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Lt.Hargrove

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Everything posted by Lt.Hargrove

  1. Updating the launcher seems to have worked, but I don't have time for a quick match now. Will report tomorrow.
  2. So I copied the files over to my installed directory, but the game wants to update from 0.63 to 0.65. It downloads, but then it gives me an error when beginning to install.
  3. I have the same problem. RenX Launcher has all the bloody permissions, I even tried turning off my firewall. It won't reinstall.
  4. You make your work look like a Renegade X Constitution with these amendments. "Versions" are for the uncool, I guess ; D ?
  5. About the loss of strip on Walls, it wasn't mined at all. At first I thought there were just mines at the door and not the inside door, but at a later inspection there were no mines in strip with the counter at 29/30.
  6. Yeap, I did not know about the new cave route. I thought the map was still stupidly Nod favoured, and becouse I spawned in HoN I went to attack WF as ordered. The team I got assigned to was really struggling.We only put up any fight on Xmountain and on Mesa beforehand (which we won with constant arty pressure, harvester snipes and silo control). The rest was mostly a disaster,
  7. I looks like very few people have come and it doesnt look like it'll start off.. Real shame. EDIT: The countdown suddenly gained one more hour. The PUG is on as normal I guess.
  8. Guy from Poland here. Despite what they say in the wide world, it's not bad here - just the ususal political shitfest with people calling the other side the worst, it's just that our liberals have friends in western media and EU structures and are just that desperate to use these connections in an internal fight. I'm not saying that the current goverment is OK, mind you. As for US elections, I think both Hillary and Trump were terrible candidates from ethical and political standpoints. I am afraid America is slowly spiralling downwards and their position in the world will steadily crumble. Bad news for us, becouse Russians are living the USSR dream 2.0. right now.
  9. I really like this change. Organized attacks are no longer binary and it helps with breaking stalemates.
  10. Lt.Hargrove

    MVP

    I don't even think that game accounts are needed. Sure, it's cool when the AAA titles have all these profiles with stats, badges and unlockables but it is completely not necesarry for a game that, let's be real, will never be super popular anyway.
  11. I managed to get around it by uninstalling RenX and redownloading the installer. It forced me to download 6 gigs, though.
  12. When I still played, all I did was playing 500 dosh snipers and killing techs/hotwires or mid-field SBH who c4d vehicles and supported the team by sniping repair boys or snipers with pistol. That was a year ago.
  13. I've stopped playing becouse game is too stale for me. 1. I am an active defender and have to camp my base the whole game on my own or with 1-2 more people from SBHs/stank techs/ninja hotties which results in watching mines dry in the sun for an hour with some breaks for skillful remote c4 kills on infiltrators with some Carbine rounds when needed. Defending from infantry is too easy when Tech/Hotwire can have necesarry firepower, area denial and heal/repair abilities at the same time. One man army. 2. I am an active solo player who tries to take out key targets and get rekt by people who are doing 1. 3. TAAAAAAANKSPAAAAAAAAAAAM!!! Seriosuly, some sieges are just unbreakable for either side. The last patch which allowed to buy vehicles after WF/Airstrip kill made games go on even longer, which crossed the line for me. I was supportive of more room for comebacks, but this one made losing buildings completely insignificant. Ref started giving too much money, too, so the very increased prices after building loss weren't so restrictive after all. I also had personal problems with maths at school which made me unload rage on other players (if you are reading this, sorry lads.) when I couldn't achieve anything. Some servers have mine limits set too damm high, they allow mines to be spammed with too much leeway, which is very frustrating for the opposing team. Some maps can have entire parts locked out of use by a 24/7 APC camper like Goldrush, Under and Field, some are imba like Canyon. This game has a lot of potential. It is certainly unique and has it's great moments. Soundtrack is more than solid, too. I think I'll come back to it after I'm done with my KF2 map (and stop looking at the materials screen like a dazed teengirl at Bieber's poster so I can get down to work on Installation). BTW, I made some signatures using my mad MS Paint and Power Point editing skills and use them everywhere. Lack of publicity is also a huge problem, so if you can, do it as well. Maybe a bloke or two will at least check it out.
  14. I think disabling the drops of logically too heavy vehicles can be another way to go about it. No APCs/Light Tanks/Meds/Mammoths, just like when Bar/HoN goes down. It looks a tiny bit silly when a chinook brings in a 200 tons heavy monster.
  15. Mining the ceilings is so fair, as it completely allows for disarming said mines from the outside. Totally.
  16. Wouldn't multiple AGTs/Obelisks work fine as they don't provide any functionality in PT?
  17. Moving forward at the mad speed of a snail: Now I have to figure out how to make the second route go under the middle. I think I can make the ground level look like a concrete platform by scaling some sidewalk models.
  18. Adding new building is a lot of work, even now when the way to do them is known. They wouldn't add much to gameplay, too. All I can see being possibly added is repair pads, and even that just in a form simillar to turrets or guard towers. The problem is: what functions would additional buildings cover? Comms Center could disable spotting and minimap when destroyed, but a building just for that? Advanced PP is pointless. Advanced Comms Center and Temple of Nod could disable usage of beacons, but that also really isn't a niche to be covered. BTW, GLHF modelling the temple.
  19. Bringing in a healer in a team class-based game is something to be expected. I personally like it the way it is - this forces players to protect their technician classes and raises coordination requirements. The only gripe I have are techs/hotties melting other infantry with carbines/flechettes as efficiently as dedicated combat classes. Many others have raised this issue and I think it's going to be adressed. Engineers have a lot of utility by design, but their intended weakness of being poorly armed is not really there ATM. You also completely look over both tunnel CQC and support anti-vehicle classes. Mostly bad field classes like shotgunner, gunner, grenadier, LCG shine in close engagements and base defense. 2 Mobs/Mendozas can shred any tank in seconds, PIC/Railgun/Ramjet are unmatched in forcing retreats and punishing bad positioning/late retreats. Patch completely negates tech's repair rate, SBHs that arent nubcake solo nukers can harass sieging tanks enough to allow their team to break out by sniping repeairmen and c4ing artillery etc. Now, engineers do most of the necesarry works, but they aren't be-all and end-all. Future will highlight that further.
  20. It is certainly more modern and easier to start using. I can get behind this.
  21. I started wondering why c4ing HoN unseen can be even possible since I have seen that camera.
  22. Could you post a top-down view of the entire map?
  23. My builder brush is acting very weird. When I try to add any kind of brush nothing happens and if press the build button too many times builder brush teleports itself to what I presume are 0,0,0 world coordinates. I tried googling this but I haven't found anyone with the same problem.
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