-
Posts
226 -
Joined
-
Last visited
Content Type
Profiles
Downloads
Forums
Events
Gallery
Everything posted by Terekhov
-
Not going to lie, the first time I heard that menu music crankin', I was pretty damn excited. The whole "It's back!" feeling has gotta be up there, you're right. The new players are so much fun to mess with! One of the first weeks it was out, ANTSANTS and I had a vehicle-stealing competition on Field marathon that went into the dozens. Good times.
-
Mining 101: How not to screw your team over with prox mines
Terekhov replied to ABJECT_SELF's topic in Renegade X
You mine building entrances on walls_flying (and a couple on the wf and ref ramps) and the base entrance on walls_ground as GDI. It is not complicated, and the only reason this gets screwed up ever is if people like yourself try to take away those mines by mining the buildings and thus taking away the mines at the entrances. 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. -
Perhaps with incompetent SBHs, but if you have even one good SBH pair on say, Whiteout, the game goes like this: 1. C4 rush ref -> dead 2. Nuke PP and WF at the same time. -> One dies 3. Stank nuke bar or whichever didn't die in #2 -> dead 4. One building left, gg. I've personally done this with friends (text, no TS etc for coordination) at least a dozen times; it's easy with some experience and skill. If SBHs couldn't use WF ledges, then I'd say it's fair - a good defense could prevent most of the above if WF/PP step didn't happen, and C4 rushes are an ever-present risk that must be taken into account. Then it just turns into who's better at offense/defense.
-
Yay, invincible flamers with technicians behind them. Followed by SBHs who steal all of GDI's vehicles. No.
-
I'm curious to see what you guys had the most fun doing so far! For me, it actually happened last night. My team was trying to kill Nod's refinery on Walls Flying, but having a hard time of it because they were defending pretty well. AOW server, so we had to do something or lose by points. However, one of our guys got an sbh crate, and the fun began: We were already dominating the mesa with snipers, so I parachuted back to base as deadeye to get an airstrike, and our sbh got an ion. One guy tried to nuke the top of ref (fail), but I told the sbh to place his nuke on the top of the ref ramp while me and a couple other snipers covered it. Result? Flawless. I airstriked about 5s after he planted, which only scared away a few (no kills), and we successfully covered it with a combination of an orca and 3 snipers. Getting so many different elements (sbh + orca + snipers + airstrike) to work together in solving a difficult situation made that easily the most satisfying moment for me so far. You?
-
I don't see this as a problem. You could do it in old Renegade, and I'm glad it's back. Just let the servers deal with it (teamhampering or not etc)
-
turn off Map voting killing the servers walls is none stop
Terekhov replied to rytlock's topic in Renegade X
I played on TheMatrixRen yesterday because it's 1) AOW and 2) Has a 40-mine limit (someone's thinking), and quite enjoyed myself (it was also ~36 players the whole time). Generally there's 3 full servers going at a time during prime hours, and that's just in beta right now, while a large number of players are not playing and waiting for all the fixes before they try again. -
The war factory especially needs fixed. Like you said, the SBH has time where the repairers do not; perhaps the little drop-down spots on the WF roof should be removed or invisible slopes placed there. Power plant seems alright to me.The GDI PP on Goldrush though: needs to be fixed. Let infantry go behind it from one side to another, or don't let them behind it at all.
-
This, and also use a composite score (k/d, buildings killed, perhaps including teamplay elements if possible, and of course total points) so that people who do nothing but snipe/camp don't get rewarded for uselessness to their team.
-
Mining 101: How not to screw your team over with prox mines
Terekhov replied to ABJECT_SELF's topic in Renegade X
What do y'all think about mining the top/sides of entrances instead of the ground? I've generally found it useful, though sometimes (and if the spot requires enough mines) I'll put a couple on the ground just so people don't suicide through constantly out of ignorance and make me replace too many mines (Goldrush bridge) -
Mining 101: How not to screw your team over with prox mines
Terekhov replied to ABJECT_SELF's topic in Renegade X
I disagree with the convention of mining ramps first. Pretty good post overall there, thanks for taking the time. I have a couple notes/differences to add: Assuming you meant Walls_Flying since that's the only one that exists atm (and the reference to HoN ramps)GDI is wrong. The main entrance line is not maintainable, and sbhs can get through given a 10 second absence of hotwires. Even on 40-person servers, this can happen very often. The T-point in the tunnel, and the buildings (especially ref and power plant), are what should be mined as GDI. Ramps too if you have the mines. A couple I'll add: Lakeside Nod: Nod *absolutely must* mine the airstrip, since hotwires seem magnetically attracted to it. Mine the front/back doors of the HON, and the windows. MAKE SURE to place your mines between each pair of windows, so that whichever window they jump in, they get hit. Mine the back of the ref, and if you have enough, the front is always nice too. GDI: Lakeside is a pretty standard mining operation for GDI; just make sure you mine the doors, since infantry can climb the stairs and hop down from above (skipping the mines at the front entrance) Goldrush Nod: Pretty standard. You could try mining bridge if you have extra; otherwise, seems to me HON mines work just as well. GDI: AGT is a must; now that NOD can't go swimming, the bridge is a must as a well. Mining the pp/bar instead of the bridge is a security hazard. If you have the mines, mine the back of ref. IMPORTANT: place 4-5 mines on the bridge between the crates, but the majority should go on the crates at either side. This keeps Nod from being able to disarm them which is a huge deterrent once they figure out what's going on. Note: lack of defense against Harv-walking is a calculated risk here, but if you mine bridge instead of all the buildings, the guard towers will fire when people come across, giving you a clue. It also reduces the number of places you have to check when mines disappear to a nice small number: 2. Patrolling in a hummer and having semi-intelligent team-mates (i.e. they communicate) is enough to keep the base safe with this setup. I've used this the last 4-5 pub games and not a single nuke/agt rush/ref sneak came close to success. -
