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Everything posted by Handepsilon
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What does the fact that no one wants to command say?
Handepsilon replied to isupreme's topic in Feedback & Bug Reports
I wouldn't be so sure about that. Back in Beta 4 before commander was a thing, there are still people whining about being in loser team -
What does the fact that no one wants to command say?
Handepsilon replied to isupreme's topic in Feedback & Bug Reports
Unfortunately, while this might become less 'bad commander', it will also amplify the 'loser team' chats. We players just like to think 'it's never my fault', it doesn't matter whether or not the ability to command exists or not. Players will always find something to blame that isn't themselves. There's also teamhampering potential, but I digress -
Yeah, the whole clipping-through-HUD issues have been plaguing me for months now. There's honestly very little I can do to fix one aspect and not mess with another. Different resolution does that to you...
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Neither of those. It's DEF-DarkNight
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If Havoc agrees to this, imma die :'D for real though, working with those boxes are annoying af
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Tried to tackle both situation, but it starts breaking up even worse as I try to keep them doing just that
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We don't have the capability to do Battle Royale in UDK.... Also, if ctf mode comes, we'll just have no buildings instead and have credits and vehicles handled differently
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Does this only happen online? This happens to me all the time, but I handwaved it as combination of framerate issue and high ping
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Pretty sure nobody was saying that, Kira. Everyone just said to lower the playercap I can live with 56 tho, maybe PS : Eyes felt fine at 40 for me, so I dunno what you're talking about
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Well... we did have a server crash in Arctic Stronghold last month. I forgot where I downloaded the log from the server from, but I vividly remembered that the last lines of it were spams of out-of-channels warnings. Had to scramble about to check what would cause it before someone in the dev team informed me that such thing would be common in some maps when servers were full and the game lasted for some hours
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You forgot the fact that RenX uses single core performance. I can play a more recent game just fine, mind you The engine itself is pretty much the biggest 'fat kid' here. 64 players is pretty much an unhealthy number for it. Sure you can upgrade your own rig, but you can't change the rig of the server you're playing or the limit of the engine itself
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I'm sorry, maybe I should rephrase it. It's an obscene demand for a deprecated and very limited engine such as UDK. A healthy number for that engine would've actually been 32, as far as I know Besides, the game was fine back when it was capped to 40
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We already did a few things that I will not disclose (it's a personal matter) It didn't work either, as you may have noticed
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You guys really need to stop this tradition, honestly. It doesn't matter if the limit was 40, 48, 56 or 64. This whole tradition of server browser refreshing is what will keep the game to only be played at 1 server only Besides, server logs were already starting to spit out network channel overflows. The game's already overburdened by your obscene demand for higher playercaps And just for personal perspective, playing at 20 fps all day is already pretty disorienting. Imagine getting stuck at 10
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The afk tag cannot be avoided by simply moving your mouse around and repairing a building, unfortunately. However, point changes *will* list you as active player, which makes afk repping an under-siege building still viable
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EMP? they already work against stealth iirc
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Lakeside is RenX original since Beta 1, so yeah, can't be called 'custom'
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Feedback: suggestion for improving the VP system
Handepsilon replied to Fishyshoe's topic in Feedback & Bug Reports
I think I brought this up once, asking why we don't just have new joiner's starting VP simply matches with the average VP of everyone instead of just your own team -
Will require all maps to be updated. Also, the point of the beacon being inside is because it's much harder to get inside buildings to plant those beacons to begin wtih
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Can non mine laying characters know when AT mines are gone?
Handepsilon replied to isupreme's topic in Feedback & Bug Reports
It's a bit off topic but I'll just reply this for once : It's a lot more complicated because dropped mines usually is followed by instant building destruction because.... hotwire/tech happens and you would only get a few milisecond of attacked building notification before that building blows up. So in a siege, buildings that are being attacked is usually more important, but at the same time (and also applies when it's quiet), the notification of mine losses outweigh that notification. I'm pretty sure it's a legit strategy to infiltrate a healthy unattacked building while the entire team is busy repairing the attacked building as a decoy. Considering the fact that nobody's really taking much of patrol duty in general, I wouldn't trust a team without any 24/7 indication that a mine is gone. I don't really feel that AT Tanks are as important because unlike infiltrators, you kinda usually see them before they hit that mine anyways, unless you're dealing with Stank, and even then, those are much easier to detect than say.... SBH. -
I suppose the better question is : How did the team get the money to plant 10 beacons into the same spot INSIDE a building with not enough intrusion against them (bonus point if they use decent characters/vehicles as well), and if you only have 5 techs trying to disarm them as opposed to.... well, nearly the entire team. I mean, don't get me wrong, 10 beacons are quite annoying, but when all of them are planted in what I'd consider one of the most precarious spot in all buildings, I'd have to question your team's defense very strongly
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I can neither confirm or deny that assumption
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1. 2 shots are exaggerating it unless your vehicle is something such as a humvee, apc or arty. Sydney can also get destroyed with enough cannon fires and I'm pretty sure I never lasted 10 seconds in combat as Sydney myself, without racking any meaningful kills. Sure I'm not the best player in the game, but to say that they're imbalanced would be an overstatement. I'd rather give that to Mobius and Mendoza, but I'm just biased at that point 2. First of all, I never heard of a map which has 20 tanks limit. Second, the buffs were... Iirc, part of stalemate breaker, and it costs 1k Commander Point. This is where calling out rushes really comes in handy so you can prevent them from assaulting in the first place. If all else fails, your commander can also counter defence buff to help the repairer 3. Recon bike was just designed and despitr the numerous requests, the current vehicle roster in Nod still doesn't have the room (from what I see at least) to warrant Recon Bike without causing balance issue against the GDI's own arsenal. So we have no plan for that... Just yet. I'm also talking exclusively about the Classic Crate version. The TibSun version on the other hand is out of the question : Those vehicles are designed to be OP
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Simply put, Titans are too tall for Walls entrance