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Terekhov

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Everything posted by Terekhov

  1. Agree with all four, great suggestion.
  2. You're actually right, this happens a lot more on walls than anywhere else. Mine just does it randomly though, explosions don't make a difference. i5-4670 @ 3.4Ghz 16GB RAM nVidia GeForce 770 GTX+
  3. TBF it's one of the few maps that really forces your team to work as a cohesive whole. Not necessarily a bad thing.
  4. LCG needs more than 5% nerf imo. RoF needs slowed by 25%, it's a bit crazy fighting one right now, especially with the effects you see when they hit you.
  5. Perhaps stanks need a speed boost (not convinced), but what they REALLY need, I think, is to lose that "sliding" movement they have. Maneuverability is vital with a a stank, and they do not have it in Renegade X. If the sliding would go away, I think you would see them become more common outside of rushes, but right now you have to keep 1/4 of your attention on making sure the stank doesn't hit an obstacle, get stuck on the water etc. I'm feeling very similar regarding the entire topic. Nod is not that OP in maps without base defences. Only issue here is that the SBH isn't fully balanced yet, and people start saying everything is inbalanced. I'm not going to patronize everyone here or something, but try testing Nod Vs. GDI when both teams are actually teamplaying. I have, and Nod wins every time right now because of SBHs unless GDI takes a building in the early game. Lakeside is even because of guard towers and a smaller base with less room for SBHs to maneuver. --- Walls Flying is basically a Nod campfest until they get a lucky nuke through when they eventually start nuking 5 at a time. They can see any GDI rush coming a mile away thanks to aircraft, so as long as they're paying attention they're perfectly safe from those and/or hotwire sneaks using normal tactics if both teams are team-playing like you said. Again though, if both teams are teamplaying, GDI will have more on defense because they have to deal with SBHs (whether they are there or not), which is the exact reason GDI has a hard time winning in the field like they can on maps with decent base defenses. I've found the only way to really get a building as GDI after the early-game is to use tactics like pushing an APC-full of people up the side ramps. Even 15-gunner rushes don't work well, but a few hotties up the side works wonders. 'Course, once people catch on, that'll stop being a helpful tactic for the most part, even barring map changes by the devs or server rules. ----- Whiteout is even worse - having a single, wide open entrance with exactly 0 cover leading to Nod's base (oh yea, with 4 turrets) makes GDI's job incredibly hard given good teamplay. If you can't MRLS rush the HoN, then it's pretty much waiting for Nod to do the same thing they do on Walls Flying, because teched arties will overpower MRLSs with hotwires every time on the hill if they have equal skill (dat RoF doe). Nod's formula for whiteout: camp hill with arties, wait for stanks/sbhs to get break through. GDI: Try to take hill with mrls -> need meds b/c arties are too good -> too many meds/mrls/hotwires on hill -> base gets hit by stank/sbhs -> gg GDI tank rush? Laughable. 4 turrets + 2 tech'd arties will wreck any number of tanks in second. Turrets kill hotwires then tanks are just meat. Oh, and you forgot the 2 nukes going off while you were busy trying to do something useful as GDI. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Look: I have NOT always had this opinion. I used to take the exact opposite side in this debate, but the facts - as well as almost 200 hours of experience - aren't in favor of that side. Nod *is* overpowered atm, mostly due to SBHs and artys, but there are a number of other random things: * Nod APC's hilariously bad turning is completely unfair to Nod and should be fixed * Gunner sucks compared to LCG - hell the DPS against buildings is about the same with a $200 cheaper rocket soldier * Orcas are horrible compared to apaches ...that need to be fixed as well before the sides are actually balanced.
  6. Don't know how I missed this, adding to my post. Good thought! Speed up the rockets instead, via introducing acceleration for them. The Arty RoF needs a nerf, its problematic if a shell much higher caliber of a tank has higher rof than that tank. I don't know if I agree here - I'm not a fan of artilleries dominating the whole game. I think both should be nerfed/buffed as follows:Arty * Nerf: Shell speed and RoF both get taken down a notch; they're both too high at the moment. * Buff: Arc increased slightly. This isn't CoD, give those who put effort into the game something to show for it by letting them play with ranges and landscape MRLS * Nerf: Decrease the missile turning tolerances. * Buff: Decrease missile lock-on speed a little bit * Buff: Decrease the dead-zone around the MRLS so it can defend itself comparably to the arty at short range. That'd be kinda cool, and make sense! Having the repair gun basically "overload" the stealth suit. Like I said above, I think they need to go the opposite way. Along with the mammoth tanks' ridiculous speed nerf, I this was another change last patch that was retrograde.I updated OP's solution part with some of the stuff we've talked about so far.
