MonkeyBoy
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The Overly Comprehensive Guide to Renegade X (Updated to B4)
MonkeyBoy replied to yosh56's topic in Renegade X
Good teamwork means nothing if you don't know what options are at your disposal, or how to go about carrying out those options. Still too much, pick 3 mildly descriptive adjectives for me -
The Overly Comprehensive Guide to Renegade X (Updated to B4)
MonkeyBoy replied to yosh56's topic in Renegade X
Please summarise the 30,000 post in 1 sentence to make it easy for my monkey brain to comprehend -
Ah i didnt see that, theres a lot of words in the changelist ^^ . 20 seconds isnt really enough time for organised matches in my opinion, i suppose the planning could be done in advance for planned matches, but we had one last night where we picked teams on the night based on who was online , therefore no ability to plan. Also if this could be done, extra credit would be given if during the countdown also stopped people leaving the buildings they spawn in to stop those peoples who start a few seconds early!
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Hey there devs, i have an idea that i would like to feedback on! We have a lot of Comm wars , Clan wars and Squad wars over on TmX and i think it would be awesome for a bit of support with regards to these particular games. What i mean is options like a countdown for example so people could get ingame for a clanmatch, get on the right side and discuss tactics during a 5 min countdown then the game starts when the timer ends, perhaps even with 10 second countdown animation. I feel like this is necessary because the current system is like this; We join a game and 30 minute countdown begins, we get on right teams ( which for some reason is very complicated for some people and takes upwards of a minute ), credits start rolling in and the harv goes out to harvest. We all agree to start on the 29 minute mark but this means we start the game with the harvester out of position so a harv rush is impossible, plus we start with one less minute of game time and waaay more creds than we should have. Also the few minutes would be great for some strategising so we dont end up with a shambolic team with no real coordination, like a lot of those games can turn out to be. I dont know what you have in mind for beta 4 as im not a tester and i dont know much about what is possible with scripting , but i really hope something similar to this can be done to make those games run smoother and increase the joy had by all. Thanks for reading !
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EMP nades cost 300 so theyre fairly priced, also techs/hotties can defuse mines anyway so there are better ways to infiltrate a building. multiple sbhs can now get inside buildings now, but they could anyway by sharing mines. It doesnt make much of a difference to my eyes so i think its fair. Also why do ramjet units get 2 timed c4s lol
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Hey yosh thats a great idea, why didnt i think of that! That will force players to actually do something productive if they want to get something ! If we ever implement something that can bring back buildings ( i still think it shouldnt happen ) then this has to be the way to go about it. Also i know this doesnt fit in with the feel of the game, but i would like to see these vet points being able to purchase upgrades for units similar to C&C 3 upgrades. It would reward the players that actually do something to help the team
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Depends on the map and if the other team is gonna finish us off quick or just be dicks and whore us like farm animals
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I like the airdrop idea. Imagine you have no bar or wf, but you want a tank right? You can buy it for whatever price the devs deem fair, probably 3 times as much , and after 1 minute it gets delivered by chinook or something. Chars could work in a similar way , except you get a crate that only you can collect and it transforms you into the unit you want when you walk into it. There would be a large cooldown to make it fair though. Another alternative is to make a couple of infantry units available to buy with no barr like rocket soldier and maybe chaingunner to give your team some chance at defending from a rush when you have nothing to buy. Or just have the option to rebuild the building with a certain amount of cash. I personally think it doesnt need to change because ive been used to ren for so many years and im used to the formula or no second chances haha
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This is great, i hope you get some members real soon. I am from TmX and we have about 30 active members ready and raring to go for a clanwar, so hit us up on thematrixren.net when you are able to challenge us with enough members.
