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super_gsx

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Everything posted by super_gsx

  1. No, I don't mean the engineer should stand still the whole time. That would suck. No, keep the jumping around. Keep it all. Just make it so that if he breaks the stream with the MCT, it starts to go back down to zero. Also "keep repairing it or you lose it" isn't what I said either. It should be captured once and then ignored until the other team tries to capture it. Same as it already is. Just change the capturing process.
  2. I definitely agree with that. Superweapon crates suck ass. I just think there shouldn't be such a great risk in opening crates. It seems like 1/4 of all crates are death crates. At least we could lower that to a more sensible number, like 2% or something.
  3. Risk is good, but death crates suck.
  4. Also, 1st person for some of the vehicles (MRLS is the only one I can think of) simply sucks.
  5. I know, I know. I'm a heretic. But I just came to a revelation: death crates suck! Every time I play Walls Flying, there are several random nuke and ion blasts up on the top of the plateau thing. Yeah, it was kind of funny at first. You're just wanking around and then BOOM... But it quickly got old. I thought nukes and ions were supposed to be these epic superweapons which only happen when you successfully plant a beacon. Not random and "funny" little quirks to the game. They really detract from the seriousness quality... Not to mention, with any small chance of opening a death crate, people are going to generally avoid it at all costs. That's not how it happened in the RTS CnC games. In those games, people literally raced to the crates every single time. There wasn't a risk. Now, I'm not saying we should remove all risk from the crates. But it seems like right now opening one is like playing Russian roulette. That's not how it should be. Crates should provide an almost tactical intervention into the game; anyone at all can gain an advantage. But the way things are going, no one ever goes for the crates. When they do, it's usually not even worth it. There should be a little bit of risk (like gaining a random character that might be cheaper), but they shouldn't kill you. Ever. Other than being funny and/or frustrating, what do death crates really add to the game? Nothing good, in my opinion.
  6. Okay so I thought it was this way by default already, but after playing it a little bit, I realized I was wrong. The way tech buildings work now is you go up and repair them until the health goes down and then back up again. You can do it half way and then walk away and come back later to finish the job. The way I think they should work, you should have to repair it 100% with no interruptions (have it automatically go back down when you stop repairing it) in order to capture it. If you walk away, it goes back to what it was before. Also, the whole health thing is stupid and confusing. Why does the building even have health if you can't damage it? It should be more like the beacon placement, where it doesn't actually have health, but you have to repair it for a certain amount of time in order to capture it (or to place the beacon). That doesn't mean it's a progress bar that shows up in the HUD. No that's an awful idea. By all means, keep the tech building's MCT. That's cool. But change how it works. Also, the idea that it goes down and then back up again just makes no sense. Why doesn't it just do one thing and then be captured? It's not health. You can't damage it... I think the tech buildings should be more like how "Control Points" are in TF2 (funny how that game always comes up...). It should be an effort to capture them. Not just one person goes and does some work, then gets killed and a second person later comes and finishes it. No, it should take a whole team of guys to capture a point, and it should be done all at once. That's what I think...
  7. Okay, another compromise to my purchasable repair gun idea. I already mentioned it, but the idea seems more feasible now. Limited ammo. Not only limited ammo, but you can only use it once. Say, it has 250 HP loaded into it. In a pinch, this could be absolutely useful as fuck. If you're Havoc with Bar destroyed and you have few credits left, and a building suddenly needs repairs, you can do it without losing your expensive character. Say it's more like a health kit than a repair gun. You just throw it at the building one time and it repairs it a little bit. Costs 350. I think that's a really good idea. That could actually not just be for fun but very beneficial, the harvester gets stuck, and bumped around all the time from what Ive seen. I feel like this would solve that problem, just jump in correct the harvesters course then off to whatever you were doing. Exactly!!! I think it would be perfect.
  8. How about this? Reduce the power of the OBI/AGT. These buildings shouldn't be un-passable. They're just really strong base defenses. Not infinitely powerful, unbeatable base defenses. It seems like that's what we're getting in RenX.
