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Letty

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Everything posted by Letty

  1. Thanks, didn't notice it there. I know in Renegade it was in a separate menu entirely, so I was looking for that. Well, no. The defender always has the advantage and the higher power stuff they have, the bigger the relative advantage they have is. On the flip side, the 7 vehicle limit and limited frontage in general means that the attacker can't concentrate power relative to their strength, yet always has (nearly) limitless tank reserves so that the defender can't really exhaust the attacker and push out into the middle. It's most obvious on maps like Field. And I'm not even concerned about GDI vs. Nod balance, merely fun gameplay and preventing stalemates. It's kind of silly when I have 20k credits and can't even spend them because we're at 7/7 tanks but for the split second after we've lost one. OK, I tried and it looks like what's actually going wrong is that the missile arc isn't hitting the target correctly. It's consistently overshooting what you are aiming at at close range, so that you need to aim at the ground several feet in front of the area you are actually targeting.
  2. First let me start off by saying thanks for the great game. As a big fan of the original Renegade I've really enjoyed the matches I've played so far. I have some suggestions on things to add or change, and some (potential) bugs to report. - Chat messages really needs to last longer, there is basically no time to read what's being said. - There's no UI function to find the health of your buildings as far as I can tell. Can the building icons at the bottom of the screen be changed to show the current health? Making the icon flash when the building is under attack would also be a good way to remind people to defend. - Economy is kinda borked in these huge games, especially with the addition of the tiberium silo capturable. There's just too much money to go around, and it's a real problem when you pack 64 players into maps originally designed for 20 or 30 at most. A good solution I think would be to scale credit rewards down as the # of players in a map goes beyond the suggested player limit. - It would be nice if all lock-on weapons were given an alternate "dumb fire" mode. Stealth Tanks in particular seem to have problems hitting infantry who are running at them. The locked-on missiles will consistently overshoot their target. - Can we get an option to change Crosshair color? - Vehicle locking is kind of annoying now. I get why it exists, but it's really aggravating when I can't hop into a vehicle to prevent it from being stolen by the other team. In my experience you could trust people in the original Renegade to not be dicks and to return the vehicle if they needed to use it for some reason. I'm sure you've had tons of discussion on this change but let me just throw in a vote for no locking. - Light Tank feels a bit weaker than it should IMO. I'm not sure if it's actually nerfed from it's original strength or it's simply being overshadowed by the new Arty/Stank/MRLS changes, all whom are significantly better now that they have the ability to indirect fire. The MRLS w/ lockon (and rocket infantry) in particular are now much more deadly against Light Tanks since dodging their homing rockets is far more difficult, and Light Tanks can't afford to take many hits. Don't really have any concrete suggestions, just throwing it out there that the Light Tank seems to be getting the short end of the stick more often than not. - Marksmen feel a bit too good of a sniper for a free unit. I'd recommend reducing the refire rate a notch. Now for the bugs/funny things going on. - Lots of weapons aren't showing bullet holes. Rifle, Chain Gun, Machine pistol, probably a few more. - Sprinting disrupts the reload animation in first person. - Raveshaw/Sydney can cancel the cooldown on their railgun/ion cannon by weapon switching. Dunno if you intended this, but it's quite powerful. Lets them get 4 shots in about 4 seconds rather than 10. - Refill isn't actually refilling stamina.
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