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iovandrake

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Everything posted by iovandrake

  1. GDI bots dominate Nod bots because of vehicle balance. Human Nod players know how to use Nod's advantages. The AI tends to only brute force, which doesn't work with Nod's vehicles very well (they rarely build flametanks either). This is why GDI does better, because they by default have higher HP vehicles which can be used effectively without thinking.
  2. I think the camera could be moved out some. Since you can't gunswitch when in a vehicle I think mousewheel should default to moving the camera forward or back from the vehicle. I'd also like to add the complaint that the orca's gun magazine is far too small. Should be 60 shots minimum.
  3. You could easily measure how fast someone is moving through areas of a map (you already have areas named for Q reporting and when checking on your team info). If someone movies through multiple areas way too fast they should automatically be kicked. That would stop speedhacks from running around in that fashion (which would at least hobble it as a useful hack). Aimbot would be easy to watch for in statistics too. If you make and then keep track of a statistic for all players on a server called Average Time Between Kills. If their ATBK is too high (test it with some really good snipers) then they should be kicked. I'm a programmer myself. It's not hard to eliminate cheating if you establish standards for what is possible. Old renegade was lousy with hackers and servers were never very good at moderating them. It's too easy for people to say they did it with pure skill when it is obviously a hack. "It was totally skill that I got an instant headshot on you soon as you came around that corner even though I had three other people on your team shooting at me and up in my face" Yet when Renegade X first had public beta people were not sniping like on old Renegade. Very few people could manage a lot of the shots people on Renegade were pulling off and labling "skill". I thought that was interesting since they didn't have aimbots (or know which ones to use) yet. I can't wait until a majority of the kill whore snipers are hacking again and claiming it is skill...
  4. Is it too stupid for any replies? Have I really made a topic like that?
  5. A capturable building that gives you the ability to purchase airstrikes and reduces the cost of beacons to 800 credits.
  6. It may be an optimization issue, but you should know that with the exception of having Dynamic lights turned off my crappy computer can handle it with just a Geforce GT 220, Pentium Dual Core, and 3gb of ram. I manage to run most things on medium and few others on high with 25-40 FPS (25 in most normal tank battles). Tanks handle fine for me (aside from server side issues occasionaly).
  7. I actually never explored the Nod base much. I've always spawned on the GDI team when joining a server (and in skirmish) I've not switched teams either. My experience with the Nod side has mostly been limited to blowing up the HON, PP, OB, and REF from overland routes. I had no idea they had a tunnel.
  8. See above tip on APC rushes through the Nod underground tunnel. For Nod the path from the tiberium field to the AGT is much shorter as well. I rather like the tiberium fields. It's far back enough that the enemy controlling the center can't automatically destroy your harvester every time, yet it's also not perpetually safe like in Island. More granularity in map control is a good thing. I'm not saying it's something horrible that ruins the map for me. The lowest point of the map for me is the tiberium field locations, but it's overall a minor problem. I disagree that they are done as well as you seem to believe. I do agree that tiberium fields that are right next to the refinery are stupid, earn too much throw away credits for team members, and make harvester harassment impossible. I like that fact about these fields in question, but what I don't like about them is the route into either base from there is too exposed to be useful for anything other than a suicide APC rush (that will likely end poorly anyway). Even with the tib field route being undefended by players if you rush through the Nod tib field you have a long way to cover while the Ob is shooting you. I havn't tried, but I assume that the AGT route is similarly bad. The only thing I think would solve this is if there was some kind of cover near the base sides of the fields. Like a large rock. As it stands the route is rarely useful and a deathtrap in most situations. Who knows though. Maybe I'll find a use for that route after some careful testing. I'm cool with the map overall though and in fact think it's probably the best designed new map. Not my favorite (that'd be Lakeside even though it has flaws too) but the best designed. I love maps that are huge with plenty of nuanced areas. That's why I liked Glacier in old Ren so much. People cried about that map all the time too and yet it was my favorite BECAUSE of the things people didn't like. Most people want easy arena maps that are exactly symmetrical and straightforward. That's why Walls, Field, and Complex are so loved.
  9. In the original basic repair guns could be obtained by other classes because weapons dropped. Not sure why that was removed (balance?) but I think the repair gun should be purchasable in that case. Perhaps for 175-200 credits?
  10. The only problem I have with this map personally is how worthless the tiberium field route is for vehicles attacking. It's too far away from anything to be useful for any kind of attacks on buildings for either team.
  11. I think spies should not be SBH. I never enjoyed that in old Ren even when it benefited me. This is what I think needs to change with the current spy system. 1: No automated defenses should react to you. 2: Your name shouldn't show up AT ALL unless you kill someone, die, or have some other announcement involving you. The only thing giving you away should be the fact that when someone on that team is close to you is that your name isn't there. That would fix spies to be better. As it currently stands I can detect spies easily no matter how nonchalant or sneaky they are. I see a yellow name on a NOD and I fire at it. I see a red name on a GDI and I fire at it. It hasn't failed yet and it isn't hard to spot. A separate thing I would like to happen to spies would be to ditch the automatic change. You should be teleported into your infantry building and allowed to choose the enemy class you want to be. If you pick SBH you are not invisible to either team, instead appearing like an allied sbh to them so as to prevent old Ren spy being so OP (seriously the same spy being able to plant beacon after beacon while a whole team searches for them). With this change of being teleported and choosing you don't suffer the utterly retarded disadvantage of the enemy spotting what type of unit is the spy and everyone just watching for that. A spy should be deceptive in nature.
