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Letty

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Everything posted by Letty

  1. Pistol is already a nice anti infantry weapon. Arguably better than the AR or Carbine in many situations. Furthermore, spending 225 for rocket + 125 for Carbine means you've spent 350 total. That's a huge sum, why not just buy a SBH or Gunner? I'd say that either of them is a far, far better bang for your buck.
  2. Score per minute also just encourages bad things. Actually killing a building only gives 600 points (less if you are rushing as a team and only deal partial damage), yet pounding on a single building with arties will give thousands while 1 hotwire can outrepair 2 arties. The former is clearly a potential game-winning move while the latter is arguably directly hurting your team since if the game is 20v20 then 1 hotwire countering 2 arties = your team is fighting 18v19 and two vehicles down. It also discourages people from playing out games to the finish when losing (can't get many points as a basic infantry without money).
  3. I can't replicate this. Going back to the PT I only see my silenced pistol and machine pistol. But w/e, I don't want those weapons anyway. And yes, $125 vs $0 is a huge amount of money. If the glitch to keep the weapon is working for you then fine, exploit it to your hearts desire until it gets fixed (I can't complain, I'm exploiting the PIC/Railgun glitch). But if you have to buy a $125 weapon that hardly improves over the base weapon and has far less ammo/clip size, then you are pretty much shooting yourself in the foot. That's throwing away about 40-60 seconds of your income, each time you buy it.
  4. People gravitate to the 1st and 2nd options on any voting list. #1 option should be random but not the same as the map just played.
  5. Nothing can really make the leaderboard relevant. K/D ratio is meaningless and score is largely meaningless except as an indicator of time played. Win/Loss rate is basically nothing but luck of who you end up with on your team and whether you ragequit early. The whole thing should be removed IMO, no reason to encourage people to point whore/kill whore.
  6. Far too expensive and I kill things just fine with the normal AR. Doesn't seem that useful really. I can hardly tell a difference between the Carbine and the AR, both need ~4 headshots to kill, and the carbine seems to have similar accuracy. But then when I choose a $0 class I almost always go with Engineer. Pistol is quite a competent weapon and has no tracer, and I can always use the extra C4 and a repair gun. I completely can't understand people who would buy a weapon for a $0 class, it's far more effective to just buy a better class and get the HP boost. Though I've yet to experience the bug that lets you keep your sidearm after death, how does that work?
  7. For anyone annoyed at how short chat messaged are, I recommend using the survey command. Make a survey "Need engineers for APC rush" and people can press F1 to show that they are joining in. Sadly it still only lasts about 15s, but it's worked well for me.
  8. For anyone interested in the numbers. Original Renegade: 10 shots in 30s Renegade X, normal speed: 8 shots in 30s. Renegade X, canceling the recharge animation: 16 shots in 30s. So canceled shots are allowing you to fire a little over 50% faster than the original Renegade, but at the same time the original Renegade fires 25% faster than it does now in Renegade X without weapon switching.
  9. I think it would be interesting if their respawn was based on something other than a timer. How about they respawn when the Harvester returns with tiberium? Pretend that the base itself is spending the resources to rebuild. Perhaps prevent it from being respawned within 30s of death to prevent situations where it respawns a few seconds after being destroyed due to a poorly-timed harvester dropoff.
  10. There are two types of characters: free and non-free. If you are playing a non-free character you should generally be looking to preserve your life as much as possible, meaning retreating for a refill/heal whenever badly hurt. Of course, ignore this if you have the chance to make a much bigger difference with your character in the current situation (killing a building or a more expensive character/vehicle). Free characters should absolutely be aggressive at every opportunity. Your objective is to deal enough damage to a high-$ character that it forces them to retreat, and to get your C4 on an enemy vehicle. If you can do either of these you are a massive credit (pun intended) to your team. Some essential info for weapons vs. buildings. Time to kill building from the outside assuming building isn't repaired: Flame Tank: 30 seconds Mammoth(both weapons): 35 seconds Stealth Tank: 40 seconds Arty/MRLS/Mammoth(main guns only): 45 seconds Light Tank/Medium Tank: 60 seconds Here we see why Flame Tank rushes can be so