Jump to content

MonkeyBoy

Members
  • Posts

    47
  • Joined

  • Last visited

Everything posted by MonkeyBoy

  1. MonkeyBoy

    FREE AIM?

    I love free aim, but i have gotten used to the game without it and i must say that it evens the match a bit regarding other units vs snipers. In old ren, snipers were on a pedestal because of how easy it was to kill anything with free aim, now they are brought back to earth a little.
  2. You can repair a building by shooting it anywhere with a repair gun. Once the building is destroyed, you can no longer repair it. If you shoot the master control terminal it will repair faster. You will learn where they are in each building by following other repairers when a building takes damage as most people know where to find it
  3. I generally prefer the longer games. My favourite game mode is no one has a ref for the whole game. this brings a real challenge in earning credits and makes you think twice about what unit to purchase. Also i find that it brings teams together. You ever been involved in a free inf rush with 20 people? the feeling of such teamwork is amazing when it pays off. I can enjoy any game mode as i have passion for all C&C games in any mode so at the end of the day im not too bothered
  4. i know what you mean ive been killed by 2 mines before from full health. not sure why but there is definitely something dodgy about the mines!
  5. what was going through your mind when you came here and decided that THIS is the place to advertise motherfucking kitchens?
  6. Whereas my idea solves the problem of non english speakers Agreed, but I'd suggest a maximum count of 3 per designated area to allow the freedom needed for normal gameplay. When there are 3 mines in the area, additional mines can be placed but when the limit is reached, only a few are removed untill the limit of 3 is reached. Problem: What if ALL mines are in the designated areas and not exceeding the max count (lets say 5 because a server mod decided that) on a mine limit of 45 mines. Designated areas being 5 for doorways and 3 for roof ramps. ((5x8(=40)) + (3x3(=9)) = 49 thus 4 mines too few for the designated areas) That sounds like a plausible compromise. As for the problem, i dont really understand it lol. if a server only had 45 mines then you wouldnt put 5 at each door as there wouldnt be enough , 4 is the typically accepted normal amount at each door
  7. Whereas my idea solves the problem of non english speakers
  8. If you played this on high quality, i doubt you'd even recognise it lol
  9. In my moderating experience, when someone is team hampering and refuses to stop, its probably because they dont speak english or are just assholes. Either way, they will not stop unless they are kicked. My proposed method means that those team hamperers dont have to be kicked. Hopefully they will learn soon enough why the mines have to go in certain places and not randomly strewn across the map. I dont like kicking people because they tend to get pissed off with the server, and nobody wants that. Silencing is a good idea, but what will you do if they dont speak english or just refuse to play nice?
  10. I too hope we can get a good discussion going on here. Im sure there are players out there with a better solution than my proposed idea, so lets find that solution! As to your question, that would be a bad thing. Imagine the game is just beginning and a new player discovers mines and puts too many in the wrong place, if they didnt get overwritten by the overmining system, then they would only disappear after the enemy blew them up or disarmed. This wold be horrendous for base defense as you would have to get mining right the first try and there would be no second chances! the overmining system is necessary, but flawed in its current state. Thats why were here to try to find a better way. Anyway welcome to ren x! make sure you pop ingame at TheMatrixRen.NET AOW and com have a play. Im a moderator there with nearly 10 years of renegade experience and knowledge im willing to share !
  11. I like such an idea, but with an addition: assigning numbers per area. Typically 5-6 mines per door entrance will keep 2 SBHs away, a team of 3 might overcome 6 and a team of 4 surely will, but this is not the reason why I choose a number. Lets continue with your example on walls map for GDI: Barracks has 2 doorways (NOTE: the sandbags turn it into 1 but walking up the roof will make entering possible) + 4 ramps ending in 2 on the top of barracks WF has 2 doorways and a single roof entrance ramp Ref has 2 doorways and a roof ramp (broader one) Powerplant has 2 doorways and a single roof ramp Now lets say there is a mine limit of 30 (default) there are 8 doors in total meaning a total mine count of 3 per door (thus 24 total) leaving 6 "undefined" mines, perhaps designated for the tunnel entrance or roof acces A mine limit of 40 allows for 5 mines (40/8) per door (but none for the tunnels or roof acces) A mine limit of 80 allows for 10 mines per door, but we all can agree thats a little too much. Problem: 1: If you want to make it a function of the total mine limit, the above may be the results. 2: If you want to set a certain number of mines per area, some people may agree or disagree with the amount. 3: We are forgetting the roof acces ramps. 4: Part of the tactic could be assessing the importance of a building, in my opinion, the barracks is more important to me than the refinery. You would want to have a higher mine limit to defend the barracks instead of the refinery. 