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Terekhov

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Everything posted by Terekhov

  1. A bit late, but whatever. If people on your server want bots and you don't, perhaps pick a new server. I see teamwork every day on the server I play in; hell, we had a 9-apc rush to kill a bar/ref-only GDI team on Field last night (admittedly not necessary, but so much fun...and when's the last time you saw 9 apcs rolling in? ). The thing is, that teamwork you're talking about doesn't happen overnight (usually). While you're playing, keep a lookout for smart players that you could work with, and seek them out to plan stuff with. As you play on the same server, you'll meet more and more people like that, so you know who to look for when you wanna plan your crazy strats. Once you get a core of 2-4 people on a team doing shit together, it's pretty easy to get the rest to join in, and makes it a lot of fun. I play on TheMatrixRen && St0rm AOW servers pretty much exclusively (a lot of times some of the same players in both), so just in 3 weeks or so, I've met enough dudes that it doesn't matter what time of day I come on, there's someone to plan stuff with - and enjoy the game a lot more because of it. Plus you meet some cool peeps. Hope that ^^ helps. P.S. Joining a clan can always help too.
  2. Yes, different vehicles definitely promote different play-styles. For most people that aren't soloing, you choose your vehicle based on what goal you need to achieve (does your team need more tanks? med. Building damage? MRLS. Going to rush? APC). However, depending on the conditions in the game, you'd want your vehicle configured differently. For example: If I'm buying an orca to plant an ion on Walls_Flying behind the airstrip, then I might want more armor so that I can last longer while defending the beacon once placed. If I'm NOD and have lost my HON while GDI lost their WF, then I might want to cover a nuke with a flamer, but I'll definitely want more infantry DPS for this job than if I was flame rushing a building. Maybe I'm playing an arty on a map like Goldrush: having the extra arc would let me get behind all the hills much easier, making suppresing infantry easier even if my DPS falls a bit. In some situations, that would make all the difference. Using different combinations of these tweaks could have some really cool, unexpected results as well, perhaps opening up new strategies that weren't quite viable before. So, the purpose? To give people fun new ways to use vehicles without deviating from the vehicles' purposes. It could also lead to a lot more content a la Generals, on a smaller scale.
  3. As far as SBHs on whiteout and such, I look at it this way: the SBHs are essentially useless to their team the entire time they're going to and from base. If you have two hotwires watching the GDI base (especially the PP/ref), then they can be useful to their team repairing etc while they keep the SBHs at bay/ineffective, essentially giving GDI a higher relative player-count. If GDI doesn't do this, then that's their problem.
  4. ^^ Sounds 100% more official that way. Glad you like the idea! ~Terekhov
  5. And I'm crashing 80% less. Not everyone is in your situation, and like player999 said, you obviously have no idea what you're talking about.
  6. What are you talking about with the stanks and tib fields?
  7. I suppose my first question to all of you is: do you think we should have vehicle mods, and why / why not? Do any of these sound like something you would want to use and would take advantage of?
  8. Is your firewall blocking Start Launcher?
  9. So that's what, 2 credits per 1% of damage to a med? Not too bad. I still 100% and will not change disagree with attackers earning as much as engineers, but you may be on to something with the other part.
  10. Because (aside from more $$$ for destroying vehicles, and perhaps more for infantry kills), I like it where it is. I think that what you've suggested could lead to bad gameplay, either causing people to not repair stuff, shoot more at tanks with automatic rifles, or other equally useless things, when they could be actually helping their team. I don't hate the entire thing, just disagree with the effects the cash-for-damage part.