merciless. If 4 flame tanks get inside a base (which probably means an initial rush of at least 5 or 6) then a building can be dropped in just over 7 seconds. The enemy already has lots of engineers inside repairing? No problem, call a new target and have everyone switch to a different structure. Your enemy can't have enough engineers in every building, and they sure can't run back and forth between buildings fast enough to keep up with your ability to shoot somewhere else. Mammoth Tanks have very impressive DPS, but their immense size and slowness really screws up their ability to concentrate fire. Whenever you see mammoths you absolutely need to deal with their supporting engineers, once that is done they will die almost as fast as anything else. Infantry don't have enough ammo to kill a building alone and need to use two: 2 Gunners: 45 seconds 2 Chem troopers: 60 seconds Now these numbers don't seem that impressive at first glance, but the numbers obscure the important fact: getting 4 or 6 vehicles together to do a rush is a very time consuming task, involving driving across large stretches of open ground where you WILL be spotted, and their size makes it harder for them to quickly gang up on structures. Infantry have neither of these problems, and you can easily rush with huge amounts of infantry no problem if your team works together. Had a game yesterday as GDI where we pulled off an 8 Gunner rush on Mesa immediately after being able to afford the 400 credits. Both the refinery and the airstrip didn't stand a chance. Time to repair (when hitting MCT): Engineer: 40 seconds Hotwire/Technician: 20 seconds The main take from this is that Hotwire/Technicians are really, really good at their job. Just having one quick responder is usually enough to make sure any building stays alive long enough for a team to react and send more help. If the enemy Barracks or Hand of Nod is destroyed put the absolute highest priority on killing them above all else. Not only will the enemy team lose their much improved healing ability but also their ability to place proximity mines. C4 vs. buildings: Remote: 5% Timed: 10% Remote on MCT: 20% Timed on MCT: 40% 1 engineer can deal 80% damage to a building with both types of C4. 1 Engineer + any non-engineer class (with their 1 timed C4) can deal 120% damage to a building. 1 Technician/Hotwire can deal 120% damage to a building with both of their types (effective if you can be a real ninja and sneak into the base alone). 3 of either class can deal 120% damage with just remotes. Ideally APC rushes don't need to waste the expensive technician/hotwire class as all since both classes have the same amount of remotes. If you are using both remotes and timed C4 to kill a building, place the timed C4 first and then only activate the remotes either at the same time as the timed C4 or to (hopefully) kill the engineers attempting to defuse the timed C4. Theoretically an APC rush with technicians could even kill a building by placing C4 on the outside, thereby avoiding any proximity mines on the entrance. I've yet to see it done but I'd like to try it. Wow, this post escalated quickly.
  11. Rather annoying bug: The Flak Cannon on McFarland doesn't break glass, such as that on the Hand of Nod, with either his primary fire or alternate fire.
  12. Shoot, then quickly tap 1-2 to put away and quickly take out your weapon again. The animation for switching to the gun is much shorter than the charge animation between shots.
  13. But it is. If you are inside a building, you are there to kill the building. If your intent was to kill infantry and you came to the one place on the map where your enemy has the biggest advantage, well, you really made a poor decision there.
  14. Vehicle cap is a serverside setting. Tell the host to up his cap. My server is currently capped at 12 vehicles per side (because I'm not quite crazy enough to deal with 15 stealth tanks... yet.) Ideally the limit should be team player size/2 minus 3, with a minimum of 7. Ideally 40 player servers shouldn't be switching back and forth between maps that can barely handle 12v12 and maps that can go up to 32v32. I'd say that map size and layout should be the determining factor for vehicle limit over pure player count.
  15. Yeah, I mentioned it in my bug thread. I'm guessing it's not intended but until it's patched out I'll be having fun all day long with my Personal Ion Cannon, merrily destroying flamers as they try to cross an open field. Just got out of two straight win by points games where GDI was reduced to just an infantry barracks on Walls/Islands, but even 5 flamers couldn't do much when I could get 1.5 of them before they got to us.
  16. If you are inside their buildings and attacking them, you are doing it wrong. If you are inside the enemy building you are either placing C4 on the MCT or preventing engineers from defusing C4 on the MCT. Anything else is playing improperly. That is all.
  17. Letty