  7. Balance on any map that: a) Has no AGT, and b) Has no guard towers Is, at the moment, terrible. Absolutely, positively, horrendous, for games with > 20-25 people Nod has a huge advantage. Hear me out, I'm posting both what I consider the problems *as well as* a proposed solution. Problems: 1. Nod's vehicles are better than GDI's. * Arty crushes MRLS if both drivers are equally skilled. By FAR the biggest vehicle problem, but certainly not the only. * Apache is undeniably better than Orca. Hitbox, number of missiles, and guns (almost double damage for apache + gun splash) * Light tank is worse than med 1v1, but light + arty can crush two meds even without tech support, for only $200 more than one med costs. * Stanks and mammys are almost equally useless, but at least you can rush with stanks (mammys are too slow to get anywhere without half their health taken out, and completely defenseless against infantry. You need 1 mammy + hotwire + macfarland to do the work of two stanks, costing 2x's the money for the same firepower and longevity that lasts until you encounter a single sniper So, first request: Take a closer look at balancing Nod/GDI vechs. If GDI's supposed to be the heavy-hitting, in your face faction, then give them the tools to do it, not useless hunks of tank defenseless metal like current mammoths, or underpowered artillery like the MRLS, half of whose "advantage" (locking on missiles) can be done by snipers anyway when aircraft show their heads. Not even going to ask who thought the current orca was a good idea or in any way balanced with the apache. ----------------------------------------------------------------------------------------------------------------------------------------------------------------------- 2. Not only is Nod better in the field, but they have a manpower advantage over GDI. See, Nod can prepare their whole team for a rush, leaving maybe 1-2 behind to defend. What does GDI have to do? Leave behind (# sbhs guessed Nod has) + 2-3 just to be able to kill sbhs, whether c4ing or nuking. So, on a map like Walls, where any advance is easily seen by the defending side, GDI has to literally BE BETTER THAN Nod, because unless they leave their base wide open to SBHs, they're at a numbers disadvantage in addition to the bad vehicle situation. On Whiteout, the arty advantage over MRLSs compounds the problem outlined above, because they can camp the hill barely showing themselves and still hit GDI's base. ----------------------------------------------------------------------------------------------------------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------------------------------------------------------------------------- Proposed Solution: Global Changes: Arty/MRLS: Make SBHs flicker when sprinting, like they did in old C&C Ren when they jumped. It would help even gameplay a bit, making SBHs have to be somewhat careful in GDI's base. Give thermal scopes to havocs/saks. Keep in mind, being scoped is a horrible disadvantage for a sniper at ranges less than long-range, so this does help with people behind bushes / SBHs somewhat, but once within medium range, the other infantry is pretty much guaranteed to be safe from the havoc/sak since it's easy to hit the sniper when they're scoped and very hard for the havoc/sak to do likewise while scoped. Keeping the above in for historical reference, but having a directional microphone added back (credit to omega79) would be a _fantastic_ way to help even the playing field. Map-Specific Changes: Walls Flying 1. Give GDI real turrets, so Nod actually has to try to win, instead of camping for 30min until a lucky nuke lands. Whiteout: 1. Change the way the top of the hill is structured, so that neither side can hit the other's buildings without being exposed to fire from turrets. This would help prevent insta-win whenever Nod takes the hill. 2. Give manned turrets stealth detection at a range roughly to the side entrances. It'll still be hard to see SBHs against the snow, but it at least gives GDI a chance to find them when entering base. I used to vote for Whiteout/Walls much of the time. Now I just quit until they're over, because it's no fun as GDI unless Nod is incompetent, and no fun as Nod because the game is a foregone conclusion. Nod camps on Walls Flying until an SBH gets lucky, or takes the hill with arty on Whiteout -> SBH nukes + flame rush, and it's gg with evenly matched teams. 0 balance, 0 fun. Please fix this ridiculousness. I love this game, but I'm fed up playing on non-defense maps when they're this unbalanced....Lakeside being the one exception (real turrets and one less building to check for/defend from nukes)
  8. Just found this now. Regardless: It's a big interesting modding in a beta, because of how many little glitches are found that could be considered cheating. Generally over at TheMatrixServer, we've considered glitching and cheating two separate categories, and unless it alters the balance of a game / the players enjoyment in a big way (ex placing beacons where you have to use a glitch/vehicle to get to them), glitches or tactics (depending how you look at it) like the above are generally allowed. Let people have some fun eh? Personally, I agree with SFJake - I love being able to do crazy things that not everyone would think of, and getting your team ahead because of it. Until we have a stealth nerf and see how it plays out, I would be against changing the map to "fix" this particular tactics, because it gives the game more variety and aside from stealth, is not hard to defend against if your team is paying attention.
  9. This. I always find myself regretting there aren't more people on Lakeside; with 10 infantry side and 24+ on field for both sides, Lakeside has a lot of potential.
  10. http://steamcommunity.com/id/F15pilotX/
  11. Well, that and the commands. Being able to spam commands is actually really necessary in pubs because otherwise people don't pay attention. 'Q' is great and all, but it doesn't cover everything (perhaps use q's spam limit with all commands?)
  12. Why is there a limit on how fast you can type in-game? For people who can type fast like myself, and I'm guessing a lot of others, that spam limit is extremely annoying when you're trying to plan things in-game. Game events move fast, and the seconds it costs me having to wait or retype long sentences because of a stupid filter are a big negative for my game experience. I really believe that you should let servers handle this, and not do it in the game. If this isn't possible, then just remove the spam limit and let mods do their jobs. Thanks.