  9. Okay obviously I can let go of the repair gun thing. It wasn't in the original game, and I can see how it can throw off the balance. But I still think it's a cool idea. But I do have another option to fix the problem that was supposed to fix. Let's put health kits in random places in the maps. Not random, obviously. Just a few per map. Hidden places. This would be especially helpful for big maps. As for player-controlled harvesters flooding the economy, I'd say yes they absolutely will - in the maps which already exist. I'm not saying we should add PC harvesters into Fields and Mesa and Whiteout and stuff. Absolutely not! That would be awful. I'm saying we should develop specific maps which allow for PC harvesters. I really love the idea of differently colored tiberium and teams using their harvesters to fight over the more valuable stuff. Let's say the PC harvesters make less credits than the real ones. I don't know how much less. This is a concept that needs some research and development. Perhaps do some experimentation with PC harvesters in regular maps (where you can only own one)... Obviously there'd need to be a harvy limit for any map. It's still a very interesting concept that I don't want to just let go of because it's not canon Renegade.
  10. Has anyone heard my idea on this? I must have said it about 10 times now... Keep the old way (repair works until timer is at zero), but if it's within the last 10 seconds, add an animation where the nuke missile just slams into the ground, and maybe kicks up a bunch of dust. Give ION a similar animation; I guess have the light flicker and go out, maybe leaving all that haze and effects just floating in the air. PROBLEM SOLVED! And it will look awesome, too. The reason we cannot stick with this new way is this: Imagine you've got a bunch of Noddies defending their beacon, and a bunch of GDIs trying to fight them off and disarm it. This is the case almost every time (in a balanced game not full of noobs, that is). So in the new RenX case, the GDI fails to disarm the nuke, the building is doomed, yet they're still battling the Noddies for the last 10 seconds. I mean, what's the point? In the old Ren case, GDI fails to disarm the nuke and BOOM everybody dies. Or let's say the Noddies aren't there, and it's just a lone beacon that the engineers didn't get to in time. To have that thing suddenly not be able to be disarmed anymore but still sit there, for you to just step back and watch it all go to ruin, is just disappointing and depressing. To fight until the very last moment is heroic and exciting as hell.
  11. Like this? What ever happened to this?
  12. There's another bug in which it doesn't let you buy airstrikes. I'd have to do a lot more debugging to figure it out, but I think it lets you buy ONE and then when you go back for another one, even though it will be lit up and you have the money, you click on it and it ACTS like you bought it, but you didn't lose any money and you don't have it...
  13. My idea is that it should take engineers to rebuild the turrets after they've been destroyed, but in the fashion of a tech building - they must hold their repair gun on it until it is 100% before it gets rebuilt. If they stop, it goes back to zero. That way, there is NO timer for respawn on these things, but you can still get them back.
  14. All I was saying was the stealth causes GDI to be a lot more defensive and NOD to be a lot more offensive.
  15. If there are a bunch of engineers in one building, they're not in the other buildings, so it creates weak points. The big problem is if you have 32 players - 8 engineers to each building (assuming there are 4 buildings). My solution to this? Put more buildings in the game. The original game was designed for fewer players. A game with this many players needs more buildings. More map complexity. Perhaps a Communications Center, a Service Depot, Temple of Nod, etc.
  16. All this talk about Field brings up a really excellent question. I know I'll look like a total noob for even asking it, but how the hell do you win at Field? Just push right in? The base defenses are just impenetrable. Does anyone know of a single solid strategy for it?
  17. I say go back to the old recharge/reload times and numbers. They were fine.
  18. Ooooo make volcano map and put red tiberium in the middle of the map and FIGHT OVER THE ULTRA RARE TIBERIUM! YES!! That's so awesome!!!!!
