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iovandrake

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Everything posted by iovandrake

  1. 300? How ridiculous can you get? Main problem i have with the weapon is that it really feels like its should be hitscan yet its not. 300 Health + armor is what I had in mind and no I don't think that's ridiculous for a headshot from a slow firing accuracy based class. I wasn't talking about before the headshot multiplier either. I mean 300 is what it should do after the multiplier. It doesn't matter that it is free. Its bullets are not hitscan, its scope is terrible, and its health/armor are basic. A 500 sniper would still be better (more health, instant hitscan bullets) and a 1000 sniper is still way better. The marksman could have the lowest health to balance out increasing its damage if need be. The current damage of the rifle is nearly useless as it is though.
  2. I do not think repair guns need limited ammo. There's absolutely no good reason to do this and it will change far too much. I also do not agree with infinite ammo. It was fine on old Renegade servers where it was practically a requirement for infantry to have a chance in long hard matches. With limited ammo in Renegade X you are still fully capable of doing significant damage (crippling or destroying the enemy) and the only thing preventing you from refilling is your ability to make it back alive (tactics and skill) and not being a lazy asshole.
  3. All vehicles can sprint. Even the mighty mammy.
  4. Whatever makes you feel better I guess.
  5. Driving the mammy backwards isn't worth it, but driving the medium is. I'm not going to say everyone drove them backwards, but I'd say anyone who wanted a good advantage did. It's far better to keep the longer end of the vehicle tucked away around corners. Rushes are about the only time that driving forward or backward with a medium never mattered. If you wanted to just disagree you could have done it better than basically saying you never saw that and trying to call me out on it like I made the whole thing up. It's possible that on the servers you played on people never drove the medium backwards. I played mostly on Jelly Marathon though and I can even give you one of my videos from mid 2012 with me driving backwards. It's a short part (as I didn't feel like driving a med much that night) and doesn't really have a tank battle as the match was pretty much over by then. Still if you want it here you go:
  6. I dont know a single player that drives a medium tank backards on purpose, especially since the medium tank turret is in the middle of a chassis in both games. also the back of the med is fatter than the front, so it is entirely pointless to do that. unlike the light tank. and artillery. LOL. Really? You don't know a single person? Wow what game were you playing? Cause when I played Renegade for years everyone drove backwards and got a good advantage from doing so. The med's front is far too long in Renegade, but the back is short. This gave you more barrel clearance when having the med backwards. Really makes me think you never played very much. Now if you were talking solely about Renegade X you'd be right as doing it backwards on X has no advantage. Lol "nobody drove meds backwards"... lol...
  7. Is it possible for people to flood a server with demos?
  8. Unit most of your suggestions basically seem to boil down to "It's different and change scares me". The PIC and Railgun one in particular is just stupid and if it isn't then you need to explain why it isn't good now. Explain it without basing it merely on the fact that it is different. I'll personally agree that McFarland is OP as hell right now, but saying he needs to go completely just seems like more of the "it's different change it back" bs.
  9. I understand there are people who won't dig boink and I understand it wasn't originally intended for Renegade. Here's my perspective on it though. I started playing the original Renegade in 2008. That was my first experience with it after I got the Command and Conquer: The First Decade collection. I'd played C&C since the 90's but had been completely oblivious to Renegade existing. When I first got kills and heard the "boink" sound in multiplayer it didn't seem out of place to me at all. Not anymore out of place then when I might hear killstreak announcements on old school shooters. It never threw me out of a game when I'd heard "Rampage!" or "Godlike!" in the middle of shooting things. Boink is very much like those two examples to me. I can totally understand the principle behind making the game more thematically accommodating for newer people. I just don't understand why anyone would have a problem with a sound like "boink". To me it's just part of the competitive aspect of the game. Same as the game displaying your score, kills, deaths, and other various things. It's distinctive and meta. I've prized immersion in games (mostly RPGs) but I just never thought of Renegade as being or striving for any level of immersion. So to me while I can understand someone (in principle) not liking boink disrupting their appreciation of the game I don't understand why anyone would be upset enough not to play because of it or unable to eventually like it. To me personally boink is far more pleasant than having death screams or some other sound like that. It's fast and unannoying. That's just my opinion though.
