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Everything posted by Handepsilon
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BTW I assume this is one of the Tiberium that you're referring to? I got there by parking my Chinook on the unreachable mountain (except by aircraft). You know, unless this is just a regular emerald randomly poking out, I should be a mutant by then PRAISE KANE! (lol)
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Building occupants damage inside buildings
Handepsilon replied to Handepsilon's topic in Feedback & Bug Reports
Not really... the door seemed to be closed but probably I'm pretty close to it. I'm about 2 feet away MCT What about the flame though? You know how far the barracks' MCT is from the door... -
Not sure if intended, but apparently you can damage people inside the building with Flame Tank usually. This happened usually when Nod is winning, when I'm inside any buildings repairing the MCT. I believe this is good to counter stalemates where Hotties or Techies are stuck repairing buildings to actually do something Here's where things get funny. Today an artillery bombarded the WF in Field. For some random reason it managed to kill me inside the WF around the MCT. Usually this doesn't happen although it's quite logical for occupants to get damaged, but by game logic this seemed like a glitch since this is a one time thing. Is this intentional?
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Something I learned from Marathon : Apparently if you're good enough in defending, or the enemy is bad enough in attacking, you can actually hold the worst siege I think this can make a game mode, where teams take turns on sieging the enemy base. Every 10 minutes or so, a team had an invincible base with invincible aura around them, but cannot attack enemies that are not around the aura as well. They have to siege the other team's base while the other team has to hold out until the siege is over. 1 minute ceasefire before the siege happens, so teams can prepare themselves. As safety measure for campers, every time siege ends, a super airstrike is automatically called and wipes the defending base from enemies once the siege is over, and while in ceasefire or Nod's turn to defend, their SBHs and Stanks around the GDI base will become visible automatically until they leave. Teams also have to keep sieging, lest they will lose their turn to siege prematurely if the enemy buildings or units aren't taking any major damage from them after few minutes I think this is easy to execute and can teach players how to really defend and rush. It's just another take from vanilla, except it's either full attack, or full defense
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Sooo, instead of you destroying the Harvester, the Harvester can actually destroy you... Only in RenX : A Harvester is more dangerous than the most dangerous war machines
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Removing Barracks/WF/Refinery/AGT for some reason
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If you have a good team yes. Frankly at times, no one even bothered to respond to my suggestions and just go their own way. Really, I'd appreciate even a 'no'. But nooo, they just ignore me, and other people in that matter. Yesterday was full of teamwork problems, that led to successful rushes EVERY GAME (except the one with base defenses). 2 guys got Skype to back them up, so they can organize easier. I tried to warn my teammates and told them to maintain full defense (or stay in MCT, especially since it's still so early). What did I get? Most people ran off to the enemy base without any result, and we lost Ref/PP for that. The game ends in 5 minutes at the longest. Very very satisfying This also happened today when I was in Field, for different matter though. A Havoc was sniping on the tunnel entrance that I'm guarding. I told him to go get the arties instead of the guys on tunnels, especially since there's Sakura and probably Mendoza there. He didn't even respond and just go sniping the tunnels while I had an APC posting at the entrance, waiting safely for anyone foolish enough to face me and while the arties are happily bombing our WF ( thankfully it was marathon, point whoring is meaningless) and our tanks are getting mauled. I also requested one hottie to back me up, and I didn't get any. Again without any useful responses 0 teamwork is the big problem here Seriously, I know it's for fun, and I do not mind getting mauled in the end. But if we only spend few minutes in one game like this, where's the fun in that? That ain't GG
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Question : are each buildings comprised of a single actor? If so, can we actually wipe a single building using killall command?
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LOL, Harvesters in RenX ate too much Tiberium I wonder if we can do that to enemy vehicle too. We can drive over them, but can we flip them over?
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Try 'God' then stand in front of AGT or Obi as a Soldier
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Yeah, I know. It was for APC rush blocker. Besides, SBH can still enter through the tunnel. Which will prompt me to use APC guarding the tunnels in both Island and Field (except Nod for Field. The blocker sucks there) Even so, this is just wrong in every way possible
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Yeah, maybe. That's what I did later on. Usually it only happened to the much smaller tanks, while the harv only drive over the Mammoth. Plus I was aiming outside, so I didn't see it coming
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This happened once on Walls. I blocked the main entrance with a Mammoth when a (drunk) harvester came out to harvest more Tiberium. Since usually they just end up running my tank over, I just stay still. Turns out this was a big mistake All in a sudden, the damn harvester flips my 1500 credits tank over, carrying it and jettisoned me. It survived at 4%, but was stolen by a Nod, only to be blown up in the next second Damn harvester needs tweaks. It's supposed to give us credits, not waste it
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I wasn't in the game, but I think if repairing buildings does more point, that will encourage the attacker to strategize more rather than just bombing the building for points (much less bombing AGTs). Doesn't that make sense in 'tactical' shooters? Besides, haven't you been on those Blizzard RTS missions where you have to survive for 30-45 minutes to win?
