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Fffreak9999

Former Developers
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Posts posted by Fffreak9999

  1. Honestly, I would like to see an increased selection of characters available once buildings go down, but lock out the iconics for each team, I say leave the following locked out, although the Medium Tank, while being the iconic vehicle for GDI, is also the weaker tank compared to the Mammoth and as such should still be available.

     

    In the case of GDI 

    Havoc, Sydney, Mobius and Hotwire.

    In the Case of Nod: 

    SBH, Sakura, Mendoza, Raveshaw and Technician

     

    For Vehicles

    GDI Loses access to the Mammoth Tank and MRLS (Leaving the Medium Tank as an option)

    Nod lose access to the Stealth tank and Artillery. 

    If Flying units are enabled, then they still get to keep the Transport Helicopter.

     

    This removes the most powerful base offense and defense tools of each team but still leaves them with options.

    Since Nod still have more vehicles (Light tank and Flame Tanks) and GDI has one more infantry (Patch) it balances out. 

     

    As for refinery loss, I would say leave a full tick of 2 credits per tick since the loss of the harvester drops do limit the purchase ability of a team (like you see commonly in a PUG) it reduces the impact of the refinery loss.

    As for the Airdrops, I would say 8 minutes per vehicle will be acceptable, since the player purchasing it will then be penalised for losing it.

    I also think costs should be adjusted to not quite double, but enough to be harsh.

    GDI:

    Humvee: 600

    APC: 850

    Medium Tank: 1500

    Transport Heli: 1300

     

    Nod:

    Buggy: 600

    APC: 850

    Light Tank: 1150

    Flame Tank: 1500

    Transport Heli: 1300

     

    Since Nod lose the advantage of stealth and range plus GDI the loss of their range and defense capability it balances out the loss a fair bit. 

    I feel the Arty and MRLS are too strong for an offense role, their ability to destroy targets at range and at close quarters makes them very strong (even without repairs) to allow them to be purchased even on a cooldown, since it then limits the fights to a much more close range, back and forth fight.

    I would also consider also making the Power Plant loss affect team wide cooldowns/countdowns (In maps with a PP) (Make the cooldown for Airstrikes 45 seconds on PP loss, and maybe increase the disarmable time for a beacon to 45 seconds with the same 10 second undisarmable timer (total time of 55 seconds))

     

    Also if possible, make the loss of the PP cause something new. If the map has advanced base defenses and the PP is lost, maybe have the advanced defense play a siren sound if an enemy unit enters the team base volume within the sight line of the advanced defense (until the Adv. Base defense is killed). That way even though the team will be made aware of the enemy, they won't know where they are, and the enemy unit will not be damaged by the adv defense. (This way you can say, that even though there is not enough power to activate the weapons, a siren takes minimal power to sound). Plus this also allows for infiltration since it will only sound if the unit is in sight of the advanced defense while still being within the base volume (used for Veterancy)

    • Like 1
  2. How about downloading the full client again

     

    This will allow you to port some of your settings over to a new version by copying the files from your existing server files to the new one.

     

     

    Quote

     

    logo_min.png.e69579e01e3ca5f6be40a08bb42b3543.png

     

    09.01.2017  Renegade-X V.282

    ###################################################################################

    HTTP DOWNLOAD FULL [7z http://www.7-zip.de/]

    ###################################################################################

    TORRENT DOWNLOAD 

     EU European-Union-icon.png  Renegade-X Open-Beta-5.282.7z.torrent

    USA United-States-icon.png  Renegade-X Open-Beta-5.282.7z.torrent

    HongKong  hong.gif  Renegade-X Open-Beta-5.282.7z.torrent

    ###################################################################################

     

     

  3. 1 hour ago, DarkSn4ke said:

    I don't think PICs / Raveshaws need a buff (MCT / building dmg). They are already quite powerfull. Elite PIC / Rav removes 50% Building health (shield) per clip. Also they got a heavy pistol as sidearm, which is very usefull against defenders if you either dont have the aim with the pic / railgun or dont want to waste clips on units.

    Clip is more than 50% since the base PIC can deal 100% per clip (4 shots)

  4. The main difference in this case is that Patch is not invisible, while I like the idea of losing the 2nd timed on item purchase. It would require quite a bit more than that, since 3 timed c4 is still enough to bring a building to critical and still have no time to respond, since all it takes is 1 repair tool to disarm the mines.