  10. Going to comment on a few things. Doesn't mean I disagree with what isn't mentioned or that I agree with it either. Just don't feel like commenting on those aspects at this time. Mines ------- Mines aren't hard to disarm really. I've managed to disarm several mines and slip into a base many many many times. You just can't do that if the other team is doing well to defend and you shouldn't be able to constantly solo a base. You should be required to bring support. If you are going to attack a base you should have others helping you (not saying it's always possible, but it should be a desirable requirement). People need to stop treating this game like every class should be a one man army able to do anything that is required. Mines shouldn't be identified by aiming at them. I agree with this. I do not agree with being able to destroy mines with your weapons though. That completely ruins their purpose in this game and I would SBH nuke or Hottie/Techie you to death all the time if that were possible. Mines should take some time to disarm in order for defenders to have a fair chance to get their value out of them. If they aren't doing damage to a unit they need to at least be delaying them. Engineers ------------ I do not agree with you on engineers at all. This is supposed to be a support class that repairs, defends, and has demolition capabilities. Just like in the RTS C&C games. It isn't supposed to be a Jack of all Trades like the current side-arm purchase system has made it. I think Engineers should be only allowed to purchase pistols. Whether that's the machine pistol or the heavy. Engineers with tiberium weapons and carbines are OP. That's what has made everyone use them. New Support Class? ---------------------- I kind of agree with having a class that can resupply units (in principle). I think having a deployable supply station would be better though. A purchasable supply station that can be destroyed and has a limited number of resupplies in it. It should have bright flashing lights on it too so enemies can spot it easily. Aircraft --------- I agree that aircraft suck right now. Period. In original Renegade aircraft could be a bit OP (particularly the Orca). It's completely flipped now though. The Orca blows. It is that simple. The machinegun has too small a magazine (or too long to reload) and the missiles are even slower to reload. Aircraft could use a lot of work. Credits/Refiner ----------------- I do not agree that you should have passive credit gain from a dead refinery or that you "shouldn't worry about money". Might as well not have money at all if that is the case. What I will agree about is that having a dead refinery makes for boring matches very quickly. Here's my solution. When your refinery is dead you should get a team wide desperation bonus. The longer your unit survives and the more units/vehicles it kills the higher the credits you earn for doing damage (not repairing) should be. MS = Minutes survived, K = Kills, and C = credits bonus per kill. The credits you earn are multiplied by C and then you add the original credits earned to the outcome. (MS * K) * 0.25 = C Example: (10 * 5) * 0.25 = 1.25 This is a crude example and idea that would need exact balancing, but it would be one that rewards playing well while at a disadvantage.
  11. I like Walls too (with balanced beacon placements and some tweaks to mine explosion visibility). There can be only one entrance for enemy vehicles if the defending team at least has other ways out (to flank or attempt a apc rush). On the topic of Field and Under style maps I forgot to mention that their fields are a problem for me as well. Not so much Under (since it has the upper area), but Field definitely suffers from it more. What am I talking about? Any tanks from either team can see most of the tanks on that field soon as you enter the field (and probably fire on them). This makes the field boring to me. I like the ability to set up good ambushes or to retreat. Renegade X's version of Field is slightly better about this (due to foliage and the tech building) but it's not really that great.
  12. Ha ha. No. I guess this is the point where I turn your analogy on you and make a joke about the game needing to be super realistic. Like having bleeding wounds when you're hit that slowly kill you unless treated or having repair guns (so realistic) replaced with tools. Instead though how about we keep this intelligent? My point is that I don't understand how a GAME SOUND which sounds nothing like a death sound is out of place anymore than many other game sounds. The game isn't completely realistic and shouldn't be. I've always taken the boink sound as the server's fun way of informing you (amongst the realistic explosions and gunshots) that you got a kill. Since it is a game with points and all it shouldn't seem that far out of place. Logically. I'm not opposed to giving you the option of different sounds though. If that makes you feel better.
  13. I support surrender vote option. At least then the whiny surrender babies can just end the map instead of team hampering and causing a slower loss anyway.
  14. The medium tank is disadvantaged by one thing for everyone right now. In Renegade the medium tank was mostly driven backwards (a lot of tanks were) and doing it this way allowed for you to hide the medium tanks body behind things. This meant when you drove out to fire you only had to expose the back end (which the tank barrel extended over further). The med (and other tanks) is also disadvantaged by something else (for me at least). That being you can no longer effectively ram other tanks and fire at them point blank. Right now they bounce up or roll over you. In Renegade the way I always engaged stealth tanks, arties, or generaly anything within range was to smash into them. Lighter armored nod vehicles lose all their advantages when dealt with this way (and stealth tanks couldn't really hit you at point blank).
  15. While I agree in principle about not stacking games in Nod's favor I find it funny how you worked airstrikes into this topic. Lool Now about maps. Field is a mediocre map and always has been. I'd rather play non-defense maps as GDI forever than play Field and Under more than once and a while. Both those maps are just plainly boring maps. They have one entrance for vehicles and two tunnel openings for infantry. The infantry tunnels are not an issue, but only one entrance for vehicles is just braindead. There should always be at least two vehicle entrances to a base. With just a single entrance it always devolves into siege/block/rush/counter-rush back and forth until a team wins. This is boring and you are a terrible player if you favor this kind of gameplay. Maps like Glacier are the best. Anyone with any taste for skill and variety knows this. Only braindead tools favor maps with a single vehicle entrance so they can hump tanks against the enemy's single entrance for half the match before they have a good rush ready. Then if the defending team is any good you get to hump their entrance for the other half of the match too. What fun.
  16. iovandrake

