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Daxter

Phase 5 Beta Testers
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Everything posted by Daxter

  1. max players for the CURRENT maps should 60 players or so. more and its not really playable anymore. if he really tends to have a server that e.g. allows on the map walls or so more than 100 players than good night, no teamplay and tactic anymore, it will be just a pure massacre.
  2. i would like to have a crowded server . but you should really stick to 100 - 200 not more. also you will need maps that are designed also for more players than 40 players. personally i would say even though i would love to have such a server as an option i doubt you would have success. currently all the servers together can barely reach 100 players... and mostly you will get newbies in your server who dont know a shit about this game. this would be chaotic pretty soon lol and thereofre not really fun anymore... and if you know planetside 2 you know what happens in such a huge game when only a few are playing it...
  3. here some ideas for a MAYBE better gameplay: 1. you might get a crates that restores one of your buildings (it was in mpf sever and it rocked like hell , 'cause suddenly the whole game changed again ^^). 2. its purchaseable to REBUILD a destroyed building. e.g. how about 10 000? just an idea though... (and only pretty cool in marathon i guess) 3. purchaseable turrets, gts and flaks (was on mpf too together with a levelup system, it rocked my day back then) to the levelup system (better health, better armor, more weapons and when you are master you are sbh ) 4. here an idea about weapon drops: how about ONLY free characters are able to pick up weapons? might be worth a shot or? 5. if hon / bar is destroyed: how about an emergency class which is an improved normal soldier with e.g. 150 health / 150 armor and a slightly better assaultgun (therefore you prevent one shots) 6. when wf / air is dead: you get a ONE TIME siege tank which is a huge transportvehicle with weapons on each side for all the troops inside it (like that tank in red alert 2 on allies side) 7. when ref is dead, how about slavery workers? like in red alert 2 on yuris side hehehe 8. when pp is dead: a shockwave impuls appears and kills all enemy helis near pp 9. how about some neutral enemies who are against everyone? e.g. a tib enemy with its own base that produces those carnivores or whatever they are called and so on 10. if gdi is almost losing its last building, mc guyver appears and reps it instantly if nod is almost losing its last building, iwan appears and is calling lots of airstrikes 11. how about some reinforcements? e.g. you have 3000 but no air, you just go to the terminal and press it and get maybe two buggies and one lighty "BOTS". 12. how about mercenaries that you can hire? well thats it right now... i personally would love to see 5. 'cause i think it would make more fun then when on the losing team.
  4. fuck it its too tiresome for me to answer everything just for you, i wont spend another hour for this. we cant change the game anyway, its up to the producers. to the playerlimits on the old ren: never played 12 vs. 12, i played on the mpf server which had i think 64 players (32 for each team). here my final statement: right now we dont have the players for you tactics anyway, we dont have the players who know how to use tanks or / and characters. we dont have the players wo are willing to play teamplay, so it will take a lot of time till that happens. so AFTER it happened that we have more than 50 % good players on each team we can discuss again about the tactics. and im still for the char. limit (at least one server should have it as a test, that would be nice), with nice ideas of how to make it fair and interesting. soon we would have more tanks on field, less snipers and pics / havocs but more hotties and other char. sometimes just testing something brings ya further than thinking about it... it doesnt mean it should be in al server, i just would like to test it on a normal vanilla server, but right now i guess the gameproducers have more problems...
  5. i never said sbhs would stop then. you said gdi should always attack 'cause attack is the best defence yadda yadda, so i said that you can also play guerilla style, meaning: while 80% or so defend the base, the others are sneaking in and destroying a building. never mentioned it would stop sbhs... to the blue text you marked: i saw it... to the med vs. arty: god damn it dont let those two tanks face on FLAT GROUND WITHIN 10 METRES -.-. this comparrison you made is useless therefore. a good arty player will never face a med on 10 metres. he will face the med far away shooting on him already while the med has to drive to the arty to finally hit it. hills and trees can be quite annoying for the med too while arty can, even missing the med with its shot, can do splash damage. the splash damage of the med is, well kind of a joke. besides i drove a lot the lighty and med on the old ren. they are more than different! if you dont see the differences play the old game again. oh besides gdi tanks arent stronger than nod tanks. arties can kill everything so far, if someone comes near them a good flamertank burns everything to death. apaches are also better then orcas, even though the do the same max. damage, the orcaplayer has to aim perfectly to do max damage, while the apache can "spray" his shots and can still do a lot of damage. this leads us to the final question of yours: why doesnt anyone use tanks besides on field? i can answer that question for ya. what does field has that other maps dont have? an obelisc! you cant simply kill that thing with a hottie or so. it would also require a lot of luck to kill it with a good gunnerrush. via tunnel you cant really kill a building other than with gunners and / or spies. so the only way to get through are tanks (especially for newbies). to the reason why no one wants to use a tank: here the tanks i personally find useable (therefore dont need a nerf or buff): mrls / arty flametank (only a bit weak against characters, the rest is fine) apache / orca (orca just needs the same missiles apache has) apc lets look at the snipers. e.g. if nod comes up with 5 saks gdi has to try to kill em somehow, so mostly a lot of havocs appear. if one team overweights the snipers the other