  12. Where do you hop into the water outside of GDI's base?
  13. I've been killed (with an expensive unit) by shotties very quickly. Hit location and health play a key role in this game. This isn't COD or any of its knockoffs where everyone instantly dies in 1-2 shots. Aim for the head and make sure you're close when you fire. Otherwise use your secondary weapon. Even if it takes 10 shots due to poor accuracy you can still win. The shotgun is easy to aim and at least do some damage with while on the run. Sprint around and get in their faces. I'm talking pointblank range. It's harder to aim precise rifle/whatever shots at that range than it is to fire the shotgun into them. As their health plunges they will likely panic and try to create distance. Don't give it to them.
  14. This was true in original Renegade. I don't think it's a bug and it isn't a problem most of the time. You have to consider the weakness the Obelisk has. It fires slowly and only against single targets (mostly). Where as the AGT can fire on multiple targets and do so instantly. You should always keep an eye on the ob before you expose yourself to it. Also remember that it is possible to juke the ob to a degree.
  15. See I agree with you, but you're going to be raising the ire of people who rely on score games. The killwhores and pointwhores specifically. You'll hear crap about "skill" and "teamwork" even though both of those are lacking in score (i.e. time limit) matches. They are entitled to that thinking and their own server types though. The solution you need is to play on marathon servers. That's where the real skill is. There are plenty of marathon servers to choose from right now. Which is far better than the one real surviving marathon server old Renegade had.
  16. Noticed this too. Probably server lag since they handle the vehicles.
  17. I think splash damage should come back within buildings, but only within reason. The arty in original Ren was ridiculous with it's splash being damn near the size of half a building. Great care needs to be taken not to replicate how OP that radius was. In original Ren field was tilted in Nod's favor heavily due to this. Arties could severely damage both the WF and the people inside it from relative safety while any GDI assault on the HON barely hurt anyone inside and was done at nearly pointblank range. Due to this unless the Nod team was bad or the GDI team taking and holding the field ASAP then Nod usually would win without a lot of effort. Here's a possible suggestion. What if occasional debris blows off the inside of the building when it's being damage and it's health is below 60% and if you happen to get hit by said debris (which could just be critical systems catching fire and blowing apart on the inside, not like the walls are breaking apart) you take a good deal of damage? This way it's not just one team's absurd splash vs another's pitiful (plus the shape of the buildings and their placement). Instead it's the building coming apart at the seams as it is being destroyed that does it.
  18. Give me a screenshot or a vid, but make sure you aren't confusing where they have infiltrated across the bridge and simply swim from the barracks area (which is in base) around to the Power Plant to remain unnoticed. They can be crossing the bridge and swimming afterward (which makes sense). I however ran around the area in skirmish and couldn't find where that water connects outside of the base other than the bridge.
  19. That delay is called lag and it's probably because the server is struggling. The vehicles are all handled server side (so I read around here anyway) which means that laggy slow unresponsive vehicles is stemming from the server. I've played on some full servers that aren't bad on the vehicles. However if you want a truthful answer to your stupid question, then that answer is yes. I played plenty of old Renegade and suffered from many things including getting caught by the edges of buildings/rocks/walls without knowing it (as in my tank drives on fine) and then a couple seconds later finding myself back a bit stuck on that building/rock/wall. Not to mention times when I found my tank forty feet into danger because of a lag spike. I had a good connection at the time too, but that doesn't matter if the server is struggling. For the most part Renegade X's connection issues haven't been too severe (after the 64 player limit was dropped to 40). I'm sure what you're suffering from will disappear with patches.
  20. I think 64 players is perfect for a lot of maps. Just not for Field, Whiteout, or Walls because they are too small and arenalike. You need more maps like Goldrush and Lakeside for large player count games.
  21. Can you mine the water? Lol Edit: Actually upon close inspection of the map in skirmish I can't seem to find where they would enter that river outside GDI's base and swim into it. Unless of course they happened to glitch through something or I missed a critical section of the map. It appears to me that the only way to the GDI base is over that easily mined bridge. I'd also like to point out it isn't too hard to run from tree to tree to reach the HON with a hotwire without the Ob being able to hit you. The turret firing at you can give you away (or kill you) but you can fool the slow firing Ob enough to get into the HON.
  22. A part of the weightless thing is how enemy tanks can ram themselves under other tanks to easily kill those repairing the vehicle from the other side. I saw a stealth tank do this under a mammoth (which resulted in my death). The heaviest vehicle in the game flowed over that stank like it was nothing. The rest of the nuances about the driving are throwbacks to original renegade. The vehicles handle very close to those (which isn't a bad thing in totality). I have no problem driving myself.
  23. I believe the crashes may be linked to when a map is tied on votes at the end of a map. At least it seems to crash everytime that happens when I'm on.
  24. I second the marksman suggestion. The marksman class is extremely underpowered. I realize an attempt was being made to keep it from overshadowing more expensive sniper classes, but it's almost useless unless you have complete surprise on a single enemy. My suggestion would be to make it so it does enough to kill units with less than 300 health in a single direct headshot. Either that or make it shoot a bit faster and have a larger magazine.
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