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fetchystick

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Everything posted by fetchystick

  1. You, sir, have good taste in games. Also, even as a diehard ren fan of 5 years, would it really hurt to let people change the boink? We all can keep it, but others can turn it off. I'd rather have someone play without the boink than to compltely lose interest in RenX altogether and go back to COD over something like this.
  2. This is a joke, right? No PC game has ever had the need for auto aim. Much less this one.
  3. The bunny hopping and 100% accuracy at hip fire (again, since letting go of fire for .1 seconds negates all spread) of RenegadeX makes it so that any fight at any distance will come down to aiming and dodging skill. Plus the high TTK allows players to use their health as a resource for attacking and running rather than simply dying at first sight of an enemy. The tactical considerations to be made in RenX come not from the aiming down sights, but from purchasing the proper loadouts for each situation. On-topic: I think the carbine is fine gameplay-wise, but the sights and the sound are both awful.
  4. This is unsettling. I did notice that headshots (especially from vehicles) weren't as effective as they used to be.
  5. I would like more distinguishing features for the sole purpose of being able to tell classes apart. I know they all looked the same in tiberium dawn, but they don't have to be.
  6. I liked CnC3. Then again it was the first CnC game I ever played, and I haven't yet had the time to finish Tiberian Sun, so maybe when I finish TibSun I'll change my mind. But overall I feel where you are coming from. As a diehard Nod fanboy, I feel as if the first two games did the whole nod thing a whole lot better. The avatar was very un-nod, since it was a super powerful vehicle capable of going toe-to-toe with even mammoth tanks. The whole point of nod is that there is nothing in your arsenal that can win a direct fight with a mammoth tank, or a medium tank for that matter. So while GDI is slowly marching up with their powerful army, you're left to come up with a unique solution. Nod's entire philosophy is to use high-risk, high-reward special weapons. Flame tanks/infantry, stealth tanks, and especially attack bikes could all do some major damage, but if the enemy defended properly or you messed up your micro, you'll just lose an expensive investment. This led to gameplay where Nod would win if they managed to continuously wreck things and make crazy plays, just like a terrorist organization, while GDI would win if they managed to keep control of the situation, pinpoint nod's weakness, and make one giant push to destroy them, just like a world peace and anti-terrorist organization. CnC3 didn't have that. Both teams had pretty much the same units, and nod could win in straight-up fights because of units like the avatar. It was a fun game, but it didn't really feel like the same CnC from 1 & 2/
  7. What arty autoaim? Is this a feature? Because if so, I would honestly enjoy something that helped me learn how to use the new arty shot.
  8. Man, I'd feel sorry for those folks if it was old Ren considering they wouldn't even see the Stealths coming until it was like 4 feet in front of them. I didn't even know they left dust trails. Devs ought to get on that.
  9. YAY STEAM. If you can put it in, it'd be an even bigger publicity boost.
  10. Yeah, although I never did like the format of Gamefaqs guides. They're great for singleplayer walkthroughs, but for a multiplayer game, you need pictures and video.
  11. So we've been playing Renegade for a while, is there any place where we can publish guides? Perhaps a "strategy" forum that would only post good guides?
  12. Agreed, especially with the chat thing. Chat should be always visible and maybe have a highlight behind it so it's easier to see.
  13. This rotating line of tips is what I wanted to adjust, except that instead of having blatantly obvious tips, we'd have ones that newcomers to Renegade wouldn't know.
  14. Well said. Some newcomers are posting about the same things. Most players are doing a good job adapting, but there is a small group who doesn't seem to understand that a shooter can be unlike COD or Battlefield.
  15. I did the same, only first person for infantry. I guess it all comes down to preference. When I play shooters, if I'm going to use third person, it's because I'll be doing acrobatics (like rolls or trickjumps). None of those in renegade, I'll stick with the 1st person, which is more comfortable for me.
  16. I agree, however the primary group of newcomers who post to this forum are whining about the game, and that doesn't go over well. Unfortunately the only real experience we've had on this forum with newcomers are people who are straight-up trolls who wouldn't enjoy the game anyway. Although I do agree that the community could be much more mature towards newcomers. Just patiently explain to them how the game works, and they'll catch on.
  17. I agree that teams are difficult to distinguish, but with more experience playing the game you'll recognize player models and instantly know which team they're on. As for the high health, that's just another aspect of renegade. With higher TTK, health can be used as a resource for making plays. If you have high health, you can do some damage and retreat. Fights last longer and more things can happen in an individual 1v1, rather than "he pointed at my head and fired first, so I died". It'll take some getting used to, but you'll find that the high TTK really does work nicely
  18. Okay, I was polite in responding to your other comments, but this kind of statement is just rude. We don't tolerate this kind of behaviour in the Renegade community, so either prepare to have fun and kick ass or leave.
  19. I can understand your frustration. If your biggest problem is lack of immersion and cheesy effects, then perhaps renegade simply isn't your game. Things such as the bunny hopping, characters, and boink are all core parts of the game and its culture. As for your other complaints. Infantry move speed is fine. The sprint is new, but infantry moving this fast is a necessity in order for them to reach any location quickly (which they still have a rough time with compared to vehicles). If you don't know where to go, perhaps you just aren't familiar with the maps. Also, working together as a team is extremely important and effective, far more than LoneWolfing. Renegade is a very different type of FPS, less tactical and more strategic (there's a difference), and it might just not be your kind of game. Sorry to have lost you.
  20. Was walking around goldrush. The hill between the center shack and the GDI refinery. I went up the hill from the shack and got stuck in a hole next to a rock on that side. Didn't get any screenshots, but I can get you some in about 12 hours.
  21. From time to time, every 12 lives or so, the health, ammo, and armor will be stuck at 100 (or whatever the starting number is). The little bars underneath the numbers work fine.
  22. Do remember, the automatic rifle is a great weapon to start out with, but the point is to spend credits to earn better equipment. It's a bid sad, I know, but Renegade isn't like other FPS, you can't really have a main class. A Renegade player has to learn how to adapt and pick the right characters/vehicles for the situation at hand.
  23. I'm not sure, I do know that the it doesn't contribute towards the cap for the team that stole the vehicle.
  24. Hey. I like the in-game tips you display in the load screen, such as "press shift to print" and all that. But as we all know there are plenty of newbies in the game. Is there any way we can display tips that would help them out? Give them things that they wouldn't know. Examples: Stealthed units are invisible unless they get too close to an enemy or take damage. C4 are very effective against infantry and vehicles. Don't underestimate them! Even when not cloaked, try to be sneaky. Building damage is worth more than kills. An early attack on a harvester can cripple the enemy start. Different vehicles and characters do different things. Choose the right one for the situation. If you leave your vehicle, enemies can steal it. Stolen vehicles do not contribute to either team's vehicle cap. It takes 5 remote C4 or 3 timed C4 to kill a building from the MCT. Put engineers in an APC to easily drive up to buildings and plant C4 on the MCT. We need to make sure the newbies learn how to play the game properly. Giving out tips like this could stop many poor mistakes.
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