    HACKS

    As a higher tier character it's quite easy to stay alive almost forever if you play very conservatively and refill whenever you take damage. And racking up kills on $0 infantry isn't too hard.
  18. Couldn't find any other places to hide nukes within building geometry, but I did find that the Factory in air maps has a pit below one of the rooftop stairways which seems to be impossible to get out of. Might want to fix that.
  19. I agree, SBH nukes aren't that bad alone. The real problem is multi-nukes, especially with airstrike support. I wouldn't be opposed to limiting the # of beacons to 1 at a time. Maybe it's just me but beacons and C4 seem to take longer to defuse now too. Also nukes in certain places are a problem since you can hide it inside building geometry. I know it's possible next to the refinery silo, haven't really checked other buildings though. I'll do a full check of buildings and report back with any areas that need to be fixed. For those who are being detected as a SBH from long distance: remember that sprinting puts you on enemy radar.
  20. Would like to make another suggestion for UI/accessibility: Display the names and class of the people who currently occupy the vehicle with you. Been attempting some APC rushes and the fact that I can't see how many people are inside and what they are (newbs getting in with non-engineers) is very inconvenient.
  21. Letty

    HACKS

    Tell me, is there any way to get behind the barracks on field (past the barricade)? Because I've seen two nukes back there. I can't find a way to jump over the barricade and I really, really doubt that someone harvester walked and then managed to get all the way back there even if the AGT was momentarily distracted.
  22. Letty

    imbax

    The weakness of riflemen isn't that they aren't hitscan, it's that they are just plain inaccurate. Since Renegade X adds the muzzle climb I wouldn't be opposed to giving it a bit better accuracy than in Renegade, but I really don't think things need to change much. Flamethrowers actually have surprisingly decent range and seem to have about the same DPS against vehicles as grenadiers. They can't shoot nearly as far as a Grenadier at full arc, but they are about the same range as what I can reliably hit with a grenadier without needing to take practice shots, and they can of course shoot much further while under a low rooftop. I agree that in an anti-infantry role they are useless at the moment. I agree that explosive splash damage seems way more powerful now than it used to be. Alongside Grenadiers and Rocket soldiers, Gunner is supremely powerful and equals if not exceeds the $1k characters in most relevant respects. It's a REAL PITY I can't get my team in these 32v32 stalemates on Field to just spam Gunners and rush buildings through the tunnels all day long. As for the Buggy/Humvee/APC: Are you aware that the sprint key still works for them? It will make you about 10 or 15% faster. A bigger problem IMO is that the gun on them is hopelessly pathetic at killing infantry on the move, whilst the tanks are completely dominating with splash damage. Frankly I don't see much usage at all for the additional weapon purchases, if someone could tell me what purpose they serve I'd like to hear it. Compared to characters they suffer heavily by not offering the additional HP and compared to the base $0 classes they suffer heavily by not really opening up any new options in exchange for not being free.
  23. Letty

    HACKS

    Hmm, I've seen a few rather improbable beacon placements as well. Quite aggravating if this is the reason.
  24. Takes 4 headshots to kill another rifleman. They are quite capable, you can take down heavier characters with a bit of luck. I like the slight recoil, makes them a bit harder to use when frankly they were too easy to take down enemies in a flash in the original. I don't feel the need to buy any extra weapons. When I'm playing rifleman I'm playing an eco round. $0 means no reason not to take chances at damaging (forcing them to retreat and refill) or killing higher tier characters.
  25. My favourite sight so far has been watching someone buy a mammy and drive it out while the weapons factory was sitting at 13% health. This was a small game too, no one else nearby repairing anything. Also seeing 4 mammies on a 6 person team. Best of all, the players in the mammies weren't engineers, so when they lost their vehicles they just ran back to base instead of repairing the others. I'm hoping that the main impediment to people learning is the fact that chat sucks and fades out so quickly, making it unreadable. Once that's fixed we might be able to help the newbs.
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