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Usually, if you do steal their vehicles, their count will eventually go minus. This needs fix, but I'm sure the dev is already aware of this
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Well, some people might already know that if you place vehicles inside the WF garage or at the top of Airstrip, the vehicles blows up upon spawning recently bought vehicle. What do you think about using this as a method to sell vehicles for portion of the price? That way you won't have to feel bad about destroying a Mammoth inside a WF for humvee or APC , or... the others. This will also prevent people from leaving unused vehicles because teammates don't take the vehicles you wanna donate. Also makes a good tactic : ref is down, need to buy -> steal enemy tanks -> sell -> buy stronger tank
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And you've made yourself irrelevant and annoying in one fell swoop. I'll admit the warm-up/grace period is a good idea for slow-loaders, but honestly defending APC rushes early on is a joke...If they've already got the teamwork to pool money, they've probably won anyway. 1 guy spamming for donations is an incredibly sad definition of teamwork. You're playing pubs in a game that only ever has 1-2 servers running while asking for more ways to try and pubstomp to win 5min games... Well, you just gotta be smarter, and more cooperative. Look at the guys who usually are involved in APC rushes, and when he's your foe, you just gotta warn your teammates of possible rush. Usually APC goes for Power Plant or Refinery (especially in Volcano, Walls or X-Mountain) if that helps. Better yet, get people to donate to you to buy your own APC, then you can decide whether to APC rush yourself, or just spoil the fun for the rusher by blocking the usually only entrance for APC. Sometimes teammates won't listen though, and then you're usually screwed up. PS : It was right though, being the only defender stinks. There were like 2 or 3 entrances and if you're patrolling without help, some people might slip in, especially dangerous if you're GDI. I find that camping at the entrances an easier way to stop STank or SBH, with a sizable tank like Mammoth for the main entrances, and preferably APC for tunnels (you really don't wanna get blasted by Ramjet). Sure you got mines to back you up, but they're not that reliable, and Hotwire and Tech aren't available early on.
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Mostly on Walls, yes
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Actually, now I never see XMountain game I haven't won as GDI. The secret is always post a tank on each entrance. Stank accidentally rammed my APC when he tries to sneak in Stank rush
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Well, we foiled like... 3 APC rushes, 2 on Walls I think. My opponent was Nod, except in Gold Rush, where I burn GDI engies trying to blast into Obelisk
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Well, you know, APC rush isn't always a game ender. You just gotta be smart with your def
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I'm relatively new in the game. But I played quite a lot to know how things usually play out. It took me long enough to realize that my calls is for defense The problem is, I almost got no one to help me with it. In most cases, I'm left with a couple of engies (hots/techs as well) and mines. Frankly not enough to pull a good defense. A lot of time people manage to sneak in, especially in Walls, where I had to keep out for both SBH and Stank as GDI on 3 different locations, not to mention aircrafts. Island also poses such threat, with tunnels and main entrance separated far away. Field is a lot easier to defend since we got AGT and Obelisk to guard the base, and the entrances aren't that big. Sure, mines are essential for defense, but if you got no one to watch over the base, especially without base defenses. Those mines are gonna be useless. They don't stop tank rushes. They can't blow aircrafts. And they won't prevent beacons. Think of it this way : in early game, some people might attempt an APC rush. Usually you can buy... say a humvee/buggy before the APC arrives. Now if we place them on the main entrance as walls, by logic the APC cannot enter the base until it gets rid of those vehicles. Sure you might lose a vehicle or two, but at least you didn't lose any buildings. If you can't afford the vehicles or mines at the time, then you just gotta buy some free infantries and wait on the building entrances to greet the rushers. My ideal defense is fully mined base with 3 people blocking entrances with tanks or APC, and another guy to patrol and probably repair. I know it'll be hard for 16 player or less games, but guys... isn't it better to prevent disaster before it happens? Of course, do not neglect attacks as well. Better yet, as defense, I got to stock money from foiling attacks, enough to fund 3-4 mammoths if ref still works. Then you can donate for tank rushes
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My theory is the usage of volume entering function. Most damages are like that If so, The question is why the large tiberium crystal inside the cave don't have volume, and can the volume around that supposedly harmless rock be moved a bit lower edit : fixing oversight
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What about the AGT? I've seen an AGT bombarding the central building on GDI's side as Nod in Gold Rush. I couldn't see the tower itself from the balcony, and then outta nowhere two missiles hit me and killed me. The message indicates that my killer was AGT Bringing this up because you can still snipe from the other side of the balcony as GDI because Obelisk cannot zap that place... unless you know, Nod was never meant to snipe from that building?
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Confirmed. I was confused since the rock was too tall from where the actual tiberium were. This happens in Beta 3 On the other hand, even if you directly touch the large tiberium in the cave that connects the forest with the vehicle path, you will be completely fine, save the enemy shots. That doesn't really make sense at all