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twig123

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Posts posted by twig123

  1. Excited to try the new update!

    Sad that I don't see anything about Vehicle Damage vs. MCT being changed...

    In Beta2 Vehicles do 0 (yes, zero) damage vs. MCT.

    This means that if you have a friend hold open the doors to a building and you pelted the MCT with, lets say, a Med... nothing would happen.

    I won't be able to test for a while, can someone test Vehicle damage vs MCT and report back if it actually was fixed or not?

  2. What about vehicle damage to MCT?!

    Currently vehicles do 0 (yes, zero) damage to the MCT.

    So, if you have a Med @ REF and have a buddy hold the door open... there is 0 damage to the REF if you hit the MCT. In the original Ren, this was a goto tactic, as there would be splash damage and possibly also kill the engineers inside.

  3. Opening the PT (Purchase Terminal) in general (not even refilling or changing/buying anything) or Entering a vehicle cancels out the effects of the Spy crate, you must die before another Spy crate will work (as long as you don't open a PT or Enter a vehicle.

    I know this is not how it should be, but the Spy Crate needs to be completely revamped to be usable.

    In the mean time, just hope that you are lucky enough to have a Nuke/ION already when you get a spy crate...

  4. Goldrush

    Playing as Nod I witnessed the OB be oblivious to several GDI inf. I wasn't lucky enough to view how they got to their locations, but I watched on hotwire run over the rocks at the very end of the Nod bridge and jump into the water...

    Another time there was a Havoc running around at the back of the HON, but OB didn't shoot...

    Yet another time, there was a mobius that managed to make it to the PP door by the shipping crates and the went and dove into the water... then was able swim back to the 'land bridge' between HON & PP and run back to the PP... again without being shot by OB.

    Does anyone have any further info on this, or videos of these tactics?

    Also, As GDI, I tried several times to go from behind the Nod tib filed to the tunnel, but OB shot me every time just before making it to the tunnel opening... I must be doing something wrong...

  5. Hey all,

    Just wanted to start a discussion on different tactics for how to enter bases on maps that have base defenses.

    Several of the tactics that I had in the Original Ren don't seem to work in RenX, so I wanted to put out feelers on new tactics for RenX.

    (These exclude Harv-walking, as that still appears to work)

    GDI

    Field

    • Old Ren - Could OB Walk every building -
      (do any of these work on RenX?)

    Goldrush

    • Get into HON & PP (need info)

    Mesa-II

    • INF can dart from wall, to the barricade by AIR, then dart into AIR or PP (once OB cools down)

    Nod

    Field

    • If AGT is distracted, Nod INF can run from the tunnel straight to the AGT (works in RenX)

    Goldrush

    • Get behind PP (need info)

    Mesa-II

    • Old Ren - Could AGT Walk to REF (does it work in RenX?)

    Contributions would be great, videos would be even better.

  6. Actually Windowed mode completely solves the memory dump error, but it still gets the udk stopped working error. Ive been trouble shooting it though, seeing what works. Disabling a dual monitor can also solve some issues, as you will unknowingly click off screen causing all kinds of bullshit and eventually a crash. This can be done right clicking your desktop and going to screen resolution, selecting the other monitor and under the multiple display tabs just hit disconnect the display. Dont even try skyping while playing the game. Raid call seems to work fine though.

    Fixed my own problem...yay me.

    Could you post the dump files from the blue screen crash?

    Sounds like you have a hardware issue, but the dump files would help limit the issue down.

    (Dump files are located at "C:\Windows\Minidump\" and also "C:\Windows\MEMORY.DMP")

  7. Orca / Apache:

    * 1/4 more missiles, slower move-speed

    * More armor, lower missile damage

    Wow, the Orca/Apache are already snails compared to the Original Renegade...

    Here is an example of the speed/agility/maneuverability of the Orca in the Original Renegade:

    I couldn't find a decent video to illustrate this for RenX, but trust me, flying vehicles in RenX are MUCH slower and just pokey in general.

  8. why open again a new topic ...

    usless!

    go here pls:

    viewtopic.php?f=13&t=73235

    not spread the same discussion over multiple threads, makes it hard to follow

    I'll admit that I did not use the search feature first, as I did not find any posts about this in the "Feedback / Bug reports" section of the forum...

    However, I have to strongly disagree with you. A "General" discussion about "SBH Nukes" that got off-topic is not the proper place to discuss changes that need to be made to stealth abilities in the game... This is why a "Feedback / Bug reports" section exists, for feedback on what needs to be changed.

    PS: This isn't a word:

    usless!
  9. I think it would be a cool feature, if stealth disables for SBH and STanks when they take damage.

    I'm not saying it would de-cloak (turn red), I'm saying it would "light up" when they are shot. You would see the cloaked stank, white-ish blue skin (or w/e it is), from anywhere (basically, it would still be cloaked but still visable, just like friendly stanks would be if you were playing NOD).

    Here is a example of the Original Renegade campaign. You can see that the stank is gets dimmer when it moves away from the player, but goes to full brightness when it gets shot/takes damage by something else:

    (same idea should apply to the SBH as well)

  10. IMHO, the cloaking of the SBH & Stank still need to be addressed.

    Looking for SBH's you really can't even see them when they are like ~2ft from you, even harder when you are in a vehicle. So, SBH cloaking needs to be nerfed a decent amount or re-skinned to be more visible when you are in range.