  13. All you'd have to do is add the ability to create channels in game (a la Teamspeak) so that you can get with the smart players on your team who want to work together and ignore the rest. Personally I just use TS/Vent/whatever) but it would be nice as a game feature.
  14. Is this going to be the new official one come next patch? Would be sweet.
  15. You have 40 (50?) seconds to disarm a beacon. An airstrike is 10s. If your team is that bad, they should lose anyway. 55 seconds until impact. 45 seconds until imminent. Airstrikes attack a target for about 5-8 seconds. However there is also a significant delay after they are targeted... about another 5-8 seconds. So that's a potential 16 seconds. People hear the airstrike announcement and get to cover because they don't know where or when the strike is coming. So, in 45 seconds, you need to find and travel to the beacon, kill the planter and potential defender(s), then equip a repairgun and disarm the beacon. If an airstrike is called, you only have about ~28 seconds to do this. Also, for the record it takes about 10 seconds for a single engineer to disarm a beacon. Now, this isn't taking obvious variables into consideration. -How many people are defending the beacon if any? -How many people are available to disarm the beacon? -How many beacons were placed? -How many airstrikes were placed? If you place a beacon and then have a series of other players place airstrikes at about a 10 second interval from each other, then the beacon becomes impossible to disarm no matter how good your team is. I've already posted a lengthly reply on this topic here; I'll quote part below: So:Put some rule in place to keep more than one airstrike being launched into the beacon's area during launch time? Absolutely, this makes sense. I disagree that the airstrike needs any more of a nerf than it's already been given, however. At this point it needs tweaks that buff and nerf its different attributes (/visibility/damage/damage spread) to make it viable again without raising too many protests from the anti-airstrike zealots.
  16. Wow, the Orca/Apache are already snails compared to the Original Renegade... Here is an example of the speed/agility/maneuverability of the Orca in the Original Renegade: I couldn't find a decent video to illustrate this for RenX, but trust me, flying vehicles in RenX are MUCH slower and just pokey in general. not just slower, they also realy weak against infantry, especikaity if alot of snipers spams... The main difference in speed I've noticed in Renegade-X is the horrible nerf to their lift/descent speed. Yes, the horizontal speed isn't quite as great as C&C Renegade, but if you use the shift key appropriately, then that solves a lot of problems.As for infantry, you just have to fly them right. They aren't a flying tank, they aren't going to take a huge amount of damage, but they can also do large amounts of damage to infantry when you learn how to use their weapons correctly. I remember how fast aircraft were in the original, and would love for the devs to increase their horizontal (and PLEASE vertical, it's so slow at the moment) speed. However, I'd sacrifice 1/4 my missiles for speed instantly if I was trying to defend against a flame or light tank rush, while more armor would be helpful for a field cluttered with stanks.
  17. You have 40 (50?) seconds to disarm a beacon. An airstrike is 10s. If your team is that bad, they should lose anyway. Really, Nod losing on field? I win as Nod as much or *more than* GDI on that map. Doing it wrong if you're losing.
  18. Heaven forbid that Nod has to play defense as well as GDI. GDI has to deal with SBHs all day, not sure why Nod can't just pay attention to mine counters and keep half an eye open. Perhaps a move toward the turrets wouldn't be terrible, but I think it's fine as is.
  19. And what, pray tell, is Macfarland's specialized task? Trolling with an absurdly cheap, OP gun?
  20. You people tell me the end game is weak, but me and my buds just won on Whiteout by flying an orca as a floating sniper platform to cover a ref nuke. Get more creative people! Your second point is called AOW - i.e. the game mode that isn't terrible and has a time limit. As to the first, then teams will TRY to start "losing" so they can get the last stand crap. Not good.
  21. Just kill spread, and make hitboxes smaller. Oh and for the sake of all that is holy, nerf grenadier damage.
  22. Well it's a good thing I'll be around for a while! This is one thing I have no problem being patient for, the maps thusfar have been very enjoyable.
  23. They were a good idea, just need to be refined more. A smaller area of damage combined with a clearer representation of that area for the caller plus higher damage for the area that IS struck would be a good compromise
  24. Versus anything lighter than a medium tank, the stank is still deadly. However, I can't stand using them because of how they drive; it's like you're slipping on ice instead of driving a tank. Their lock-on accuracy for tanks/aircraft should be reduced somewhat I think, and infantry lock-on should be better; they're pretty much useless against infantry atm, but incredibly overpowered against orcas. Any other vehicle, the orca has a chance of living with a smart driver, but it's nigh impossible against a half-assedly positioned stank. Stank health should also be increased a bit.
  25. Stank rushes can be easily the most effective in the game when done right. The awesome moments keep piling on - last Friday, my team on TheMatrixRen was trying to close out a game of Field vs GDI, and they had no WF/AGT. We tried a couple rushes and failed, so we did an APC rush with 9 APCs. Yes, *9 APCS*. It was hilariously absurd, and it also worked. Booyah.
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