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Darkraptor

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Everything posted by Darkraptor

  1. I notice a small problem on the dark maps like Field and Messa II . Silos have this little flag . The flag turns in the colour of the team thats controll the silo. GDI flags are yellow and NOD flags are red, to inform the player which site took controll of the silo. But on the dark maps the flag is always iluminated by the red light and seems to be red. So you have to look twice. My proposal: The light which is current red should have the colour of the team which controlls the silo. - neutral: blue light - GDI: yellow light - Nod: red light
  2. I notice the same problem. It looks like the bots attacking neutral vehicels and dont stop this, still when you entered the vehiclel again.
  3. I dont think so. Its happend offline too. And not only flying vehicels are affected.
  4. Trev-MUN is right. Antennas are like wild dancing. I notice 3 maps which this problem: -Lakeside -Whiteoute and Messa II. But in Messa are only a view places where the infantery is vibrating. It most be a very annoying bug on this maps, because in walls there isn't any vibrating.
  5. destroying the enemy Weapons Factory and Airstrip would in that case not be a penalty at all. in some cases, it would even make the enemy team better. if 100% of all vehicles were light tanks... well then GDI's screwed. i do like the idea of still buying a Buggy and Humvee for maybe an increased cost, but no more than that. and if the Barracks or HoN gets destroyed... officer, rocket soldier and McChemtrooper only. maybe for an increased cost aswell. I agree: tanks would be to strong, but Humvee and Buggys are fine. I like also the idea thats by destroying the barracks/HoN u can still buy officers, the chemical- and the rocket-soldiers. But a group of rocketssoldiers are still very strong and then we have the same probleme like when there are only light tanks. So may proposal is, when you destroy the racks/HoN the enemy can still buy the tier 1 units, but they are a little bit more expensive, same like when you destroy the powerplant. About the crates: We could have here the same solution like in Mario Kart. When you are leading the race in Mario Kart you only get weak items like bannanas or green shells. But Racers on the last places get very strong items like the lightning. So when you collect a crate and you are in the leading team you only weak benefit like a refiel or 100-150 credits. And when you are in the losing team you get a stronger benefit. But it shouldn't be to strong. For example, not one entire tank.
  6. So what could be the solution for this problem: Bringing capturable silos in the game is a major improvement. A team that lost their refenery has now a good chance to get credits. But the silos should be reached only by foot. In Whiteout the silos a directly on the attackpath, so mostly enemy tanks are standing next to it and kill every Infantry thats try to take controll of it. Also its easy to bombart the silo with the rocketemplacements. So i think the silo needs another position in whiteout. In other maps the position of the silos is ok. I like the proposal of A-rodge. I still made this proposal: viewtopic.php?f=26&t=73126
  7. Well, i need to Quote myself from another topic : "Yes, they get a big reward for destroying the barracks/HoN. No more heavy infantry. And i know its a big part of the gameplay. But losing racks/HoN includung the weaponfsactory /Af brings one team in some kind of "undead position". The other buildings (powerplant and refinery) are now nearly useless, except to build the superweapons. Would this happend in a RTS-Game the player, which suffers from this heavy losses, would give up. But with renegade, we have actiongame mixed with parts of a rts-game. The team in the "undead-position" is now forced to defend and will not attack. So the possibility to win goes for this team extremly down. And this is of course very frustrating".
  8. In the map field is the position of the silo ok. If you play smart, you can capture it by taking the tunnels like -Error_ did it . But i made a bad experience with the silo in the map witheout. I was playing on the site of NOD. GDI took out our refinery an was now tankrushing. It was unable for our team to take controll of the silo, because one Mammut and one MRLS were next to it and killed every attacker . Were the silo placed in a position, which can only reached by foot, our team would have had a chance to take controll of it.
  9. Yes, they get a big reward for destroying the barracks/HoN. No more heavy infantry. And i know its a big part of the gameplay. But losing this includung the weaponfsactory /Af brings one team in some kind of "undead position". The other buildings (powerplant and refinery) are now nearly useless, except to build the superweapons. Would this happend in a RTS-Game the player, which suffers from this heavy losses, would give up. But with renegade, we have actiongame mixed with parts of a rts-game. The team in the "undead-position" is now forced to defend and will not attack. So the possibility to win goes for this team extremly down. And this is of course very frustrating. So i think to give them the ability to lay mines without baracks/HoN would be a big consolation. This is just a proposal but i hope i know what i mean.
  10. Thanx for the Information. But there is another reason why i think that mines should not attached to Hotwire and the Technican: Proximty mines are so essential for the base defense, thats they shouldn't get lost when one building is destroyed. And there are often games in which one site loses their barracks or weaponsfactory but powerplant and refinery are still alive. This is a very stupid situation because the team lost most of his attack-skills but is still in the game. So in this situation the team should not also lose a very important defensive-skills.
  11. Darkraptor

    Airstrike

    thanx for the answer . In my opinion, when i cant buy an airstrike, the buybotton should turn grey.
  12. I think its very annoying that u cant see how many mines are are still are planted by your team. So i have to do a proposal: Mines schould not be attached to a special playerclass, in this case Hotwire and Technican. Instead of Mines should be able to buy as a sidearm like the tiberium auto rifle. After buying the mines, the player can select between the timed c4, the grantes or the MINES. Each Set of mines should cost about 150 credits and contains 6 mines. When there is now a server limit thats allowed a team only to lay 30 mines and all 5 Mine-Sets are bougt, the botton to buy the mines turns grey and the players cant buy anymore Mines until the mines are planted. So this is actually the same thing like the vehikel limtitaion.
  13. Darkraptor

    Airstrike

    Question: in some rounds i cant buy an airstrike, although i have the money for it and the the botton to buy the Airstrike isnt grey . Is this a bug or a limitation?
  14. hi, i`ve got the same problem like you. I tryed to chance the settings like Afevis proposed and it didnt work . So the only way to solve this problem was to upgrade my win 7 32bit to win 7 64bit. Now its works. I hope i could help you with this information.
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