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iovandrake

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Everything posted by iovandrake

  1. I don't think expecting some communication is too much effort for a free project. It takes how long to write up a post?
  2. All the damage that can be done has been done. The best thing to do moving forward is to have active releases and hope for the growing stability and polish changing some minds. It can be done, but it has to be active. Information has to be constant at the very least.
  3. I've been lurking. I'm not going to play right now because of the stability issues plus my hectic real life schedule. I'm playing games that won't frustrate me in the meantime. I'm sure there are plenty of others waiting on the next beta release. There has been more than enough information on bugs and other issues for a new release to have been made. There hasn't (from what I can tell) even been any news updates. There should be progress updates in between releases just so we know that things are progressing.
  4. I think if it doesn't get a buff it should get an alt fire mode like the grenadier. -Shorter Range Alt Fire Mode- 1: Maybe a mode that spreads the damage out into a wide cone 2: Or a mode that sets the floor and walls (where it hits) on fire and creates a fire damage zone for anything that runs through it. It would last only briefly. 3: Or a mode that fires out a mass of fire in a slow blast that does a concentrated amount of fire. A flamethrower would have an adjustable nozzle in real life. Maybe not as versatile, but we are talking a more focused technological avenue. I mean Nod has stealth technology. Advancing flamethrower technology is something Nod was shown to pursue in the sequels. I think this (while more complicated than a simple buff) would be more interesting. Plus the blast suggestion (#3) is more true to TD's flamethrower. Finally there is the grenadier's two fire modes to consider. It isn't exactly fare to Nod's equivalent to be so limited. The grenade's two fire modes make it versatile. It can cause direct explosive to enemies (and isn't hard to aim) or it can be used to lay explosive mines (basically) for a few seconds (not to mention those seconds even if failing to hit anyone with the grenade would still give them pause to move through that area while they remain). Currently the flamethrower is a W + M1 weapon that doesn't have the damage to make up for its limitations.
  5. I fully support and endorse this totally awesome idea. Field sucks and I've never really liked it. I've put up with 3+ hour Field matches in marathon before (old Ren). There is just so few tactics to the map.
  6. It doesn't have to succeed if it pins defenders to a particular building. Nukes can be used to distract defenders from other buildings. Easy nuke placements mean distracted GDI while Nod rarely has such issues. The worst Nod gets is a Hotty infiltration which you either know about and stop or lose a building to. I personally do not think detection ranges need extended. The problem isn't with how far away you can see SBH. The problem is with SBH being shown off under certain conditions. If you can avoid those conditions PLUS defenders running around looking for you then you deserve to get a nuke or C4s off.
  7. The only thing I dislike about vehicle sprinting is when others do or don't do it during rushes it causes all kinds of havoc.
  8. I only crash on map end (and it seems to be only when I'm moving/shooting right when it ends). Map change crashes stopped completely for me. If I make it to a map change I'm good. I haven't experienced any other crashes.
  9. Rainbow stealth effect is a scrub tactic and you should be ashamed of yourself. The shimmer of the SBH shouldn't be so obvious. That's a cheat that no one ever bothered to fix (because they exploited it) and only real problem I ever had with Renegade skins. As for stealth and bright maps I agree. SBH should shimmer when shot. Their body being on fire should be more obvious (with smoke trail). Lastly I think they should shimmer when they jump, sprint, or fall ANY distance. In Original you couldn't go jumping around as an SBH cause it showed you off. Yet SBH can run around like athletic ninjas on X right past everyone. In fact I think a good thing for SBH to have would be for moving AT ALL to consume stamina for them. If it's depleted they lose their stealth until it regens a bar. This would be a decent limiting factor on SBH and one I'm content to deal with as an SBH. Right now SBH is far too easy. It has taken all the fun out of being stealthed for me.