  19. Thanks everyone for responding to my long-ass post. As for the thing you all seem to be talking about - purchasable repair guns... I hadn't thought of it in the mindframe of tech buildings. That could be an opportunity... But then again, for all the maps that don't already have said tech buildings. In the old Ren, almost every server had weapon drops, and since so many engineers were always dying, just about everyone had a repair gun. Which brings me to another point I totally forgot about: Weapon Drops - They should be optional for servers. There was nothing I loved better than an SBH with a ramjet rifle, or GDI launching nukes. I know it's insane, and that's why it shouldn't be mandatory. Just optional for the crazy servers. It'd be fun to play like that every once in a while. ... But back to the repair guns. Ideas on them. Tech buildings, maybe. That doesn't really solve my problem though. I want everyone to be able to have a repair gun. How about this. We make them 350 credits. That way you have a choice between a Hotty/Tech OR your character of choice with a shitty sidearm repair gun and no defensive sidearm. One choice is defensive, the other is offensive. OR we can give these sidearm repair guns limited ammo or less powerful than the engineer gun. As for the fear of super-engineers with volt-guns... I'd say that engineers are very vulnerable. They're the most commonly sniped characters in the game. When you're repairing a tank, you're putting your life on the line to help someone else. That's when you're vulnerable to airstrikes and snipers and tank shells, etc. If you're going to spend 1350 credits just to have slightly higher HP but still be in that vulnerable position, you're wasting your money. In the end, you could do it just like I said to do the weapon drops. Make it a server option.
  20. I've been playing Renegade since 2003 (When I got the CnC Collection box-set) under the SN "supergsx". I never took it very seriously like some people did, and I was never in a clan or anything. But I was pretty good at it, and it was my favorite game. So, I'm not just some newbie. I've literally been waiting for an update to Renegade for 10 years and Renegade X ever since you guys went public, and have been following it all along, patiently waiting. And now it's here!! Well, mostly. There are a lot of changes to be made to perfect it. But it's already awesome! Thank you guys so much for this game. If I could, I would pay for it. I can only hope you're all as dedicated now as you have been in the last 6 years (I think), because this game has so much potential to literally replace the original! So here's my list of suggestions/complaints about it so far (not including obvious bugs): Screen Names - We should have to choose one SN and stick with it indefinitely, rather than being able to change it every time we launch the game. Settings - The settings need to be accessible in the ESC menu. Chat - The in-game chat disappears too quickly. It literally should not disappear AT ALL. And it should be available with scroll (like original Ren) inside the purchase terminals, AND if it's not too much to ask, inside the ESC menu. Voting - I love the survey/voting function, but there are problems with it. First of all, the voting time is way too short. Secondly, hardly anyone knows when a vote is going on because it's so small and up at the top of the screen. There should be some sort of alert on the screen or a sound that a vote is taking place. Thirdly, I don't know if this is actually a problem or not, but it seems like anyone can create any survey of any kind at any time, including spammy joke surveys. Then again, I find most of them to be absolutely hilarious, and maybe that's a reason to keep them. Hints - It took me a while to learn all of the new features, most of which seemed hidden. I think in-game hints might be helpful to new players. They should be toggle-able in the settings. Damage Indicators - Damage indicators aren't very obvious. Hotwire's Repair Gun - Hotwire's repair gun should look different from the standard engineer one. I always thought this. And I honestly think it needs a much longer range than the standard. If it has an increased range already, it's not enough. Sidearms - Sidearms should cost money every time you want to buy them. Making them once to buy is like making them free. Also, the machine pistol and the grenades should be purchasable sidearms, not default weapons. Purchasable Repair Gun - The repair gun should DEFINITELY be a purchasable sidearm. It will not be Hotwire's gun, and it will be expensive. This doesn't defeat the purpose of an engineer because: 1- you lose your defensive sidearm, 2- engineers have C4 and are free, 3- you still need an engineer to cover you during vehicle battles, but you can still fight when your vehicle gets destroyed. Apache/Orca - The Apache and the Orca are both extremely weak. 2 ramjet snipers can take one out with only a couple shots. Their HP is very low. They're slow and easy to hit. They have no way of engineer support. And their weapons just suck. The machine guns need more spray. Also, and probably most importantly, they go up and down EXTREMELY SLOWLY. They need to be much faster, at least vertically. Whiteout Turrets - The turrets in Whiteout are AWESOME and I love the addition of player-controlled base defenses. The only problem is that they are overpowered (not as much as some people seem to think, but they are). An addition I would also make to them is how they rebuild. I don't like the fact that they just die and then show up again randomly. I think they should be rebuildable via engineers. But unlike repairing, it wouldn't be something