Jump to content

Handepsilon

Totem Arts Staff
  • Posts

    2007
  • Joined

  • Last visited

Everything posted by Handepsilon

  1. While I'm all about helping commanders, I'm not sure if PMing them a vital information that is also very relevant to the rest of the team is actually a good move. I mean, you can do that if the commander is unresponsive to your first or second warning, but if you're warning about possibility of rushes, then you shouldn't have PM'd the commander. You should warn the entire team for that. I honestly would feel better as a commander if the team member actually communicate ideas or warning on the team chat instead of dumping the responsibility of choosing and relaying warning solely to the commander. I dunno, but having to retype stuff all the time especially if I'm in the heat of battle or trying to do other things is not ideal. If you do need to highlight important stuffs via PM, I'd also appreciate it being sent to team chat as well so other team would know what's up. Imagine if the commander is in the middle of the field battling their tanks out and trying to stay alive, and then you PM'd the team-important info to the commander, completely banking on them to stop whatever they're doing to relay that info to the rest of the team instead of just telling it to the team yourself. More on that, I personally feel like that's a cowardly move. If the idea fails or the warning turns out to be false, the responsibility lies solely on the commander with nobody except the Comm or the PMer knowing who exactly suggested it in the first place.
  2. Tank turrets has always been working like that in Renegade X
  3. I'm iffy on the notion of giving commander role more functions. That means more task to do for them... which leads to more responsibilities... which leads to more room to mess up the team and for people to blame them on.
  4. 'Are you picking this up?' is actually a reference to GDI's briefing in Tiberian Dawn, btw
  5. It's some weird barricade. It's not even a single mesh, just one mesh mashed up together
  6. I think it's tied to the first part of their name, but I haven't done my research For example, if I want to message "Yosh56", I can just type in 'Yos' or 'Yosh'
  7. Your questions will be provided some answers in Sunday, I believe
  8. Armor modifier's a thing (kevlar resists bullet, flak is weak to them). Health and armor number got changed. You need to scope to not have bullet spray. We also had the TTK lowering a few months ago. That's about it regarding things related to snipers, I think
  9. We won't. As implied, the team already recognized the problem with putting commander in charge of the whole team. My beef is not really whether or not the team can function with it, but rather what usually happens when it doesn't. I feel sorry for commanders who gets the flak for losing, but at the same time I have little to no respect to those who talks down to their team for messing up.
  10. Before I get to the point, I just want to state that this isn't a topic to urge a change in the Commander function itself or any other mechanics. This is just my thought on the mechanic itself based on my personal experience, so feel free to take it with a pinch of salt. Without further ado, let me get straight to the point : Commander is a flawed mechanic. That much is known to people, including my fellow dev. On paper, it's sounded logical : an FPS with RTS mechanic, having a role where you can be a pseudo RTS player in the game... taking control of units and pointing them towards victory. Unfortunately this is not what happens in RenX. These units will judge you for failures, rebel against you for orders that doesn't follow with what they want, and they cannot be controlled the same way you control squads in RTS. Reasons There are multiple reasons people doesn't find commanding in public games appealing. Self-esteem is one, when you are around people who's so much better at you and you feel like they should command instead. On the other hand, frustration on the team's uncoordinated antics can also make people averse to take on the role. Of course, the most notable reason of all is the pressure. As a commander, you're basically in charge of the rest of your team. Doesn't matter if there's no enforced mechanic. Everyone will look up to you for ideas; everyone will attempt to give you one whether in teamchat or private; and most importantly, you will be the easiest target to blame on failures. It's easy to shift blame on others before yourself. Commander berates their subordinates, the grunts berate their leader, the players blame their team for their loss. It's a common sad sight, and it's all the more reason why elites among us would rather play as the regular joe than taking the commander shoes, despite knowing all the metas. Closing thoughts? Really, the problem with commander mechanic is ingrained with the social problem of RenX. You have a team full of strangers, with varying skills and knowledge. Sometimes your combined effort works, sometimes it doesn't. This is all fine. What's not fine is the atmosphere that I see when an attempt of teamwork just doesn't work out. Instead of quickly blaming your team for losses, perhaps we should look more on ourselves. After all, you're playing as a team. Their victory is your victory. Their failure is your failure. No matter what failing the rest of your team has, you are also at fault one way or another.
  11. Yeah, still a mystery on how that occured for me. There's just very little lead on where the function really can go wrong. I only know that it usually happens when you get shot down from far away
  12. I do agree on the part where instakilling defenses with a cruise is just cheeseball
  13. It doesn't, neither does walking/running/standing have any difference in that regards. So standing still won't make you more invisible. Only sprinting affects it.
  14. Believe me, you're not the only one who wants to hear the trailer Stomp. I don't think we'll deliver on that due to some... technical difficulties regarding it ^^;
  15. You use med secondary usually to scan for stealth
  16. I think that one's not ready yet, despite it shown in last dev talk
  17. That won't work. The scoreboard is designed to intercept ANY attempt of input key even when it's not used for the scoreboard (sadly). Printscreen *should* work though, without any other key involved. Steam MIGHT take some resources, but there's barely any spying unless you count the whole ID saving on our end, which we really only use to track down cheaters or rule offenders ingame
  18. Handepsilon

    SWrxf.jpg

    To this day I'm still rather worried that the recommendations for building kills will get skewed due to the test sessions lol
  19. I dunno, I think I like the asymmetry. Let Nod shine with their flying fortress (we've also discussed Montauk before I believe, and Kodiak was actually represented as the orbital airstrike)
  20. Can confirm that we haven't got any annoying sniper problem in playtest so far, including when we had some sniper fiesta that one time
  21. That shouldn't have shifted your seat. I don't think weapon next/prev weapon switches your seat. Only the number keys do
  22. That's odd.... we never change anything in number keys. Did you reuse the number keys elsewhere? As for mousewheel delay, I don't think that can be changed at all. It's in the script
×
×
  • Create New...