades that help the team because that encourages better teamwork/gameplay.
  13. Terekhov

    Crash

    Is it every server? If not, can you figure out specific servers that do, or don't, crash your client? What processor/ram/video card are you using? Have you tried updating your video drivers?
  14. Panzer, the game is probably located somewhere like C:\Program Files (x86)\Renegade X\Binaries\Win32\UDK.exe
  15. That screenshots looks gorgeous. Looking forward to seeing this!
  16. First off - fantastic feature. Whoever made this I love you. I'd also +1 increasing the exclude limit by 1-2 (unless, server-setting?)
  17. As a US player, I can tell you it's definitely picked up steam here in the last couple weeks. Used to be 11pm my time the server would be empty, but now there's almost always 10-20 people on. It's a very dedicated community we have here; personally I worry about how many new people there are to educate on the proper way to win a game of RenX Those mines/rushes don't do themselves!
  18. Having slightly bigger building icons which pop up in the left of the screen (directly below the bottom of chat) upon rep/defense calls, could work. Whenever a building gets Q'd (repair or defend): 1) The icon appears (always in the same place for each building), 2) Its outline alternates flashing red/white for Nod or yellow/red for GDI, for every repair/defend message. 3) Every flash starts as an outline, but then enlarges/"radiates" outwards, before fading out. So, it looks like the outline starts enlarging itself, but the outline is replaced and the NEW outline starts heading out as soon as the next person Q's. Making the icons themselves flash would make it hard for people to see what building in the heat of the action, but making just the outline flash, with the boxes flowing outward, would: a) Make the game look more polished b) Draw people's attention c) Save chat How do you guys/gals like that idea? edit - the "radiating" thing I was talking about is like this picture, except square/animated:
  19. +1, seems reasonable. Likely scenarios: a) The offense is overwhemling and it's targeting tanks etc (likely pre-bought airstrike) b) The offense is normal, so the airstrike has to be bought, then carried to beacon area and used. There might be some stalemate games where this makes things harder to resolve, but we could at least try and see. Esp. when the offensive team has tanks and defense doesn't, this makes the offense work harder than just roaming in and sitting on the beacon.
  20. Having played dozens of games now...C4's blast radius already isn't that big, and you actually have to be accurate in your throws to do serious damage. Why is it still on a delay? There are so many little tactical moves that this prevents you from pulling off re: killing vehicles, saving buildings, etc. Taking away tactics doesn't balance the game, it just makes it less enjoyable. Can we get a dev response on this?
  21. Having played dozens of games now in this new meta, I don't understand the sniper complaints. They fit their niche, do well at that, and don't dominate the battlefield outside of it. It's a skill based class on both ends. If you don't run/jump around when you see a sniper, of COURSE you're going to get shot by a decent one - and deserve it. If we're removing classes just because they're annoying, I can give you a whole list. If your vehicles can't hit a sniper...get mad at your team, not a balanced unit.
  22. Exiting the safety of your vehicle to heal its wounds without base defenses around is still (a decade later) a bad idea. Just say no kids; give your team a chance. P.S. Communicate! Ask your team for repairs. P.P.S. Better for your vehicle to die than give the enemy your vehicle.
  23. That's assuming every game you're able to a) Have a commander and b) Have a competent commander It'd be good to have ways for other players to contribute in a similar way. What are the downsides?
  24. WTB SBH/stank tagger. Makes them visible from farther away for a bit when stealthed, and behaves normally when unstealthed
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