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Methanoid

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Everything posted by Methanoid

  1. isnt airstrikes a good way to quickly end some stalemates when turtling? ive been smacked in the face by some pretty good airstrikes that left a nice clear path for the enemy, esp if followed up by more.
  2. Methanoid

    Hackers.

    in fact is it still possible to join a server these days as a spectator to watch ppl? that would be helpful.
  3. Methanoid

    Hackers.

    ppl talk tho as if there are no aimbots for renegade x, but it being an unreal engine game then all the aimbots that work on unreal should still work on here. ive seen all the "their just good players" thing all the way back to ut99 when playing clanbase wars, even went as far as the old method of modifying your anticheat so the cheats didnt work due to your modified UTPure/AShoHo/Etc package, hell you could even play back an aimbotters demo with a spare copy of UT runnign an aimbot and see them tracking heads/flag carriers etc thru walls etc. (i believe back then we as server admins could stop all aimbots except newer versions of elfbot that ran externally and couldnt be stopped) good players are idd good and fair play, but it goes beyond "good" when their being good amazingly fast, far 2 fast to be good by normal means and you see them doing things that shouldnt be possible. there are several sites and has been for ages that offer cheats for unreal engine games and loads of other games, some even come at a price instead of free, so their out there, they always have been, just because renegade x is "newish" doesnt mean its not already got a ton of rdy to go aimbots by unreal inheritance. it just dont know if its fixable, i do remember the talks we had back on ut99 onwards about anticheats basically being at the mercy of unrealscript which just cant do whats needed to defeat cheats that patch in externally, hopefully tho this has improved since ut99/2k3's days.
  4. They can (or should, at least) do much more than other classes except for the essential part of being effective in actual combat, which is certainly at least 50% of the entire game, but I think it could be argued to be even more. Right now, this is not the case, because of the persistent purchased sidearm bug. The only reason engineers are being viable in combat at all is due to that secondary weapon capability, and we really can't judge if that is broken or not yet because it is broken in another way, due to the bug. They have anti-vehicle capability with their explosives, sure, but any other class with reasonable anti-vehicle capability can do it better and safer, without needing to get directly next to the vehicle. They have anti-building capability, but they need escorts to actually get in there. Their only offensive role should be removing enemy mines and taking down buildings. id guess its a bug considering it seems to persist through to new matches on new maps, instantly getting a weapon on map start that should only be avail once u have a neutral tiberium silo does seem a bit wrong.
  5. can you headshot around 3 ppl in 1-2 seconds flat the moment they leave a building with a stealthed black hand? and continue doing so with such speed for most of the game with a marksman? its not their kill ratio thats an issue, gz to anyone who can get such a figure, its the speed at which those kills flow in rapid succession thats the problem. check my screenshot a few posts back, theres q a few players in there and for most of it our entire team was being sniped instantly when exiting any building, we were permanantly stuck inside by 2 people alone. and i dont mean we walked out then moments later died, i mean 1 foot out the door and dead even when stealthed.
  6. @OP, good read, deffo +1 and agree with the whole Engineer/Every1 else situation, also your "medic" idea could just as easily become a "Support Trooper" someone who can heal and drop ammo packs (for rifles/etc but no replen of explosives) and generally be "the middle man" when it comes to firepower/health. Fully agree that there needs to be a bigger difference between classes than just their starting weapon and health values, engineers/etc ofc have their role, the black hand has his gimmick/reason to be....stealth, everyone else also needs some form of defining difference or reason to exist otherwise their all just regular soldiers that have different weapons.
  7. n1, ive not really played an unreal multiplayer game with a keen interest since my 5-6 years of playing UT99 on clanbase ages ago, but even back then the scourge of unreal games was external aimbots as opposed to the ones made via unrealscript, ill assume the worst ones are still the nigh impossible to catch external cheats. really hoping anticheat has come a long way since my ut99 days because im liking this game so far, shame if there ends up a massive influx of aimbotters, its why i had to give up ut99 and bf2, shame as i loved playing both of them a lot.
  8. so im not being paranoid then?
  9. Methanoid