team will try to use more snipers and so on... at the end it often appears that every second player has a sniper or a raver / pic ( they can be used as middle sniper and tankkiller). in the old game it also was like that but there were more players so that the other 50% were the ones using tanks or hotties on field. therefore "when" something like that happens (and it happens kinda often) you can threw orcas / apaches, mrls / arties, buggies / humvees in the garbage. lighties and meds , well why using them? you always have to face pics / ravers not mrls, other normal tanks or so anymore. so they can be pretty useless too. beside the fact that nod has the flamertank wich can be an instantkiller against meds if used right (and its not difficult to use it correctly). also for what do ya want to use it??? in the past they were often used because: they were simply better in all ways (its the way it is), more players were in the server which means more tanks on field that the med or lighty can shoot at, meds / lighties leaves a shell when getting destroyed => med / lighty rush via shellfamring at base. to the map walls (which is the only map right now that looks almost the same as the old one): the past ren didnt have such strong apaches / orcas therefore it wasnt THAT dangerous driving out with ya tank. if a tank faces an orca /apache on ren x he will be killed within 10 seconds. the mammy just sucks, there is nothing more to say. the only good tank left is the apc and it is used kinda often for rushes e.g.. to the orcas / apaches: you will still see a lot of them (of course not on field but on other maps) but mostly they will just explode in the air, newbies just need some time to see when its time not to use a certain vehicle anymore ^^. ...im still for a char limit, it would even increase the gameplay and solce almost every problem if doing it right...
  6. to ya first: nope, never heard of guerilla? works on renegade too, especially on the old one. while the front appears to be near your base no one will be guarding their base (or almost no one), so you can just sneak in and destroy something. the map "walls" is a perfect example. for nod its of course way easier than for gdi. to ya second: oh jea lets drive that ultra slow mammoth tank where even a simple flame soldier can kill that tank. or how about the med that doesnt have the punch to kill somethiong and aims like a drunken bitch on ecstacy. compared to the old game the meds here suck like hell, wich is pity, 'cause its gdi's main tank. if the arty driver isnt dumb as hell he will win a 1 vs. 1 fight against a med. apc is at least something, but he is a bit too weak i have the feeling. mrls vs. arty: normally the arty wins, cause mrls cant hide anymore when the arty shot already, it will hit the mrls almost instantly, while the arty can easily hide from the missiles of the mrls. but its at least a good anti air tank (on walls its still easy to kill a mrls with an apche though).
  7. Daxter

    Hourglass

    how about whiteout with obby and agt? and how about a sideway to the bases (covered by the defences of course)? therefore you can do more wth ya tanks instead of just looking at the main entrance of the enemy base hoping for a defence break.
  8. im with "hate". this idea is actually pretty neat. nothing against ya omega79, but your idea wouldnt change the problems with the tanks on the field it would just give characters way more ways to kill tanks and other infantries. soon the field would be ruled by ravers / pics and havocs/ saks. hell no... dont want to have such a gameplay... "hate's" idea however give the tanks a chance to actually do something like flanking instead of just standing at the enemy entrance and getting shot by ravers/ pics. the only problem i see is the tunnelentrance to gdi base: arty would easily take down agt so sbhs can rush in the base and take the rest of the buildings down.
  9. The biggest issue with lots of small patches is that the server owners will also have to install these patches. And judging by the number of people who were still running B1 servers after B2 came out, they don't seem to stay as on-top of things as we'd hope. thats mostly because b1 is more stable than b2...
  10. i understand what ya mean R315r4z0r, dont worry. but im not talking about a missing feature. the feature had to be in the game beforehand, 'cause they copied that game and polished it with better graphics (at least that was the plab). and you call the camouflage of sbhs design choices? i doubt its just "design"... i appreciate that this game is for free, but thats the point for me... even though they are actually doing hard work without getting money they gamers wil leave if nothing happens soon and all the hard work that went into this game is for nothing. they are working i think 4 years now on this game. of course it can happen to find bugs and glitches, and thats normal. i know some things can take a lot of time, but when you open a beta time is rare, 'cause the players are expecting a lot already ('cause a open beta is normally the last step before you finish this game). of course some things might still be called as "OP", like our beloved mcfarland. but first the game is not stable enough to be open beta (its just too soon right now), second: the sbhs arent OP anymore, they are gamebreakers and therefore are making that game almost unplayable (thats why it should be still closed beta). im hoping for the next patch to solve at least the sbh problem, otherwhise i dont see a good future for this game ( no players = no onlinegame). sometimes good polishing on graphics and trying to reduce the amounts of bugs and glitches isnt enough to keep a game alive. sorry its the way it is. but lets just wait for the next patch. btw. is there any realease date revealed? PS: i would recommend the gamemakers to make SMALL patches instead of BIG patches. with small patches you show the players that you are actually working on the game and make it step by step better. while big patches are making a big change to the game that most wont like at first (often 'cause they arent used to it). also due to big changes new bugs will appear. i had it in wot xbox 360 beta and trust me it sucked to have these big patches. everyone of us was already kinda pissed off there, first we had to wait so long than we had new bugs and new glitches in the game... beh...
