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Taugosz

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Everything posted by Taugosz

  1. Since I am not familiar with the original Renegade, I had just assumed that 64 players was the default in the old game, and started there. I had been looking for games at around 40 before the cap was implemented because it seemed to flow better (both in terms of lag and gameplay), but I will continue to look downward. Thank you for the advice. I understand and appreciate the aspect of dedication to victory, and the soccer analogy is good. However, even in soccer points are scored. My complaint here would be akin to 90% of soccer games ending 0-0... it is not much fun to play in this situation. In regards to the nuking, I don't mind it at all - it was my expectation that stealthing was Nod's intended route to victory. What my underlying concern here was that the stealth-nuking seemed to be the ONLY way to win in my experience, and even then it only works if there is no AGT around.
  2. I'm new to Renegade, though I'm familiar with the C&C setting. I like the gameplay design here, but obviously can't comment on how similar or dissimilar it is to the original. I've never been a big player of the multiplayer portions of shooters before. I've played a fair bit the last few nights, and I realize that some aspects of the "metagame" will change as players become more acquainted with the mechanics. However, every game I've played except for one ended by time limit, usually with an interminable meat grinder of vehicles at the front of one base, with snipers dotting the landscape killing each other and the engineers. I have no problem with that battlefield set-up, but it never goes anywhere. On maps without a defensive structure, I feel as though Nod has the advantage because every once and awhile they will be able to nuke a building using a SBH, but it's relatively easy to keep GDI from taking down a structure. With a defensive structure, it is very rare for anyone to lose a building. The last game I played had the best teamwork I've experienced yet (was GDI on Field), and we still went nowhere (actually we narrowly lost by points at the end because our final rush attempts fed so many points). On a 20 person team, we had 3 APCs with 3 people each (pretty good) storm the Hand of Nod, while under massive covering fire from MRLSs and Mammoths. Keep in mind that you only need to cover about 25 feet of ground in the obelisk's vision to reach the Hand's door. Three of us survived to enter the Hand, one was cut down by infantry, and the surviving two walked into some prox mines by the MCT. We spent a lot of credits and got nothing... several times. Sustained vehicle assaults failed as well, because even under heavy fire a building could easily be kept topped off by engineers. Keep in mind that because of GDI's vehicle advantage on this map Nod was lacking a harvester and the silo almost the entire game. I'm being fairly verbose here, so I will just summarize my feelings so far: 1) Airstrikes weren't mentioned, I think the devs are looking at those anyway 2) Defensive structures are perhaps too powerful. They could be adjusted by possibly just having a longer cooldown between attacks, so massive rushes can get through lacking significant resistance, as I believe they should. 3) Alternatively, maybe reduce the rate at which repair guns heal buildings. It would make it at least semi-viable for GDI to siege a base with their vehicles, as an alternative to Nod's stealthy beacon-dropping. Keep in mind that players could always splurge for the high-tier repairing units to pick up slack. I of course must admit that my experiences may have been totally unlike what you all have played thus far, but I wanted to give my perspective as an outsider with a fresh view of the landscape here.
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