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Eagle XI

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    Nod
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    elvenqinn

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  1. This will come as even more complicated to the new player. You will transmit an message to the player why that mine disappeared into thin air and he's going to get baffled: ok, but whyyyyyy soooo ? So, you thought there are not enough mines in the base, they are only in the buildings, entire base should be blanketed with mines. And what point there will be to sneaking then ? Making building mines exempt from the global limit doesnt bring any improvement to the current system. Mines inside buildings shouldnt be allowed at all. I would rather have those laser fences, automated or deployable sentry guns with limited ammo pool, really any solution else than this.
  2. There should be a point to protecting your team's income, your proposition aims to eliminate importance of eco defense. Its logical for an team that failed at defense to be setback. We should not make it so that destroying their Refinery doesnt matter. Why not replace all Refs with Silos then if you want the game to revolve around passive income ? We can try different mutators on the Harvester per map besides income, stuff such as higher health, with gun turret, has platform for infantry behind/above, moves faster, self-repair etc.
  3. with that newly implemented alert sound im certainly not missing it anymore
  4. Im sorry but damage doesnt scale well versus repairs, inspecially when multiple repairers simply group up. There needs to be an drastic measure put in effect, such as an hardcap upper limit to how much repair one vehicle can accumulate within an second. Its simply not fun to pound at an mammoth tank horde for several minutes without any damage progress being made as nothing can reach the mass repairers behind them canceling out the combined dps of like entire nod team's vehicles on every mammoth at once so it doesnt even matter which one you pick on.
  5. for an rocket of its caliber, im expecting it to do a lot more noise and be loud to the point you will definitely get notice of it way before when is about to be coming down on top of you, not like the current "oh, lol look a silent cruise missile ive died to."
  6. There can be an overtime artillery barrage mechanic to aid sieges end faster, the area around the last building would get bombarded with off-map artillery barrages of the assaulting team after an certain minute mark has been hit. The mechanic would kick in only when one side has only one building remaining and after that building is still standing as the last one of that team for insertdurationhere time.
  7. Tank drop power: Calls in a chinook to deliver one unmanned tank of your faction(Med/Light) to commander's current location, checking vehicle limit, vehicle pathability of current location and cannot be used in tunnels or otherwise air obstructed spaces. Enemy AA tower radius would also account for obstruction. The vehicle has no lock, counting as belongs to nobody, so that upon arrival can be stealed right off the bat. Usable only when Weap/Air is alive. Extra mechanic to prevent Ltank being dropped into base for aiding SBH action: the chinook can be intercepted similar to missile.
  8. Well, if community is really persistent in wanting 64p, then an 64p-ification project would needed to be launched for most if not all maps, cause most of them arent even really designed for that amount of players. The fun ends when at an sniper perch designed to have 2-3 contains 5-6, or when an team wins the initial push through sheer numbers so that you cant even leave the mainbase ending up getting boxed in for rest of the match, can do only waiting as opposition shoots their way to heroic mammoths.
  9. ^ that could function if done as an infantry tunnel, also would open an new flanking possibility into main base. The extra GT i would place inside main base, overlooking the new tunnel entrance at an narrow angle so infantry can use destroyed silos as cover to sneak in if they throw in enough bodies at once. Then the existing GT (not)protecting the silo can move to the spot you show, in order to become an actual defense. I feel like the east side canyon path connecting the two silos should become vehicle traversable at narrow lowground, so you can load an APC and drive to the enemy side silo.
  10. Discord hogs resources. Firing up IRC and searching for an Renegade X channel probably may not fall upon heads of standard players. If launcher would get an inbuilt link to an chat room that may have best chances of seeing use.
  11. think 48 players would be optimal.
  12. yee its way too dark when the fog falls.
  13. server 1: the daily plays. Walls, Islands, Field, Hourglass, Field X, Canyon, Lakeside, Under, X-Mountain server 2: reserve for larger maps. Outposts, Toxicity, Hourglass, Sunrise, Goldrush, Lakeside, Arctic, Eyes server 3: rather infantry oriented maps. Tomb, Crash Site, Twilight, Cliffside, Uphill, Mesa server 4: fast paced maps: Volcano, Fort, Complex, Whiteout, Horologue server 5: 24/7 Snow marathon for special people.
  14. ideally credits would get refunded to an extent when switching to an new class, but only aslong that new class cost is under your current class value in credits. If you are Doza and switch to Tech will get 650$ back. obviously this wouldnt ever work for switching to any of the basic classes, which are free. If you are Doza and want to switch to Sak/Rave still have to pay the full amount as they are equal credits value. If you are SBH and wanted to switch to LCG you would have to pay the full amount but if that was in reverse order LCG would get 50 credits upon switching to SBH as its cost is 400$ and thus under the value of LCG's price. as for items there can be an flat 50% refund on both beacon and airstrike. the repair tool itself probably wouldnt have refund.
  15. cnc remastered now with 100% more bugs, senseless changes to an decades old delicate balance, requires always online drm to play and still no mod support, oh theyd take out the map editor too. color me skeptical
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