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K7avenger

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Everything posted by K7avenger

  1. Oh... uh.. what? Wasn't the whole point of spies to have an alternative option passed base defenses? I suppose. I got a spy crate on goldrush and went behind the barracks to go to the GDI power plant. The little guard tower right in front of the door decided to shoot at me.
  2. And the regular gaurd towers and turrets will still shoot at you. Kind of a big, "kill this guy" sign ya know.
  3. K7avenger

    imbax

    I'll 2nd the bit about the flamethrower. I can deal with the chem sprayer thanks to its superior damage against infantry and vehicles, but the flamethrower just isn't going to cut it as it is now.
  4. Inventive really doesn't mean a whole lot when you lack the means to do so. I'm sure they'd love to take the field back, but your having to overcome an enemy with more money, vehicles, and superior infantry, plus they can still buy their own airstrikes.
  5. Ah, I must have missed that there is sprinting. Thanks for answering!
  6. With the release date being so close, I have a few questions that I didn't see answered elsewhere. I played Renegade back when I was in college, and was wondering if these things have been addressed. 1. Did the shotgun see any improvements from the original renegade version? That gun was quite possibly the worst shotgun in fps history. You could be right next to your opponent and either deal something like 10 damage, or just straight up kill them in one shot. It was like playing a slot machine with bullet spread. Not cool. 2. The maps + Nod Artillery. These two things kind of play off themselves. The base entrance for vehicles is one giant choke point that ensured that once Nod had the field, GDI wasn't getting it back unless Nod screwed up somehow. All they had to do was focus arty fire in that one spot, and any tank that dared to show itself was pretty much instantly destroyed. You couldn't even get your snipers to destroy the damn things because of the insane splash damage radius. I know that you said that you added projectile drop for the artillery, but is it enough? Once you learn how to compensate for it, I can't help but think that we'll be right back on Field with GDI stuck in the base repairing their WF. I've heard that the airstrikes are meant to counter things like that from happening, but you actually have to live long enough to use the thing. 3. Snipers. There was no reason to NOT be a sniper in Renegade if you weren't in a vehicle or repairing one. Hitscan weapon + potential 1 hit kill made any other choice obsolete. Please tell me that snipers at least have to actually use their scope to achieve any sort of accuracy. I know that RenegadeX wants to be faithful to the original, but hitscan on sniper rifles isn't exactly the epitome of balance, ya know? I mean back in the 2000's sure, there wasn't exactly much to choose from, but I really hope snipers have to work a little bit harder for their kills other than having the ability to point and click. 4. Anti-Vehicle Infanty weapons. They kinda sucked against vehicles. The railgun and pic were far more useful against infantry than any tank. The grenade launcher was a joke. The chem sprayer was actually pretty good (for its price), but was tied to only one unit with pretty low health. The laser chain gun wasn't even worth using. Most of the problems stemmed from the fact that vehicles slaughtered soldiers pretty easily (once again, insane splash damage). While I know that tank vs infantry is a one sided fight, in the original renegade it was pretty pathetic. I mean a railgun cost 1000 credits, but the 800 credit med. tank had him outclassed by a mile. That doesn't make much sense, price wise. Any changes on that front?
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