  11. The devs didn't "choose" not to make SBH visible when they take damage. This is a beta, and it's a work in progress. The function just isn't in the game yet. jeah jeah beta. its the only answer you always get. its a small work yet an important one (meaning the sbhs). and if i remeber correctly this was a mod for unreal tournament or something. than it changed to renegade x which is in comparrison to renegade euqipped with a better graphic. so no i still dont understand why they changed sbhs that much without thinking twice about it. also this game was in closed beta before. did NO ONE mentioned that sbhs are too powerful there? or did no one listen to the testers? and if they just didnt have the time to complete the wishes, why did open the beta?seems overrushed for me... but lets see if they change it in the new patch that will come in a month or so. hopefully there will be some gamers left that are still playing that game.
  12. good idea, especially nr. 2 was used in the old ren. i dont understand why the makers didnt make it like that? everyone mentions it but nothing happens duh. to nr.1: i also mentioned it in the game (make em slower in general), but of course you always receive bad reviews mostly from sbh players (and thats quite a lot)therefore i didnt mention it here, also someone already mentioned it here in the topic somewhere. goodto see that there are more mentioning that idea. to the char. limit idea: im not a big fan of it myself but that was the only idea i recommended in the game where i only got good reviews so i mentioned it here. anyways i never had problems with limits anyways so for me it wouldnt be a problem. and i doubt it would be confusing for others... (if so than we have a huge problem what kind of players are actually playing that game). never played star wars battlefront 2 eh? ^^ and here another idea: increase the cost of sbh OR increase the cost for nukes when a sbh wants to purchase it. maybe decrease their health (cause of mines)? oh and dont worry jake till the next patch i wont be playing that game anyways, 'cause right now its unplayable (and its not only cause of the crashes and sbhs in the game...). besides i've never seen ya in popular servers? play on gdi side in a full sever and you will see what happens within 10 minutes.
  13. a sbh limit would be good for nod (especially when the noobs get better), not too many sbhs around so nod can actually also count on players on field and not too many sbhs spaming nukes at gdi base and the game is a bit more balanced. and who cares when some idiots are using the sbhs? nod doesnt really need good sbhs to win... they have a way better tank equipment (and if you say its wrong than you actually are too stupid to use em efficiently). but if you think its so stupid to just limit it fucking make up a better idea. well whatever if nothing will be changed the game will die out. end of story.
  14. here an idea how to stop that sbh rush that comes up in almost every match: sbhs should be limited. 10 players = 1 sbh. e.g. if nod has 40 players, nod can have 4 sbhs in its team.
  15. of course you are the bad guy now. and no i didnt mean to change my own timed to grenades. i mean when i get attacked by the enemy with a timed and its sticking at my own body, why the fuck cant i just take it and throw it away? its kinda annoying...
  16. you forgot some things: first: normally its called ob not obi (but thats almost the same anyways) air: more the building of airstrip rather the strip strip: well, for strip lighty: i never said light...huh flamer: for flamer tank or also the flamer char. sak: sakura hot: hotwire (but hottie is way more common) hav: havoc (mostly he is still called just havoc) sidney: sidney with ion gun raver: raveshaw gt: guntower turret: gun turret flak: anti aircraft gun (flugabwehrkanone) tun: tunnel char: character (that you can purchase) timed: timed c4 harvy: harvester tib: tiberian tib gun: tiberian gun in german we also say BMT for APC, might be good for the english ones to know that word to understand what he / she means with bmt ^^. bmt: bewaffnter mannschaftstransporter (in the old c&c they were called like that in german). keep in mind that the word tech can also mean engie... if someone is in need for a tech he just wants someone to rep (can also mean repair not only repair gun) him. everything else is perfect.
  17. Almost same happened to me once, although i accidentally put a timed C4 on this dude's back to deter incoming enemies (was meand for the ground only) he noticed it and followed me around to get me killed. He found it funny I did not, and found it to be team hampering. He got banned for a day, next day he appologized. Happened on old ren tho You seem to casually forget the word I've used: "ACCIDENTALLY" ...first: how should that poor guy know you put it on him ACCIDENTALLY? second: its a fucking game man, meant to have fun there. if you dont have an important char like sbh spy or so who the fuck cares. let him have the fun and rebuy a character -.-. and that you banned him for this little shit... i for myself would never come back to that server... something like that just sucks and destroys everything. and you should be really thankful that he even apologized for his "failure" (wich was YOUR failure). damn i would be angry when i get banned for this... to the timed c4: i hate that i cant just throw away that stupid timed c4 when i got timed...
