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Darkraptor

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Everything posted by Darkraptor

  1. To lose a building is with patch 4.02 still a huge penalty. So aktually you still have enough motivation to destroy the enemy buildings. I'am very glad about this changes. Sorry, i dont see a big different to the early betas. Defending only one building was always easy. But with the new changes, the defending team has now better abilitys to attack. And one thing more, if you have trouble to kill one single building: USE TEAMPLAY. (could't resits to say that)
  2. I was pleasantly surprised, too. This gives Ren-X a new drive. And I really can't understand why some people are still against this changes. With Patch 4.02 losing a building is still a penalty to your team. So destroying an enemy building gives your team still an big advantages.
  3. Its not only on Lake Side. Its in every map thats Nod gets their airdrop by a GDI Chinnok.
  4. Getting a vehicle by a crate in the moment a litle bit overpowered. My first experience which getting a vehicle via crate was, that i got a mammoth tank. And that mammut tank lands on my head and kills me. So thats was some kind of a dead crate . Humvee/buggy, APC, arty/MRLS by a crate is fine. Perhaps a light tank for both teams, too . But pls not med and flame tank. And of course not mammoth tank. I had enough headache
  5. Thanx I watched of few a kenz videos, but i didn`t noticed that.
  6. I think thats this kind of reward-system is a necessary addition. But it would be better, instead of giving SP, when the player is rewarded with a small bost of credits. Thats not so complex .
  7. Well i would overwork the entrance to the tunnel. the crashed monolith arent a good solution:
  8. Mammy doesn't really need a second gunner. This would be overpowerd. In the classic CnC light and med tanks are weak against infantary. So give the co-driver a gun would be a major balance changer. But i have to admit, that i am thinking that this is still a cool idea. So if you really want to give the co-driver a gun, there should be two things to mind: 1. to make it fair, both light and med tank should have a gun for the co-driver. 2. this gun should be very weak. The Best would be the firepower of the normal soldier rifle.
  9. I suggest to make the rock next to the silo a little bit bigger, so that engineers have a better protection against enemy vehicles. Also you have the same problem like on field. The problem on field is, that when GDI is in advantage, the GDI-tanks are standing next to the silo when they siege the Nod-base. So Nod-players are not able to capture the silo.
  10. - rework function of ref - add Chaingun and bazooka to the weapon menu (not available for hotwire/technican/Engineers) - and delete all crates that change the characters or kill (money and refill crates are still fine) ...and most crying will stop immediately
  11. A big advantage of buyable mines would be, that no noobs are go to buy them. So only people who are aware of the value of mines will buy and use them right Hotwires and technican can have instead of mines another specially item. For example: They could set up a sentry guns like in team fortress. Of course only one sentry gun by each Hotwire or Technican. And when the player dies, the sentry gun will also disapear.
  12. Because when you lose racks/HoN and Wf/airfield but ref and pp are still alive, you are in some ways paralyzed and you have nearly no abilities to attack. And thats a little bit boring. I know losing a building should be a big penalty for one site. But it is enough punishment when you lose your heavy stuff like tanks and tier 2 or 3 units like the teasla guys.
  13. In another topic a made the proposal to detached from Hotwire and Technican. Instead they should be buyable in the weapon menu instead of AT-Mines. Cause mines are very essential for base defense and when you lose HoN or barracks, you are screwed. Especially when you are GDI.
  14. I absolutely agree with you. Of course Renegade X is a team game. But it has its issues in gameplay and can be very fast frustating. So many potential new players, thats wants to try out Renegade-X, dont stay long. I prefer this two suggestions. It would bring more energy to the gameplay. I personly dislike crates, thats kills or chance the characters. Refill- and crediscrates are fine. OK. New proposal: Delete both tier one infantry units (Officers and Rocket Soldiers). Instead make chaingun and bazooka buyable in the waepon menu. Thats means chaingun and bazooka are still to buy when barraks or HoN are destroyed. That also means, buying this weapons dont change the characters, so no bonus health. Also Hotwire and Technican shouldn't be allowed to buy this weapons. And of course, delete carbine too
  15. I would prefer to chance to EMP-grenade into an EMP-strike. that means: - same range and deploy time like airstrike - same effect like EMP-grenade (perhaps a little more area of effect) - price about 400-500 credits This would be a cheaper alternative to air strike. And would be interesting for teamplay; first a player lunch the EMP-strike and then another player the air-strike. And of course snipers are now more important to stop this EMP-strikes.
  16. For once I agree with Gozzy. I definitely think we have enough overcompensation for defence with the addition of EMPs and AT mines. But offense will rewarded by destroying the emplacement .
  17. I liked the old position of the silo in messa II. Because it could only be reached be infantry.
  18. I played today again on field. And it is major boring. Always the same thing. GDI gets controlled of the map. Now they get controll of silo and the they destroy the Nod-Harvester time after time. Finally Nod has realy no income while GDI gets more and more. So the tunnels are now completly full of advance GDI characters. So if Nod doesnt lunch a successfully nuclaer strike in the first 10 minutes of the game, it will end in a endless siege of the Nod-base without any changes. And thats not epic. Thats boring. One big problem in field is the position of the silo. Actually the silo should bring more movement into the game. But on field its nearly impossble for Nod to hold it for a long time. Because there is always 1,2 or more(!) mammuts next to it. How i said: douple income for GDI So in my opinion: the silo absolutly doesn't work on field and should me removed.
  19. Well, i still prefer a manned rocket emplacement on walls, instead of adding automatic base defends. So one rocket emplacement could be placed on the top of HoN. The other for GDI could be placed on the top of the Wf. Another solution for balance issues would be to increased the respawn time of the emplacements up to 3 minutes or longer. I was being sarcastic Sometimes in sarcasm could be found a good idea
  20. RypeL released a Mutator thats increased the respawn time ot the emplacements up to 30 seconds viewtopic.php?f=138&t=74115. i noticed that the current respawn time is 1 minute ans 30 seconds. Is this a correct observation? Perhaps it would be better to increased the respawn time up to 3 minutes.
  21. could be interesting . @Nielsen: Are you going to do some graphical changes, like fixing the floor texture of some buildings.
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