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Letty

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  1. You seem upset that your insults don't work. Which says nothing about whether it is a good idea to increase credits for shooting enemies with the wrong weapon vs. other ways of increasing income. You have literally no argument other than the fact that it was in Renegade. All you are doing is posting a shitty idea and then shitposting with your "But I know more than you cause I say I do" joke of an argument without actually lending any evidence to support your shitty idea.
  2. It's a weird system. TBH taking away credits from points entirely and instead instituting a base-line income without refinery up is the only way out, because no matter how you spin it players are going to be farming credits through whatever the best means is, whether it's by repairing structures or shooting tanks. And point whoring has always been a degenerate gameplay mechanic in Renegade.
  3. You assumed enough to insult my knowledge of the game. 3 times in fact, over a 4 sentence post. And you give no reason to have a broken feature other than that Renegade had a broken feature. Rewarding players for using the WRONG weapon for a job is the opposite of a good idea. Except no, points are not a substantial part of your income The refinery gives far more income than points do while it is still up. And it is supposed to be this way, otherwise the Refinery is not a valuable building. 1. You're wrong, fuck off. 2. I was commenting on your lack of knowledge into game design, not knowledge of how Renegade works.
  4. Actually I was talking about the OP. Why would you assume I was talking about your suggestion? Also your suggestion is even dumber than his. Giving players an incentive to do something stupid (shooting heavy armor with weapons that don't deal damage to heavy armor) is so mind-numbingly retarded that I had to re-read it a half dozen times to realize that you were actually trying to put it forth as a good idea. No shit? Why do you waste your time making a statement about something everyone knows? No, most of your income is supposed to come from the refinery. That's why the refinery is important. No you're just an idiot.
  5. Soooooo... these spots you mention... are they real? Tell me the locations so I can look for them and confirm if they exist or not. Pics or it didn't happen. For WF: as SBH go to the top roof, jump off at the back and onto the 2nd roof. If done properly, a well placed beacon drops through the holes so engineers/hotwires need to do the same difficult jump within 50 seconds. Which is nigh-impossible. For PP: run up to the roof, at the beginning of the roof, walk to the left side of the roof (the yellow colored bit) and around the PP untill you reach the last exhaust vent. Placing a beacon in that vent makes it impossible to reach from the ground AND roof! Unless you walk the same way as the SBH does, which makes you turn around and walk around again. For Ref: Walk up on the roof. There is some sort of pillar at the front part of the roof that lets you stand on it. Placing the beacon there will make it drop behind the fence or through the roof, making it impossible to reach it with a repairgun. If you cannot immagine these situations, you clearly haven't played Renegade X long enough. On TheMatrixRen server, these spots are banned from use. Anyone seen abusing these bugs (either by seeing the actual planting or building destruction by an unreachable beacon) will get a permanent IP ban. Which, in my opinion, is fair. NOTE: for WF, running up the roof and placing it anywhere on top of the roof is not bugabusing and that beacon can be easily reached, yet needs a little time to search for it. Haha, what? Aside from dropping the beacon through the ref roof into the inaccessible zone (dropping behind the ref fence is still fine and easy to disarm) those are all totally legit spots. At most it takes a decent player an extra 2-3 seconds to find and disarm it. If you ban people simply for playing well you need to fuck off. Actual problems are beacons literally undisarmable by engineers on foot (way too many people parachuting onto the PP/Ref/WF smokestacks and planing beacons that require an orca lift). Beacons that take longer to respond to are... the whole point of beaconing.
  6. Points aren't supposed to be a major source of income. That's what the refinery is for. The reason to kill an enemy tank or character is so that the enemy doesn't have that tank or character anymore. With your change destroying a Mammoth would reward more credits than destroying a building. That's just retarded. Also this.
  7. High up on the list + symmetry. Newbs love simple, symmetric maps.
  8. Crash before map change. Launch.log
  9. I seem to be crashing more than ever before. Before I would estimate a 50% chance of crashing on map change. Now I have a 50% chance of crashing on map change and a 50% chance of crashing immediately after the end-game scoreboard pops up. I can provide system specs and configuration details if needed. Aside from that good work!
  10. Letty

    Airstrike

    I wouldn't be against removing the points and kills gained from airstrike. Beacons can be disarmed for points, which somewhat counterbalances the fact that beacons can also kill things. Airstrikes however kill things and the enemy have no recourse beyond not getting hurt.
  11. Then you might as well say that beacons should never be used, flame/mammoth/medium tank rushes should never be attempted, and Stealth tanks and all flying vehicles are right out, because they give the enemy team too many points if they fail. If you succumb to the tyranny of points then the game goes to shit. It's a fact. Idiots who think they've won because they've abused the score system (which has more holes than swiss cheese) are the cancer that ruins games. Clearly you don't play competitvely. A successful beacon means 750+ points, plus the enemy doesn't get to use that structure. A disarmed beacon gives that team 300 points. So no, you shouldn't plant a beacon unless you know it has a good chance of succeeding or distracting the enemy for some other sort of attack. In marathon you just place that fucker whenever you want, because there is no negative consequences to being unsuccessful - you can just keep trying. So I'll personally play the more competitive gamemode that truly has consequences. I'll let people like you play in the game mode that noobs go to to learn the game because their actions hardly even really matter. But hey, all I did was point out that mining is different based on which gamemode you're going to be playing - no need to get all offensive because there's 2 gamemodes and your post only took 1 into consideration. All you did was point out that if you care about points you have to play like an idiot. Which is fine. Please play like an idiot in your own games and stop shitting up mine though with retarded strategies that completely go against the main point of the game, which is to destroy the enemy base. thx.
  12. Mouse Acceleration is not an inherently bad thing. In fact many/most pro FPS players play with it on. The problem is that the acceleration curve is usually screwed up. A custom driver to allow you to make your own acceleration curve is the best solution.
  13. Then you might as well say that beacons should never be used, flame/mammoth/medium tank rushes should never be attempted, and Stealth tanks and all flying vehicles are right out, because they give the enemy team too many points if they fail. If you succumb to the tyranny of points then the game goes to shit. It's a fact. Idiots who think they've won because they've abused the score system (which has more holes than swiss cheese) are the cancer that ruins games.
  14. First reason: Fuck points, who gives a shit? Stupid mechanic that ruins the game. Second reason: Field is such a small map that you will have someone covering them at all times. At the very least the miner will cover them and on any populated server you'll have plenty of people running through. Controlling the tunnels is amazingly useful in making a siege successful. No one stealing the silo, no one organizing gunner/rocket launcher/chem trooper rushes, no one flanking your tanks and killing the engineers repairing them. On the flip side it makes all of those actions laughably easy for your own team.
  15. A few points: - 3 proximity mines is absolutely not enough. 4 is still too few in most cases (a walking advanced engineer or SBH will still be left alive after 4 proximities). Always go for at least 5 proximities on the back entrances that you need to prevent the enemy from slipping in to. I'd recommend 6 proximities, which will prevent an advanced engineer from disarming one and setting off the rest and (hopefully) a SBH team from spreading the damage across themselves then running in. Cut mines from entrances that experience heavy traffic to do this. - Proximity mines stacked ontop of each other deal less damage for some reason. I don't know exactly why, but don't have them touching each other. Aforementioned SBH/advanced engineers can easily survive 5 proximities stacked ontop of each other. - On maps like Field (or Under if/when we get it), proximities should primarily be used in the tunnel to deny the enemy entrances. Place a few in HoN/WF/AGT, but save the 20 or so left over for the tunnel. If you can get a decent minefield going across even a single enemy entrance into the tunnel you will massively help your team and hurt the enemy in so many ways.
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