    As for the Stank, I was going "WTH?!" when seeing 2 random people just running and shooting sporadically in the GDI base... turns out they were shooting a Stank, but it wasn't being revealed because I wasn't close enough... this definitely needs to be addressed to "light up" the stank from ANY distance when it is actively being shot (as it worked in Original Ren).

  11. This appears to still be happening... most notably on Walls_Flying. On my end, the freezes seem to coincide with things (vehicles) exploding. Mine use to freeze and then resume like you mentioned, but recently it has just been freezing and then booting me to the main menu.

    Devs need to take a look into this and hopefully get a patch out soon.

  12. Think about it when thinking about the C&C series, spys were not invisible, just mimics of the opposing team.

    In the RTS version of C&C, you are correct that spies were not invisible. However, they were only able to be detected by dogs... which obviously Ren & RenX don't have (Unless you say one of your units just walking to random places... you would never know they were a spy).

    Personally, I would like to see the Spy Crate reverted to be like the old Ren... Spy = SBH (& not attacked by base defenses)

  13. I know there was an invisible wall put in place on the GDI hill with the bunker, but it isn't sufficient. I was playing tonight and there was an arty just bombarding the WF from on the hill by the bunker in such a way that they could shoot the WF, but GDI was unable to even see the arty from the base.

    a couple things could fix this... reshaping the GDI hill with the bunker, placing the invisible wall down farther on the hill or even removing the arching from the arty shell.

  14. Does that mean we have to uninstall Beta I and re-install with Beta II?
    You fixed the collision problem on both sides of walls right?

    Nod being able to get in the sides of GDI base? Yes.

    There's also the glitch where you can ride a vehicle (and i've seen one or two infantry do it aswell) at the right side. The right side if your standing in front of it and looking at the base. There Nod can drive its way into the GDI base and on the other side GDI can ride into Nod's base.

    However Nod's sneaky way in was more exploited thus far, glad that's fixed :P

    This was present in Original Ren as well. I haven't tested in RenX, but in Original Ren it required quite a lot of teamwork as you had to move forward and the same pace as the vehicle you were on was (otherwise you would fall off) and was therefor allowed. If in RenX you can just stand in place and be moved on a vehicle, yeah that needs to be fixed. But having the feature of Original Ren would be interesting to keep around.

  15. Is there a set location for exiting vehicles? In original Ren you would exit vehicles on a specific side every time. (Ex: APC would exit the back). In RenX it seems to be random.

    You exit wherever you are looking at.

    Thanks for the clarification. However, I would still prefer static exit points from vehicles (Like original Ren had).

    I can't tell you how many times I've jumped out of a vehicle to repair it and been straight in the line of fire, then have to run around the vehicle to be safe.

  16. I've noticed a couple bugs as well, it's not clear if they were addressed in Beta2:

    Is there a set location for exiting vehicles? In original Ren you would exit vehicles on a specific side every time. (Ex: APC would exit the back). In RenX it seems to be random.

    Also, after exiting a vehicle, the weapon icon shows a pistol for every item until you cycle weapons.

    Weapons purchased (flichet, tib auto rifle) are retained between deaths and even between maps.

    After Airstrikes (believe nukes/ions as well) are used, they are still shown when cycling weapons, but are not selectable.

    Need separate key bindings for vehicles. Flying and trying to use "C" to go down is just awkward. (I'd rather bind 'F' to 'sprint' for flying and have 'LShift' for Down when flying)

    Flying movement speed (Up/Down most notably) is horribly slow compared to Original Ren.

    Arty shells fall too fast (appears this may have been addressed)

    Believe weapons need to be balanced further, but don't have any specific examples.

    **GUI for standalone server config/setup**

    (tis all I can think of off hand)

  17. Tell me, is there any way to get behind the barracks on field (past the barricade)? Because I've seen two nukes back there. I can't find a way to jump over the barricade and I really, really doubt that someone harvester walked and then managed to get all the way back there even if the AGT was momentarily distracted.

    You don't have to go over the bridge with the barricade to get into the GDI base by BAR. If you are on the outside of the GDI base, looking at the BAR, you can climb the rocks to the left of the bridge and then drop down into the river and swim to the side of the bar. Not sure if it is a map glitch, but it definitely works.

    Also, on WALLS there is a map glitch that allows NOD to walk up the map to get into the GDI base instead of having to go through the main entrance or the tunnel.

  18. Yeah, I saw an obvious cheater a couple days ago as well...

    We were playing the Walls map, I was a NOD SBH standing on top of the GDI PP. The cheater was in a mammy all the way at the front of the base in between the wall opening. (I'm still stealthed at this point) I see the turrets of the mammy point as far up as they could and then a *single* (right-click) missile shoots directly at me and hits me.

    I still had quite a bit of health and was still stealth, so I ran away by BAR and then returned to the wall between the PP and REF after a short time. I then see the exact same thing happen again... Mammy turrets point up, single rocket directly to me and kills me...

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