  5. 32 minutes ago, DarkSn4ke said:

    then you'd have to change strip too

    You have more options when it comes to the airstrip, i.e hiding most of it beneath the ground by angling the strip at an angle. It just ends up being awkward, and unpredictable and you may have places where it could be ion'd even though there is no strip there (visible)

  6. 46 minutes ago, Madkill40 said:

    Just an idea! A much simpler way would be to give the 2nd Timed C4 to the Patch and SBH and make the Patch a no-show on the radar. 

    2 SBH with 4 Timed C4 between them only need 30 seconds to instantly destroy a building and very little chance to stop it if they manage to disarm the mines, especially when you factor in the SBH's ability to kill infantry.

    • Like 1
  7. Just to point out some of the more important things within your statement:

    1. This is not Kane's Wrath, where the game is a pure RTS, and you can overpower with sheer force of numbers. A Rail-gun powered Med tank at 5 mins in, backed up by 2 Hotwires will be near unstoppable in the early game, which will lead to a very dominant position for the team with the upgrade.

    2. As for a player controller harvester, this I feel will break the game more if you are allowed more than one at any one time. Since the possibility to get credits at significant speed (think Islands or Fort) will break the flow of the game far greater than you expect, especially on large population servers.

    If you have only 1 harvester, then what is the difference compared to an AI controlled harvester?

  8. A lot of those upgrades are too strong for an unlock/upgrade path, and would likely just suck if you tried to scale them down to a personal balanced level. Permanent team-wide unlocks, while cool are generally very strong as it puts a winning team in a win-more situation and reduces the possibility of a come back.

    This also makes it more likely that if a building is destroyed the team that lost it will pretty much quit, since the amount you get for a building destruction would fuel a team wide upgrade and then cause a steamroll effect.

    At least with the upgrades I have suggested, they are gameplay altering but generally not too powerful in their reach, just altering the current units with a lost on death upgrade that augments gameplay rather than making all new gameplay styles and upsetting unit balance greatly.

  9. Hi @Bronn,

    Sorry to hear you had a poor experience playing on CT Marathon.

    In most cases, there will be more than enough people agreeing with you to surrender when a building is lost to not cause too much of a problem, although vote spamming consecutively will cause some annoyance, and will at most result in others telling you to stop spamming votes, vote kicks should only be used to remove AFK players, players abusing the system or cheating and that like.

    However as to the player's deciding to kick you, were you aware that you can call a Moderator or Admin to view the server via an in-game text command "!modrequest"?

    In most situations the Moderators will cancel the kick vote against you or step in to prevent it.

    However don't let the community prevent you from playing a game which you appear to enjoy, and for the most part the community is not too bad. However there are still some pretty poor members of the community who are rather negative, and can spoil it for the majority.

    Hopefully, you decide to come back and play again and if you have any problems (in regards to Constructive Tyranny), feel free to contact me either on here via PM or on www.tyrant.gg and I will respond.

     

    • Like 1
  10. I have been thinking of more purchasable items or upgrades that could be added to the game.

    A couple I have already mentioned in other threads but I am placing them here under a separate category since even if they are dismissed for the purpose that I posted them for, they may still have enough merit to warrant their inclusion.

    Please feel free to suggest your own to this list.

     

    Suggestion 1: EMP Anti-Tank Mines

    Suggestion 2: Riot Shield (Reduce Light Arms fire damage (Like pistols and assault rifles, Shotguns) (Takes item slot and cant use any weapons while equipped, but Heavy Weapons like Sniper Rifles and PIC/Railgun still do high damage, although maybe not full lethal) - Good for pushing through tunnels (like on Under))

    Suggestion 3: Repair Gun Upgrade for Base Engineers (Good for when the Hand/Bar goes down, allowing increased healing rate even when the Tech/Hotwire is no longer available.

    Suggestion 4: Under-barrel Grenade launcher to normal soldier rifle upgrade. Think like Patch grenade, but slightly weaker and similar cooldown - maybe slightly longer, or alternatively purchase a rechargeable frag grenade upgrade (takes item slot) for all infantry.

    Suggestion 5: Personal Healing Kit - Provides self healing to the unit using the kit as a Heal over time (similar to Heroic status), but a reduced amount compared to the heroic status and does not stack with Heroic and must be out of combat for x seconds before it automatically kicks in and if you are damaged during the healing, it automatically stops. (uses item slot).

    Suggestion 6: Caltrops "Grenade" - Thrown at an area creating a "mine-field" like effect where if infantry run over this area, their sprint is disabled for a short time (10 Seconds?), and they take a small damage over time (not much damage, maybe 2-3 points of damage per second for like 5 seconds) - (Mine field effect lasts for 10 seconds?)

    Suggestion 7: Similar to the Caltops - Have a vehicle equivalent? 

     

    Will add a few more later when I can think of more.

     

    • Like 1
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