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Lt.Hargrove

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Everything posted by Lt.Hargrove

  1. When I have seen HoN blow up at first I thought the usual "Fridging noob techs didnt check their mines should have done it myself dammit", but the team chat has bursted with OMG, WTF and BBQ comments about an APC rush whic rolled in from the forest. Later on I've seen an APC on the forest side cliff. I haven't seen how to exactly do that, but a team mate said that you can drive to the infantry path near the ground GDI anti-air turret. I believe this is a result of recent psychics changes.
  2. I support this. I have warned of friendlies of c4s many times and very rarely I did get them defused.
  3. Basically, the middle has a silo on top (the blue zoom) and has ladders at the bottom which lead to the very top (purple zoom). As far as timing goes, I think 20 seconds from base to middle and 40 seconds from base to base is what I am thinking of (simillar to lakeside).
  4. 1. Disable purchaseable sidearms for engineer/hotwire/technician. 2. Buff stank vs vehicles 3. Revert psysics changes on APC and tone down Humvee/Buggy changes by a bit (while less controllabe, scout vehs surely "fast and furious" better) 4. Decrease Apache/Orca HP so rocket soldier will take 1 less missile to destroy it 5. Revert flamethrower vs buildings nerf.
  5. Tiberium was unlike anything humanity has seen before, so research on something as mysterious and powerful is valuable. The Bocay Installation holds a tiberium observation facility which performed long period experiments that are hard to recreate. The Brotherhood knew about it and launched an attack in order to either steal or destroy GDI's scientific data. The facility has many levels and all of it's paths are tight, some underground. Heavy equipment will often find itself harassed by infantry from all directions, so bring some support for your ride. Layout: Expect this to progress very slowly, as I have quite a bit of RL things to do. For now, I'd like to know if there are any visible flaws in general concept. The scale in not accurate.
  6. Thank for your replies. BTW, I have a n00b question. How do I launch Ren SDK? Do I have to the files into the regular UDK or do something else? There's no editor executable file in my download.
  7. I am starting to toy around with UDK and seeing how Crash Site is being made by a guy fresh to SDK I think I could try making a map too. However, I am not a Ren veteran and I don't have enough knowledge to balance things properly. I have some questions: - What makes for good vehicle gameplay? - Is having a silo accessable only by infantry OK? I dont mean something like Under where vehicles can't get there but still help defend it. - To what degree should base defences prevent infiltration? - Are airstrikes being unavaible at all something acceptable? - What are some most frequent/important things to avoid when designing the layout?
  8. TBH I liked the old version more. The cave was something what defined the map for me coupled with the silo being out of the way of vehicles. Silo being in the middle of harvester's road not only makes for just one point of interest to control, but creates "winners win harder" situations like the silo in Field does. As for the cave, other solutions to cave camping could have been taking the cave's roof off to allow airstrikes/larger LoS for base defences. Also, right now veh routes feel too far away from each other.
  9. I just want to throw out there that this is looking good. Can't wait to see it in action.
  10. Happened on EKT. The ending was so epic my game crashed. A flame rush that was in the making for 1.5 hour that with heavy losses managed to barely make it. A damm good game. It started off with a standard double nuke, but I have planted a glitched nuke at Barr flag pole (I was caught last second and had an MRLS on my ass, so I misplaced it. I wanted it to land between the sandbags and the pole, it landed inside it). Nod was ahead for a long time, but then we lost ref to infiltration. We have managed to push GDI hard, though. They have lost Ref quickly after. However, a humvee rush got our PP and we have lost steam. GDI became the agressor and managed to secure a stellar MRLS hitsquad that combined with 2 MRLS on the wall has both forced repairs on HoN and crushed every thing we have send at them. After 15 a mammy reinforced their presence and the game became a stalemate, as they couldn't quite go for the kill. However, a skilled SBH squad has managed to tank their front proximities and managed to c4 WF MCT. After that, we got all of their vehs and the infamous crate wars have begun. For the first hour GDI had the upper hand, but we slowly accumulated money through systematically killing their vehs/sydneys (they got like 5 from crates, go figure) and suicide paradrops form chinooks on their PP, which had 60 mines on it. We had an amazing crate streak - 1 apache, 1 chinook, some 1k characters. We had 1 leftover arty from an AFK and 1 bought light tank. We took both the veh routes and the plateu despite being met with very heavy resistance. Then the epic happened. 6 Flame tanks and all other vehs we had crushed their front, but they were prepared. Me, leading the charge, took a remote mine to the tracks of my tank and then got wrecked by grenadiers before I could either plant a c4 or rep other tanks. 20 seconds later, after hearing a loud 'UGHHHH!" in my thougts when I was moving from the spawn, PP suddenly dropped to red, and then got destroyed. And then my game crashed. And it was a cool story, bros.
  11. If anything, my suggestions to change Ren's balance is to lower Ramjet damage to 175 per shot and increase McFarland's price by $50. Chem buff is a flavour thing which I am OK with. Stanks were nerfed for the sake of other maps and are still usable on pub level in Field, mainly for WF rushes and flanks on Mammoth rape trains. I completely disagree with Gunner buff. While Rocket Soldier may be better on paper, he provides "uneven" DPS which is huge in massed attacks on buildings and is inferior vs tanks. I think these two are in fine spots. As for lose of a building creating so called "slugfests", "campfests" and "who can get good veh crate first" scenarios, in my opinion a good solution to that problem is implementation of supply drops. It fits the lore and limited acces to more advanced equipment/infantry to a weakened team would lead to better gameplay experience and more comeback potential.
  12. Mines also fall into the ground if you place them near the tank blockers at the silo closer to the GDI side.
  13. I personally love tiberium silos, especially on lakeside. They allow income after loss of refinery and even getting an income advantage if your team manages to secure the enemy tiberium field. Tech buildings that unlock some vehicles or technician classes would be a great addition IMO, as they would allow the loosing team to pull out even if it is good enough.
  14. Lt.Hargrove