  10. Good stanking is harrassment. Taking out damaged vehicles is the easiest payofff, but a good stank can be useful to distract and piss off enemy tanks. If I shoot you a couple of times while your turret is turned and then run away behind cover you either have to come after me to get a hit in or you retreat to repair. Once I'm cloaked again I get the surprise factor again which means that if you are slow to retreat or come to attack me I can probably kill you before you get me even in a head to head fight (unless a mammy). Stanks are not meant to stand toe to toe with tanks. They are meant to be annoying assholes who exploit other tanks not knowing they are there or where they have gone. The only weakness in this is braindead maps like Field that have no tank strategies other than: see tank shoot tank run when hurt (if you can get away). All fields should have line of sight broken up more than Field does. Otherwise the tank battles are just back and forth sieges. The only things stanks need changed is the rockets. They are far less useful than in original Ren. They lock on more sure, but they fire slowly and spread out. It's way too easy to waste one or both rockets because of how they come out.
  11. I usually hid my stank on City behind the bridge support in that field and never had any issues. If you see GDI tanks when going out that side you shouldn't go out. GDI tends to shoot all around there anyway because it is a common place for stanks.
  12. I think there should be a specialized infantry for either side that can see stealth further away (maybe twice as far). Heck you could even make the crappy Officer able to do this. This would give a new way to patrol for stealth units and make a pretty useless character class more useful.
  13. I agree with the chat being hard to read. The chat needs an opaque background when it pops up. On Whiteout it's hard as hell to read Nod's messages. I also think there needs to be new speech added to the radio for spotting. When you spot someone near a building it should say "Enemey spotted at WF" instead of just saying "Enemy spotted!" and the rest being covered in text.
  14. What they need is to have objectives written to them each spawn. Like a certain percentage of the attackers get the same building target and that is only interrupted if they face significant resistance (i.e. they don't stop to fight every enemy along the way). Give them a list of preferred targets and they will engage those in order. This makes it easy for the bots to react more to the situation. Bot Classes -------------- Building Defender: 1-Repairs buildings that are attacked (prioritizing power and defense) 2-Places mines at scripted points (including bad positions at lower chances) 3-Patrols for infantry infiltration Base Defender: 1-Engages infantry infiltrators 2-Engages vehicles attacking the base Attacker: 1-Prioritizes target building upon spawn and moves out to attack (favoring a target if one is already selected by other bots) 2-Engages enemies in the field if it has a reasonable chance to damage the vehicle. Not plinking at a tank with any weapon like currently. 3-If spawned in base while a building is below 70% it engages any present enemies That's the basic reasoning I think would solve bots. I'm not sure what it would take to script that though. Pathfinding seems to be down pretty well and that's the hardest part of bots.
  15. I never liked how easy it was to lose an orca/apache when in the field to snipers. On City it could be a nightmare as you have so many possible sniper locations to worry about. Currently Orcas are the worst vehicle in the game. That's a simple fact and it needs fixing.
  16. Who needs voice chat when you can take the point!?
  17. WHEN I READ BETA I ASSUMED A FULLY FUNCTIONAL PERFECT GAME THAT CATERED TO MY EVERY WANT AND NEED.
  18. Mining entrances doesn't stop apcs or chinooks. Those are highly visible vehicles though and your teammates should be reporting them coming and killing them. Mining the entrance of Walls (for example) isn't meant to kill directly. Three major points about mining entrances ----------------------------------------------------- 1: It's meant to slow enemies at your entrance (hopefully). This creates opportunities for teammates running out to spot them. 2: It's meant to show them off when they run through. Mine explosions are not obvious enough like they were in old Ren. That needs to change because it was a buff for SBH that was totally unnecessary. When you see mines pop your front defenders (a good team should have those) should be killing whoever came through. On old Renegade I lost many SBH to Mobius hiding at the entrance. Mines contributed to my getting caught by the mobius either by hemming me through a narrower entrance around the mines or by me tripping them. 3: GDI loses more buildings due to SBH being in the base at large than from SBH sneaking into a building. This is a fact and only an idiot would deny it. Thanks for all the times you didn't mine the front on Walls, I love that when I'm SBH. You can have a mined entrance all you want. I'll be nuking your buildings while you're busy and unable to disarm them. A simple fact that was ignored in this guide is that mining isn't simple no matter how elitist your view of it is. Different tactics require different mining strategies. Should you mine ramps? Yes? Well by your logic people can Chinook up to the top anyway so that's wasted mines (i disagree of course). If you are worried about mass SBH sneaking in and C4ing a MCT then you have a problem no matter what you do. It only takes 2 timed and well timed shots to the MCT to bring it down before anyone knows what hit it. So three SBH sneak into your defenseless base, one soaks up the proxies at the entrance and the others get the building. Well done your mines did nothing. The only problem with mining the entrances of Walls or Islands is that Renegade X's mines are not obvious enough when they explode. I'd say that the 30 mine limit is also bad, but that's up to the server. If they want to give Nod a huge advantage they keep it at 30. 40 is a much more sensible limit in my opinion.