  18. lol never played huge maps eh? i know maps where you have to run 10 min straight in order to reach half of the map... trust me with 40 players you will get lonely there pretty soon . the maps right now on ren x however are pretty small...
  19. i like it the way it is... no fucking tib wepaons all the time... they can be annoying. also i already see another bug if we really make it a one time purchase for one match: you buy a tib weapon, after that your silo gets captured but you still can use those tib weapons... within minutes everyone have those damn weapons... oh boy. i love it the way it is. i buy a secondary weapon when im in need for it, end of story . but what i would like to have would be an auto buy button: everytime i die and purchase a new character i would like to have the secondary weapon get bought too without having to manually buying it. with that option i wont always forget to buy one .
  20. of course its a beta. and thats why we are talking about those failures and problems here...
  21. huh i can actually kill much better with the current weapon of the sbh than with the old one...maybe thats a matter of taste. but nukes and being the major gameplay of nod isnt really true... it is in the current renegade x but it wasnt in the old one. but maybe i played other maps than you guys... i was on the mpf server with those great experimental maps... like islands with obby and agt and so on . sbhs werent that powerful there (thankfully) and were mostly used to steal tanks. and no nod didnt have any disadvantages there even without powerful sbhs, and it actually made the most fun playing such maps. but right now we have perfect sbh maps in the current game... i can only say whiteout... impossible to do anything(!) at all against those sbhs. to truxa: i totally agree with the rest of your part . i also always lose track off them cause i cant run AND shoot at the same time... also they are soooo fucking hard to see... the old game helped more to track down a sbh... (e.g. shooting around with apc and so on; doesnt work on renegade x anymore 'cause even when you hit em you wont see em...).
  22. kinda interesting reading this... it shows that you think nod can only win by using sbhs with nukes... in the past game it wasnt like that. of course sbhs were used but only a few. mostly gdi got fucked by dozens of arties or a good old stank rush! now gdi gets fucked by dozens of sbhs... thanks to minelimits and weak mines itselfs... and now we want a little bit help against those OP sbhs and you guys are complaining already... (they are op right now cause of the minelimit we have and the weak mines as well as the kinda invisibility they have; in the past game they were a bit easier to spot!). im sure you use sbhs a lot dont ya? PS: in the past game the sbhs sucked even morwe their weapon; the current sbh is pretty strong with its weapon i think...
  23. wow great idea (of both of you). that might actually solve the problem with the beacon bugs and makes it easier to find it.
  24. just a sidenote: I cannot think why people find it fun to "hack" a game (e.g. speedhack before it was fixed or aimbot) to win. It makes the game less appealing for future playing AND for the players who have been victimized by those "hacks" only one of those damn hackers might tell you why they are doing it... maybe they love to screw others fun, or they just have a little wiener and therefore show with their hacks how "great" they are . a bit like a braggart driving an ultra expensive (and useless) sportscar in town..., wihout his sportscar he would be nothing ^^.
  25. you are absolutely right at this. in the old renegade it was much easier to find a sbh. the strange blue colour you see when you are near a sbh was much brighter than in the current game i think. also when you shot randomly in the air e.g. with an apc and you hit a sbh, it was kinda easy to see him afterwards /for a short time of course, but still). in the current one you dont see a shit... last but not least: the mines were much more powerful in the old game, thats why in the old game you were able to mine the whole entrance and tunnel in the map "walls" e.g. to keep those sbhs out of ya base. what i would like to have are imrpoved skins for warfare and barracks. wf: those edges on the roof have to be removed... barracks: sbhs shouldnt be allowed to just simply jump upside down to the doors of the bar (you always have to mine both doors due to it,... with this crappy minelimit you have a huge disadvantage), maybe a small wall might help to keep em from jumping. secondary; pp: sbhs tend to jump on the roof of pp balcony and then use nukes. it can be pretty difficult to get on the roof of the balcony to fucking disable it. maybe preventing them from going on the roof (not the balcony mind ya) would help the gdi a bit more fighting off those sbhs also, just an idea though, what about auto-generated mines that defend our base? might be at least worth a try or? no more early rushes... no more tunnelrushes or so cause no one mined the tunnels... also it might ome in pretty handy to set up a message when those auto-mines are dissapearing... to the 3+ sbhs with timed bombs: in the old renegade, a skilled group easily killed a building like this too... the only way to defend yourself from them is mining of course and patrolling with an apc shooting around like crazy...
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