  11. Hello! I believe that the devs should implement a vehicle modification system to allow players to use vehicles slightly differently. Here are the assumptions I made when designing this system, and then the options for each vehicle: Assumptions No change should fundamentally change how you play the vehicle No change should contribute towards making a vehicle play like another vehicle on the same faction (GDI/Nod) No vehicle may purchase more than one modification at a time. Modifications must be purchased each time you buy the vehicle, if you want them. Each modification should be 1/4 - 1/3 the cost of the vehicle, depending on its effects. Each modification is a tradeoff that channels you slightly towards a more specific style of use. I made a colored version of the modifications and a text version for those with smaller screens: Color Picture: Text Version: Combined: Humvee / Buggy: * Faster-firing gun, weaker armor * More armor, Less damage-per-shot for gun APCs: * Larger range of vertical aim, slightly lower rate of fire * More armor, lower move-speed Orca / Apache: * 1/4 more missiles, slower move-speed * More armor, lower missile damage Transport Copters: * +2 Gunners (2 Front, 2 Rear), lower move-speed * Chaff Launcher which confuses missiles if they fly through it, lower armor ----------------------------------------------------------------------------------------------------------------------------------- GDI: MRLS: * Smaller time between salvos, slightly more time between the firing of individual missiles Medium Tank: * Larger range of vertical turret elevation, slightly less splash damage * More armor vs tanks, less armor vs infantry Mammoth Tank: * Faster move-speed, slightly less armor * Faster turret rotation, lower rate of fire ----------------------------------------------------------------------------------------------------------------------------------- Nod: Arty: * Bigger arc for shells, slightly more reload time Light Tank: * More damage per shot, lower move-speed * More armor, lower move-speed Flame Tank: * More DPS to infantry, less DPS to vehicles and buldings * More DPS to buldings, less DPS to infantry, and slightly lower move-speed Stealth Tank: * Quicker stealth, slower move-speed * More splash damage, less damage vs vehicles and buildings
  12. What message do you get when you try to join the server(s)?
  13. No, because then you promote idiots who don't play as a team and then teams get even MORE frustrated with people not repairing then they already do. It's very hard for a team to 'hard turtle' successfully, if the other one is competent. I don't think either of us is changing our mind on that point though.
  14. Maybe the solution could be to make it more of a blue hue? Me too, but 90% of the time I can tell from a glance whether they're chasing or just firing.
  15. I don't know about a flash; making the skin you see when up close visible everywhere when they get hit should probably be sufficient. Most semi-intelligent teammates will realize when you're chasing something and fire along with you, vs random firing. I've stopped using SBH as much, but I still don't want a gimme as a hotwire; needs to be a challenge, something fun to do while chasing around mines.
  16. sterps, I think it has more to do with Renegade X's fancier graphics and new people not paying attention than the actual detection distance.
  17. A dev just posted in the thread..so yes.You can't donate money to Totem Arts because EA would pitch a fit.
  18. I'm not sure what basics are wrong. Aside from the obvious (WF ledge need fixed on flying maps), they're not that hard to spot and follow. I spent an hour chasing down and pistoling SBHs on Islands yesterday with hotwire without one of them getting away once I spotted them. Perhaps you need to adjust your graphics to use fewer effects? I turned off lens flare and a couple other lighting options on mine to help with stuff like this.
  19. That'd be a cool perk for officers to have. Any other class, absolutely not.
  20. Beacons when SPOTTED on the mini-map. Its called game systems replacing communication, nobody has to say HEY GUYS THERE'S A BEACON THERE, no, everybody knows once someone spotted it. Friendly beacons of course should show always, they actually did in the old Renegade, but now I have no idea where my team places their beacons. Oh okay, I can get behind beacons when spotted, that's a good idea. My bad, misread your post. Add the concept of groups to VoIP, and all problems are solved. I know a lot of people in the servers at the moment that I might not talk to outside of RenX, but would love to form a group channel with them for a game to coordinate. Many of them feel the same.People like you who don't want to use it can -- you guessed it -- not use it; for the rest of us it would be a helpful addition.
  21. It's not 'my' or 'your' prime hours; by prime hours I mean when most of the RenX population is on (which I assume would be US-East and EU timezones)
  22. Considering Walls doesn't exist on the current version of Renegade X, I figured he meant Walls Flying and wrote as such (also notice the mention of 'HoN ramps' in his post - context, sir.) Edited my post to read 'Walls Flying' for clarity. Yeah that's why in my original post I said "in the original renegade." I was responding to him, not you. He posted in the context of Renegade X, and that's how I responded. I'm not arguing with you about C&C Walls because I never posted about it.
  23. Making the front wheels not turn at all causes it to handle much worse than the GDI APC. Could we please fix this? It has no other advantage over the GDI APC great enough to compensate for this achilles heel.
  24. Beacons on the mini-map? THAT would be a game flaw. Have you ever played Renegade with others in voice chat? It makes a huge difference in how efficiently you can work with others...I'd say 30% of times you'd die/fail working as a team with text-based comms, you live with voice-based.
  25. Yep, I'm pretty sure WF ledges is all that needs fixed now that beacons drop at feet. Oh and of course, airdropping people onto refineries is a problem that I believe still occurs.
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