After 300+ games, I can count the number of times I've seen someone effectively guard an ion/nuke with an airstrike on one hand. Most of those were 2-3 people spamming them.If we're talking about fairness in guarding nukes/ions, why not disable snipers from shooting into the enemy base on Walls_Flying, since making beacons hard to disarm is such a bad thing? Snipers give much more grief to disarmers, and a good sniper is far more useful than any one airstrike in that situation. Teamwork/coordination is part of what makes RenX a fun game to play; I disagree that we should coddle players and take away from what can be the most exhilarating experience in a match. Cutting off half the map or giving airstrikes a marathon cooldown are two ways to take away from that, and I'm not buying either. That Said: You're right that they're too OP with regards to nukes/ions at the moment. An interval of 30 to 40 seconds between airstrikes would be perfectly reasonable, and ensure that the attackers would only have one chance at a good airstrike for the duration of a beacon countdown. Perhaps even increasing it to 1min 30sec or 2min wouldn't be a terrible thing. I don't think airstrikes need to be nerfed in other ways; they have become exactly what they were meant to be: a tool in the toolbox, not an answer for all problems. It's an additional element of strategy which adds value to the game, and should stay as-is with tweaks to their frequency. I agree with the ideas in points 1/3/4, nicely done. Some of the best overall ideas I've seen posted.
-
This is going to sound crazy, but: why not just add a teleporter to specific parts of the map, like Halo's Blood Gulch map had? That could actually make it reasonable, and pretty cool.
-
FIX Grenadier LEAVE sbh
-
Field: to easy for Nod to activate beacons
Terekhov replied to Darkraptor's topic in Feedback & Bug Reports
As for the topic at hand: learn to mine. The arty has not been nerfed. Have you been using at all? Especially since the new patch, it's pretty much a point and clicker again. Unfortunately. Just like the bullet spread change from Ren -> RenX, the advantages of skill keep getting reduced...I'm all for accessibility, but it's getting rather annoying. Let people who've worked to be good at certain things reap the benefits. I would pay $100 extra for an arty if I could have the greater arc back. -
Idea on how to finish sige camping on field
Terekhov replied to omega79's topic in Feedback & Bug Reports
I'd go for this. -
To everyone who said: increase price and make it a match-long item: agreed. Right now the only chars I would think of buying one for would be sbh (flechette -- assassination made easy) or hotwire (tibauto sbh detection/chasing).
-
I think you could leave the credits the same color and just make the '+1' green. I like this way because then you don't know if the other team has it or not.
-
another proposal for the proxi mines
Terekhov replied to Darkraptor's topic in Feedback & Bug Reports
Nah, I think they've evened out for the most part now. -
The first point gives waay too much incentive for people to shoot at things with automatic rifles / marksmen without actually being useful. I think you should get more $$$ for destroying vehicles though.
-
So to sum up a few suggestions: * Upon barracks/HoN destruction, that team can only purchase chaingunner/rocket soldier. This allows for decent but not great defense against vehicles. McFarland/McChemtrooper is giving them waay too much for failing to defend. * Upon WF/Air destruction, the hummer/buggy are the only vehicles allowed. That seems fair, they're weak but give some mobility. I think these two ^^ and the crate are an either/or scenario. If they get the above, crate probabilities shouldn't change, but if they *don't*, then the crate idea is a good one. P.S. Grenadiers should be disabled upon bar destruction as they are OP. :v
-
Absolutely. I've said it before and will again, the two missile limit on orcas is absurd. Nerf the missiles and increase their number a little bit.Would be nice to go back to unlimited ammo for choppers - perhaps a heat-meter where you have to let the gun cooldown would be more appropriate. As to the topic at hand: I'm guessing it's a combination of reasons: 1) It has the _Flying tag 2) It's on the top of the map list 3) No base defenses 4) It's easy to learn 4) SBHs get to have their fun Personally, I'd like to see how the relative popularities would change if the maps were listed alphabetically.
-
but what if the one that you muted for talking too loud decided to plan a rush and ONLY tell people about it through VOIP? that makes for a broken feature. teamplay is too important in this game for VOIP to work. or you mute nobody and get annoyed by screaming kids, or you don't get annoyed but you're not able to TP because you're missing out. People just post in chat for big rushes, while the tightly coordinated stuff could be done over VoIP with ease.
-
turn off Map voting killing the servers walls is none stop
Terekhov replied to rytlock's topic in Renegade X
+1 - The negative amount should be based on the total number of players though, not a static number. Seriously. Just let the server owners have the option so they can do whatever they want with it. Would help people sort which server they want to be a part of. -
That is a fantastic idea if they're going to keep it how it currently is.Either combine that ^ with the name-color change on the leaderboard (not so sure about viewing the other team's chat...), or just make it an SBH and therefore a lot more fun/exciting to get.