5: Following problem 4, who is to say(as server owner) what building is more important than others, significantly influencing gameplay tactics. 6: Other maps have more buildings with a higher total door count, resulting in an even lower mine count per area 7: If you do not want to limit the "priority area's" to set amounts of functions of mine limit, you'd still experience overmining on servers with a lower mine limit (30;40 some might presume 3/5 mines per doorway is not enough, therefor plant more resulting in overmining of other doors) 8: Following 7: We are forgetting the roof acces ramps I suggest the following: Since we have a voting system in place anyway, add a vote option (team only) to "silence" a player from using proxies. It wont inhibit their gameplay other than proxy mining and this is not so much gamechanging or game interfering as adding priority area's. I recall this "area" issue with the airstrike topic being unacceptable by the Devs as it limits player freedom. On TmX where i play, there is a 45 mine limit. On walls , there are 8 doors , so that equates to 4 mines per door totalling 32 mines. Plus 4 for the wf ramp and the base is sbh proof with 9 mines to spare ( that i think should be saved for remote c4s and possibly extra mines at wf back door and ref back door ) . Walls is the map which has the most entrances to protect. 8 building entrances, wf ramp, ref ramp and pp ramp. A map like goldrush or mesa has 5 buildings, but no ramps at all and bar only has one entrance so that equates to just 8 entrances for 5 buildings instead of the total for walls which is 11. 4 mines will kill pretty much one of any type of infantry, and thats all we should be aiming for. Making the base impervious to infantry infiltrations by having too many mines at each door forces people to use the only other strategy available ( vehicles) , which makes the game predictable and boring. But i like your proposal of silencing people from mining, but on the whole i am against restricting the players options with how they play the game. I think that if they want to place mines in a silly area or put 50 remote c4s on their vehicle, they should be able to do it, but not at the expense of their teams defenses. The priority mine system has the best of both worlds, where idiots can continue to be idiots , and the base will continue to be mined properly for all of those who know how the game works. Part of the problem is that unlike old renegade, a lot of people here are new to the renegade experience and dont understand how it all works yet. In old ren, everyone that played it has been around since the early days and thus know everything, so overmining was rarely a problem. The quicker we can get the noobs up to date with stategies and how the game works, the sooner they can be an asset to their team ! And seeing as how this is a team based game, the actions of just one person who doesnt know how to play properly ( the overminer) can greatly hinder a teams efforts to win. The rest of the team should not be punished for the inadequacies of a new player! As for the location of the "priority" areas, this will be entirely up to the server owners themselves. If players dont like it, then there are other servers out there!
  12. This is a subject that burdens many the moderator across all servers. What do you do when someone refuses to stop overmining? Well... first you try to talk to them to get them to stop, but what if they dont speak english or are not otherwise able to respond? Its a bit of a tricky subject as no one wants to get kicked for something so trivial , but it has to be done as to not squander the fun of everyone else on their team. I propose we have a discussion here in this thread about alternative ways to tackle to mining system. As in my eyes, the system is flawed in its current state. Ive come up with a few suggestions of my own, but i encourage everyone to share their own ideas, and together, we as a community can solve this problem ! As people suggest new ideas to tackle the problem, i will post the best ones here to be discussed. 1. We use a "priority mining" system. What i mean by this is that when mines are placed in what will be pre-designated as "priority" areas ( building entrances for example) , they will be unable to be overwritten by new mines that are outside of the priority area . An example of this is as follows ; On walls, everyone agrees that the building entrances are the best places to mine , but there are enough miners out there who persist in mining the entrance with 40 mines and letting the sbhs in and eventually lead to the loss of a game. With the priority mining system, the server owners will be able to select all areas near building doors where mines are typically placed, and give any mine placed there a priority status. This would mean that as the mine limit is filled up, the mines outside of priority areas will be erased first. Instead of the current system where first mine to be placed is the first to be overwritten.
  13. A lot of these changed look good to me, however i notice you dont mention fixing Mcfarland and chem sprayer. i Say "fixing" because we know they are broken . buff to orca gun is great, finally they can kill infantry as easily as an apache can. more range in tanks is great too. im unsure as to why there is a refil time limit though? Also there seems to be a focus on making infantry better, which im agreed with as infantry are only good against other infantry. making them more viable against armour will even the playing field a bit . Overall, im impressed with the changes i can wait a bit for new maps, but dont keep us waiting for too long!