  19. DOUBLE RECOMMENDATION WEEKENDS
  20. People don't use orcas like in the orignal because the rockets fire slow due to reload and the machine gun has the retarded limit of 30 bullets. You really have to be able to smash infantry with RenX's orca because that gun sucks. The orca nerfs were too severe.
  21. If people dropped out due to issues being resolved in the beta you can bet those people are likely to come back when they hear those issues are resolved. Who knows how many people that will be. So yes I do think as the beta phase ends there will be more players. Word of mouth informs a lot more people than you might think and word of mouth is helped by having good things to talk about. Like that the game is stable, has this or that feature, that there aren't scores of cheaters exploiting numerous glitches, and that there aren't frustrating glitches. Think of all the people who left because they lost quickly on Walls as GDI when Nod could easily sneak up the right side ramp. Think of the people who left when they found driving jerky. It's partially up to use to inform people that these kinds of things have been fixed. There are people waiting for things to be resolved who just aren't keeping up to date all the time because of the responsibilities and balancing that with playing a game they aren't frustrated by. Not everyone is a diehard who puts up with a lot of problems. Those who are diehard or wanting to help shape the game into the perfection it can achieve have stuck around. I'm just saying in a beta it pays more to be optimistic than pessimistic. If you have a complete game with low players then you can worry. It's completely premature and shortsighted to be dismayed by the amount of players right now.
  22. Yes it takes time for players to learn tactics. Especially if they come from dumbed down modern games that don't require a lot of complex team tactics (or defending much of anything). The best way to solve this is for everyone to make a point of correcting bad behavior in chat. Even if you lose that building or the entire match it won't matter as long as they learn the correct methods for the future. You have to be able to express those things politely to them though or they won't learn very quickly.
  23. How has a beta failed? Since when should there be an expectation for a game in beta to do exceptionally well? When did that become a rule? When you have crippling bugs like crashing on map change/match end you will lose a lot of people who don't want to be frustrated by that. When you have laggy vehicles in Renegade it frustrates the player driving them. I've lost a lot more vehicles than I normally would simply because of turning further than I intended due to lag, or worse moving slower than the infantry who aren't lagging because they aren't handled server side. Some other players who haven't stuck around are purist crybabies who don't like airstrikes or other things. People unwilling to give them time to be balanced and unwilling to learn knew tactics. I don't really think they will be missed either as whining about that crap isn't helpful for a beta. As the beta improves the player count will improve. The closer the game gets to leaving beta status the more players there will be as most of the things that bother them get ironed out. Those who do stay around need to be positive and helpful. Not doom and gloom. Not shitting all over the efforts of the devs.
  24. I think it should be possible to pay credits (400 maybe?) to replace your timed C4 with mines just like you can with grenades. I think you should only get 3 mines per refill though (half what Techies/Hotties get). Though having an enemy team without the ability to mine because their infantry building is down is a good part of the game. I'm personally fine with how it currently is, but I wouldn't mind what I just suggested either.
  25. Part of the benefit of stealing vehicles (for me at least) is being able to surprise enemy vehicles who often don't check vehicles for friendly/foe status when they are their team's vehicle type. As much as I would like to have a recolored Nod/GDI vehicle aesthetically I just don't like removing the element of surprise from stolen vehicles. Perhaps instead of a new paint job they get the new team's logo painted crudely on the old paint job?
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