you can do only half-way. The engineers must stick there until they are fully rebuilt (which should take a while, like the silos). It sort of reminds me of the bridges in the RTS CnC games (and maybe those can be implemented into RenX, too!). Artillery Shells - I actually really like what you guys did with the artillery shells. The physics makes shooting them seem much more realistic and fun, and the retical is actually useful! The problem I have is that the artillery shouldn't have a limited range. At all. It's ARTILLERY. It's meant for long-range stuff. The distance it can fire should be limited only by the bullet physics. ALSO, if you're going to add that physics to the artillery, it just doesn't make sense to not add it to the tank shells. I tried to rationalize it; maybe the marty shells are much heavier, or the tank shells fire much faster... But I don't think that would account for this dramatic difference. I think if you're going to do one, you need to do all of them. Flamethrowers - I think the flamethrowers are very weak. They seem even weaker than the original Ren. Also, their range is shit. Running - I really like the addition of running. It dramatically speeds up the game and greatly improves it. There is a problem though. When people change directions while running, there's no intermediate animation. They just go from left to right without a frame in between. This makes them extremely hard to hit. They should at least slow down a bit when they do that. Maybe make a cool animation where their feet slighty slide on the ground only for a split second as they change direction. Stupid Harvesters - The harvesters are way too stupid. They should avoid obstacles, especially in Field where a war is usually brewing right in their path. Currently, they'll just push you or run you over or FLIP you over... It's very annoying. Also, the harvesters have too few HP. They're very easy to destroy. I personally think it would be a good idea if the harvesters had a gun on them, but I can see why people wouldn't like that. Purchaseable/Drivable Harvesters - In Original Ren, there was a fan-made map where you could buy a harvester at the PT and go out and collect tiberium for your team. I LOVED that idea and wish to see it again. Of course it won't work on any of the maps you have so far, or any of the original maps at all. But it would be really great to see a map with lots of tiberium fields (dynamic ones) and ONLY player-controlled harvesters making money for their teams. Give them little machine guns and make a harvester limit. That will add an interesting new strategy to these hypothetical maps I'm dreaming of. Voice Communication - I know we're all nostalgic for the original commands, but in the modern day a game like this NEEDS voice coms. People say it will be filled with screaming children, so just create a block function. It's not going to be terrible anyway, once the storm dies down... I mean, we're not playing some gay deathmatch FPS like COD or CSS. It's not about k/d ratios. People aren't going to be having flame-wars in this game. Anyway, the other team won't be able to hear you. Physics - The original game didn't have physics at all, and I don't think it needed any. RenX has ridiculous physics. I do like the way vehicles rock back and forth when they shoot and when they get shot, but I don't like how they randomly decide to have an orgy the moment one bumps into another. Once during a rush I was in a light tank and it literally flew about 20 feet in the air because I was bumped. I also think it's a bit ridiculous how a ramjet shot sends players flying across the map, while a headshot from a regular sniper makes them not move at all and just reach for their face (not a bad animation, but inconsistent). Beacon Timers - Revert the beacons back to the way they were. Don't worry about the completely unrealistic nature of a nuke just disappearing right above your head. Stopping them with such short notice is very exciting, and the way you do it, when the timer starts people just give up and run away, hopeless to watch the loss of their building. The whole idea of stopping beacons is unrealistic anyway (don't they have GPS in the future?). I do have a solution for this, which I would LOVE to see implemented into the game. How about when the beacon is disarmed with the nuke right above your head, the nuke shell just slams into the ground and stops (insert tiny fart sound), like it was a dud? I think that's funny. You could even have it kill the people who disarmed it, just by hitting them. As for the ion cannon, there should be a similarly funny animation. I can't think of what it would be. Perhaps a small explosion with confetti? Maybe that's a bit too silly. Anyway, you could have kept it the way it was while making funny animations. Airstrikes OP - Airstrikes should not be able to destroy heavy vehicles. Perhaps a buggy/humvee. But not an APC. Not a tank. That's just awful. In fact, I don't think they should be able to kill heavy units, like Havoc. How shitty is it that someone without using any skill whatsoever can kill your 1000-credit player and you can't really do anything about it? Really shitty. Airstrikes should kill engineers and low-armor vehicles, and only damage the heavier vehicles and infantry. Also, I think there should be a longer waiting time for airstrikes. McFarland OP - He is too cheap and too strong. Enough said. ... I think that's all I can think of for now. Surely there's more, but this was already getting really long, so... Yeah.
  21. I like this tactic and I think the minelimit should be well above 30, so people can do this.
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