    Hackers.

    wouldnt be the person i named here is it? viewtopic.php?f=13&t=72238&start=30#p124267 screenshot included. https://www.dropbox.com/s/7s5l6vvf73xr6 ... _00002.jpg
  10. i tried earlier and it didnt work, wonder if its because i added the game to the steam library and launched that way instead of normally.
  11. out of curiosity are there any regular players that are aware of any european public or clan servers that are admin'd occasionally.
  12. You must be new to renegade And that is while i was alone in the enemy base planting nukes and probably died 10 times there alone, i could of camped and racked a amazing 75-3 probably but we would of lost. I'm not saying they did not cheat, just that its not really all that hard with common sense and understanding of game mechanics. then how would you personally skillfully rack up multiple consecutive kills on stealthed nod black hands the second they leave a building? our team couldnt leave our buildings without getting 1 shot so we startedgoing stealth but still got shot, in the end we couldnt get outside to do anything so lost all our buildings without being able to even leave a building or stop the ppl planting beacons nearby. i may be new to renegade x but im not new to unreal based games or fps in general, racking up 3+ kills in the space of a few seconds moments after they have left a buildings door even when invisible is surely suspect esp when their miles and miles ahead of their own team. hell i even ended up on the same team and while watching them its blatantly obvious to many that its just not right or normal.
  13. id be amazed if theres no aimbots, ive played some games recently where 2 doods had kills of like 80+ compared to the normal of every1 else which was the odd <20 but mostly <10's. kinda made it obvious tho when u select black hand, wait for stealth and as soon as your out the door your instantly headshot. their patterns always the same, hack like hell till just b4 game ends then they leave. check this pic just from earlier today. https://www.dropbox.com/s/7s5l6vvf73xr6 ... _00002.jpg EDIT: changed pic upload, wasnt working earlier. Doods here called GameAnarchy.net and [TSM]OpticZGaming both racking up consecutive fast kills even when your nod and in stealth, walk out the door and bam, dead instantly. pretty much most of the team, either side complaining, i ended up same team as 1 later on, again blatantly obvious and irritating. would like to know if anycheats got very far, its been the cause of me leaving every online UnrealEngine game from UT99 onwards so far, almost as bad as how BF2 got at its worst.
  14. its unreal engine, see if setname playername works when u open the console window, think on my keyboard thats the @ key to the left of my tilde~ char. havent tried this but it worked in other unreal engine games, unless that got scrapped. EDIT: nah just tried, doesnt seem to work, commands accepted but doesnt change, which is good in some ways.
  15. hopefully at least the name change thing can be fixed or restricted? its the unreal engine so im assuming opening the console and typing setname playername still works? maybe disable the console window, disallow the name change once the games running etc?
  16. same, its not like battlefield 2 where you saw filled/empty seat positions on your vehicles picture, i cant tell if i have anyone at all with me in a tank or transport copter. i do know that like BF2 etc you can press 1 = drivers position, 2/3/etc for gunnery positions in the supply copter if avail or just other seat positions in land vehicles, and thats great, there just needs to be a clear visual indicator showing this.
  17. this is the only thign that seems to make things overcomplicated, i see teammates shooting each other amazingly often be they new players or old, its amazingly confusing having our HUD/s or unitframe tags show as mixes of red/green, no1 can tell whos who esp engineer units, and waiting for a red rectangle to appear when your close up isnt ideal. make the colors static, no green stuff used for both, fully red for NOD players/teammates and orange for GDI, the amount of times ive not shot someone because i saw a green = friendly overlay then got shot to bits when i finally notice the small red box makes the game more difficult than it needs to be. same deal with vehicles etc, ive seen ppl firing blindly at anything just to see if dmg registers or not shooting vehicles that are hostile because they cant easily tell any difference. myself and hopefully others would prefer to mouseover a player and see just RED for nod or just ORANGE for GDI, that or make it like other games, aything red = enemy, anything green = friendly regardless of faction.
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