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super_gsx

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Everything posted by super_gsx

  1. They may be a little overpowered, but I have a different problem with them. I don't like how they explode and then they're just gone for a little while. Rebuilding them should be up to the engineers. They shouldn't just appear randomly after they've been destroyed. If the engineers had to rebuild them each time, it would also add strategy to the game.
  2. It would be very interesting in a new original map. I'm not so sure about any of the current ones. Which reminds me of one of the fan-made maps for the original Renegade. I don't remember its name, but I remember it having many tiberium fields and one of the things you could do was buy a harvester and then collect tiberium for your team. That's a pretty awesome idea, and if you combined it with dynamic fields, you might have yourself an entirely new element of strategy.
  3. I agree. There needs to be some NEW way to counter this. Think about it. Sure, you can have dedicated base defenders and engineers running around the GDI base disarming nukes and killing SBH's, but does Nod need that for their own base? Absolutely not. Nod shoots you before you even enter their base, because they can see you. This is very obviously an advantage of Nod over GDI. That doesn't necessarily mean that Nod wins more often because of this, but while Nod is out attacking the whole time, GDI is doing a lot more defending. That's not balanced, in my opinion. It just needs a little something more. Like a way for GDI beacon-carriers to infiltrate Nod bases more easily...
  4. Yeah. That's because you have to spend more money to get better weapons. That's just how Renegade works. Not all weapons are equal. This is something that is integral to the game and will not change. This is a beta. That means they released the game before they really finished it. In fact, I don't think they ever plan on finishing it. It will be constantly updated and improved upon. Afraid of change much? You can't possibly have an opinion on that map already.
  5. So it looks to me like you guys sacrificed a bit of gaming experience in order to make the game more realistic. In this one instance I have to say, shame on you. Renegade isn't about realism. You should know that. Sure, you may have given us more time, but you also gave us a taunting, frustrating, evil beacon which cannot be stopped. I really don't care if a nuclear bomb just vanishes right over my head, if I'm so frantic about shutting it off. Now, watching a nuke hit is just sad and disappointing. Everyone gives up. So I have a fix to that. Create an animation for failed nuke launches, and maybe even failed ion strikes. How about, the missile shell just hits the ground and doesn't go off? Like it's a dud? I think that's an awesome idea!
  6. I personally would LOVE to see some new original maps. Maybe I'm a bit tired of the same old shit after 10 years.
  7. Another major problem I'm finding in RenX is that there's almost zero communication between the players. Yeah, sometimes people accidentally work together to rush the enemy base or cover each other, but it's not communicated (other than with the commands, which are spammy and you don't know who's saying them)... This game is starving for better communication between the players. If we had that, we'd be seeing much better strategy in big and small maps alike.
  8. I think there's one flaw to the balancing in the original Renegade. The SBH and the Stank. Nod has invisible characters. In any map with no base defenses, they'll almost always win. Something must be done to counteract this nonsense!!
  9. I haven't noticed this auto-aim thing you're talking about. If it is there, I agree it needs to be removed, but I don't think it is.
  10. I agree with all of this except for what you said about the chemthrower and flamethrower, and the nuke timer thing.
  11. I think we can all agree here, the answer is NO.
  12. Can somebody please explain to me what ADS is in the first place??
  13. I agree with you guys. Lower the splash damage of McFarland's nades. BUT ALSO raise the power and range of the flamethrower and the chemthrower. Those guys just suck. Useless characters.
  14. You guys chill out. The noobs will die down after a while and it'll be only us die-hards again. At that point, voice chat will be essential. Here's an idea to make it more efficient: Make a private voice chat feature (where you choose who you want to talk to) and being able to block people if you are sick of hearing them.
  15. Pretty simple. Figure this out: Friends are green. Enemies are red. End of story.
  16. mmmm... No. If they're too fast for you to hit, get better at sniping. Once you're ideal at playing the game, THEN you can make complaints like this. I actually don't think they're too fast at all. Getting a lot of kills as a sniper has nothing to do with CnC Renegade. Meh!
  17. Some guns need to be. Others don't. Ramjet? That's gotta be hitscan. Sniper? Not. Marksman? Not.
  18. Green box means friends. Red box means enemies. That's LITERALLY all you need to know. We learned it back in 2003. You can learn it now. It's not a big deal, and it's sticking with the original style.
  19. I think Ctrl+Alt is sufficient. You just have to memorize which is which. That's where experience becomes meaningful.
  20. How about putting the map into the ESC menu, and allowing cursor control? Then you can highlight figures on the map and see WHO it is.
  21. The original Renegade was built for far fewer players. While strategy is ALWAYS something you want to implement, it shouldn't be a second-resort for only the most experienced players. Strategy should be REQUIRED, even of the noobs. But when the maps are too small or have too many players, there's no possible strategy. The maps should definitely be made bigger, but not just bigger. They should be MUCH more complex as well. I think a major problem with the original Renegade maps is that they were too simple. They had too few options for strategy and variety. Take Fields for example. You've got the tunnels, with absolutely no hiding places and only 4 entrances straight from one side to the other, with a fifth one leading to a tactically useless place also without cover (the waterfall). You've got a wide open field with two extremely obvious sniping positions (one of which has a strong advantage over the other). The best I can say about it is that the ground isn't perfectly flat and there's a river running through it. Otherwise, that's it. Not much room for strategy, really. It needs more complexity, and it needs to be bigger. Especially with 64 players.
  22. This would be very cool if some major strategy could be implemented into the GDI objectives.
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