    Cheaters

    Xpert, today there was an autofire speedhack aimbotter on your server. He made everyone quit the server. He spammed this link in chat: http://www.twitch.tv/jrdulldonkey The channel is empty, no past broadcasts etc. Maybe it'll help.
  15. Loading up a chinook with engineers/shotgunners can also work, especially on lakeside. Yes, chopper is more expensive and is really loud, buy you can bypass tanks and some of the mines. There are also chem and gunner rushes. They work best on small maps like field - you take about 8 chems or gunners and just beat crap out of a building.
  16. I think that flamethrower needs more splash or possibly making it more bursty - more dps, smaller mag. The first one would allow to actually hit people (your own flame obstructs your target and the guy is probably jumping around in circles to dodge), the second one would be better at close range and when there are multiple flame troopers.
  17. Well, I enjoyed Red Orchestra. Does that make me a guy without taste? I think the gunplay in RX does feel underwhelming compared to RO at times, but this is another game. Both games are about teamwork and have vehicles, but they are completely different, they are opposite sides of the sprectrum. They are both great in their ways, the same can be said about some of the modern shooters. To not devolve completely to this slight off-topic, I am looking forward to the next patch. This game made me understand why people played original Ren for 11 years. Sidearm bug and beacon exploit are infuriating, but when I look at the other things I see glory. Glory of "yoloswag 240" c4 suicide runs in APCs. Glory of attacker's proper positioning and tactics during sieges and glory of saving that barracks below 10% and somehow stopping triple sbh nuke with the team (and the glory of succeding a triple sbh nuke, hehe). In general, people at first will see now OP tiberium auto rifles and how their base gets demolished by lone techs/hotties becouse they lack experience and these can make them bounce off this game, which is unfortunate, as I find this game increadibly fun. Hell, the menu music is stuck in my head for the entire week, it is that good.
  18. I have managed to place Ion Cannon Beacon INSIDE the airstrip lights. They are blue, so it is impossible to see the flashing light. I did it by crouching next to the lamp and aiming at it. You cant tell that there is a beacon there from that screenshot. The only way to locate it is the beeping sound, but given it's location most people will check HoN or refinery.
  19. I was a normal Nod soldier on Walls. I bought myself a technician in Airstrip PT. My character dissappeared, I had no weapons or anything, my camera froze on one direction. I could still move the camera around (but not the way it was pointing at) with my keyboard, it would be stopped by walls just like in a standard UDK spectator mode. I also got this on Lakeside twice, once on Nod and once on GDI. I will try to reproduce this and post screenshots.
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