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~ TmX vs EKT 10th January 2015 Write Up ~ Ladies and gentlemen we have witnessed a miracle here today, as it seems EKT defeated TmX for the first time ! A very well deserved win for EKT and a good game was had by all. We expected 11vs11 but only got 7vs7. Still a good turnout but would have been nice to get everyone that signed up. TmX was Nod every game and EKT were GDI. Link ti stream which only go the first 2 games due to techincal problems with my recording software, Sorry ! http://www.twitch.tv/m0nkeyboy/b/609450918 Rules of the game: 40 mins EKT picked first map, TmX choses faction. This alternated every game Best of 3 Mine limit 60 Game 1 - Walls. This game was anyones for the taking at the beginning as both teams were doing quite well im scoring points and no one lost any buildings too early, but this all took a turn for the worst for EKT as TmX run their opponents into poverty by destroying all enemy vehicles , forcing them to rely on free infantry and cheap rockets to defend their base. Gradually building by building the EKT base fell to pieces and there wasnt much they could do. TmX's base was untouched the whole game and they pretty much thought they had the war in the bag. Oh how they were wrong.... Game 2 - Field A fairly standard game of field here with nothing special happening at all to be honest. Both teams realise in this map that base destruction is unlikely in 40 minutes and the way to win is via tank presence in the field whoring the enemy base. With GDI having the better tanks, they were a shoe in to win this one. EKT's relentless forces never ceased to control the field for less than a minute. TmX would sometimes push them back to their base, but GDI reinforcements were constant , causing EKT to dominate the weaker NOD focres and maintain a point advantage which only grew stronger over time. TmX pondered purposely losing the Hand so that GDI could not gain more points by whoring, but in the end decided the Hand was too important. Was this the fatal flaw that caused them to lose by about 5k points? We may never know for sure if it would have made a difference, but it is a tactic growing in popularity for both sides on this map, and will almost definitely see use in the future. Game 3 - Islands A common map to end a clanwar on, but this one was not your ordinary game of islands by a long shot. It started fairly normally, both sides rushing the tunnels, but no one doing any damage to the other side. TmX flooded the field with arts as soon as they could , but were met by heavy mlrs resistance and couldnt hold their position for long. Soon enough the EKT forces were knocking on TmX's door , hitting the refinery and scoring precious points. TmX responded by burning them to ashes with flamers . But the out came the heavy hitting medium tanks, and with TmX having no one repairing the flamers, they were surely doomed. GDI once against continued the assault on the NOD base but NOD werent dead yet. Many tanks on both sides went up in flames as an intense battle was fought outside the NOD entrance , with it mostly ending in death for everyone. Then a handsome young hero named Munkei stepped up and thought he could make a difference here. I knew that there were only 7 guys on each team , and that most of EKT were in the field attacking, so i decided to try to sbh nuke the war factory. I was met with great success and very little resistance! It helped that nero was on his way to the refinery , therefore distracting the EKT defenders so they couldnt find my nuke. The nuke went off and TmX celebrated prematurely, claiming they had now won the game , but it was far from over yet. EKT still had 3 meds and a mlrs assaulting the nod airstrip , and with a lack of defenders in the TmX base, the air goes down too. Nod now having no tanks of their own and finding their base full of GDI scum realised that this game was nearly over, and not in their favour. Slowly one by one, the other TmX buildings fall to the might and teamwork prowess of the EKT forces, ending the game in a way that no one saw coming. TmX got too complacent, and they paid for it by losing for the first time. A sour defeat for TmX at the hands of the mighty EKT . But this war is far from over. There will always be a next time Final thoughts A great effort from both teams , But there was room for improvement on both sides. A slight lack of coordination and teamwork was seen on the TmX side , noticeable in their small numbers of front line tank forces and limited repairs on some maps. And from EKT , focusing down individual targets was not a strong point from them which ended in them losing a lot of tanks to a smaller TmX army. But in the end, sheer numbers won them the war. Strong points for TmX were the good communication, always spotting enemies and relaying their positions and enemy plans to the team members, and also the individual skill and knowledge of each team member led to most 1 on one encounters being won in their favour. EKT strong points were their flawless and constant repairs, and tactical genius . They knew what needed to be done, and they knew how to execute it to the number. A fantastic night of gaming with friends is always a pleasure. Bring on the next one! Final scores EKT 2 TmX 1
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At least we know they are open to the idea of their games being on steam . For me this brings hope. When you back btw dude?
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There are a few C&C games on steam , like kanes wrath and red alert 3 . Does this bode well for our chances of one day having Ren x on steam? Seems likely to me because all the other games are EA titles!
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Link fixed