    Airstrike

    I fixed that for you. Haha, you soooooooo funny! I have never see anyone do that to a post before. /sarcasm Now could you be intelligent for a second? I don't have time for the level of stupidity you just displayed. I mean you even kept mentioning 700 credit airstrikes like I support them being that cost when I specifically said a full sentence about how 700 credit OP airstrikes ruin sieging. I know reading comprehension isn't something school's encourage anymore so I will try to be patient with you if you promise me that you will actually start trying harder.
  17. Sound design? Does everything need to be a realistic sound in a game with points? What about the weapons that make cartoony skeletons drop? Does that break the atmosphere for you?
  18. I didn't mention that part because I didn't have an issue with it. No need to be defensive. I didn't mean for what I said to be accusatory or anything bad. Just was pointing out it would be bug abuse.
  19. The dust kickup doesn't always seem to happen. I don't thin relying on your reticle being red (a glitch) is a valid "strategy". It's actually bug abuse the same as planting beacons in places people can't disarm them. That's good to know.
  20. iovandrake

    Airstrike

    I'm of the opinion that Renegade never benefited from excessive siege. I know that Under's never ending matches never benefited from it. Field's almost as bad. 700 credit OP airstrikes ruin sieging. Having balanced airstrikes isn't likely going to stop a majority of sieges. All this purist bullcrap about how elite you are because you don't want airstrikes complicating your braindead slam tanks into a base for long periods of time "strategy" is laughable.
  21. In Renegade they did, but I've been told that in Renegade X currently they do not damage the inside of buildings. I've not tested it myself. I don't make a habit of shooting into buildings unless I'm killing infantry.
  22. Hold on everyone... We've got a badass here. Give him some space.
  23. I've played SBH a lot. I'm actually pretty good as a solo SBH and I agree that SBH should not be able to jump, get shot, fall, and sprint without showing up. That's part of what being "stealthy" is. In fact I've conducted myself mostly with the notion that sprinting did reveal you and haven't done it when around enemies. Stealth as an advantage needs to be offset with certain restraints. Those restraints make it so it takes care, planning, and a bit of daring to sneak around unseen. Not just running around willy nilly. Oh and the stank vs mammoth thing. I ran full frontal into a mammoth earlier on an Islands match and was unnoticed. It was right when the mammoth was crossing one of the shallows. Due to this mammoth's apparent inability to notice me (probably just thought the vehicle glitched) I was able to roll into the GDI base and nuke their WF. No way should a stank be completely invisible from point blank. That's just broken.
  24. Vehicles are currently incappable of damaging the insides of buildings.
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