  14. EA are closing down the kanes wrath servers and i am hosting a mini tourny for anyone in the renegade x community with the game. signup is here http://www.thematrixren.com/t3251-the-t ... ment#32164
  15. Not technically a glitch as its still defusable, bu very sneaky none the less. Just letting the devs know in case they feel the need to do something about it
  16. Im used to the 500 sniper being the more stealthy one , where you shoot an enemy and they can necessarily see where you are, but if you miss , the enemy can see your bullet trajectory and figure out where you are. While i agree that its necessary for the ramjet to balance it out, im stuck as to whether its a good idea for the 500. Anyone have any thoughts on this?
  17. I find that with pretty much every GDI game i play where the whole team gets a tank and goes for the face, we win with overwhelming force. Even with sbhs blowing up everything we still take them down pretty quick. GDI vehicles shouldnt be underestimated. Ill admit that overall arty is more effective for nod than mlrs is for gdi, but one on one just mlrs vs arty, its entirely situational and skill dependant . Only a fool med would try to take on an arty at long range! and honestly there arent any long range opportunites in a lot of maps anyway. You may think that arty is better than a med, but consider this. Meds are weak to other tanks and ravs. arties are weak to EVERYTHING. half the units nod has wont scratch a medium tank but nearly anything on gdi can take down an arty given the right circumstances. you can snipe an arty and kill it in 2 clips with havoc, cant do the same with a med! I stand by medium tanks here! At least we both agree on aircraft
  18. A great way to help the losing side would be more entry points to enemy bases. Field is a hard game to win with no vehicles, as you cannot kill the rest of the base without killing the base defense, which is impossible without tanks. however if there were more infantry paths where base defenses couldnt get them , it would give the losing team more hope and chances of actually winning. most maps only have one infantry only path which are very succeptable to mines and are often closely guarded. perhaps if each map had at least 3 different infantry entrances then this would help alleviate some of the issues? To me, this seems the best way of doing this ( which i personally dont think is a problem anyway )
  19. Directional armour would be an excellent addition to the game imo. it would give more skilled players in weaker vehicles a chance to stand up to bigger enemy vehicles and add an extra layer to combat that would foresee a lot more chaos and tactical gameplay in action. This game is all about tactics, i only see this as a good thing. Now to touch on Terekhovs issues here, GDI vehicles are stronger than nods. GDI's strength lies in their ability to overpower and crush NOD with sheer force, while NOD relies on subterfuge and stealth. mlrs vs arty comes down purely to driver skill , while its true that arty wins in long range as mlrs's shells can be avoided relatively easily, the mlrs driver can repair his mlrs inbetween volleys of fire to repair himself while the artillery cant do this effectively as its rate of fire is too quick, thus resulting in a choice the mlrs does not have to make; deal damage or heal. Also med > arty However, i agree with the stealth issues. While its impossible and totally unfair to make it possible to keep sbh out of base at all times, i do feel like spotting sbhs is a way harder task than it should be. They should flicker when shot at so gdi has a chance of killing them before they run off into the distance. It is far too easy to suppress GDI with the constant threat of sbhs , thus weakening their ability to launch an effective offensive ( which is their only real strong point). Perhaps a fix for whiteout would be to make the guard towers see stealth? that would force nod to work together to take them out to allow stealth to work better for them. Aircraft. At first when i climbed into the apache, i took out orcas left right and center , believing ( incorrectly) that they were inferior to apaches in one on one combat. But ive flown enough of each to realise this is not true. One on one its anyones game, but when it comes to dealing with other threats ( namely infantry) , the apache has a clear advantage. I propose something small, perhaps just a slight increase in rate of fire with orcas machine gun or an additional 10 ammo per clip totalling 40. Also while were on the topic of aircraft, while reloading the machine guns , i am totally unable to fire rockets even if they are already reloaded. this only happens when i manually reload, if it reloads automatically, there is no problem. I eagerly await people telling me im wrong and am an idiot
  20. Looking forward to this. Seeing as tmx is always full , i can assume we will also fill up on a server with 64 spaces as well. might need a higher vehicle limit to match though.
  21. it was just so frustrating because no one ever does that, and the one time i get 3 stanks at ref, someone actually does it! maddening !! Anyway im glad youve accepted my apology <3
  22. Hi omega, I regretted calling you an asshole from the second i said it and if i could undo it , i would. In that game, my team had managed to get 3 stanks behind your base totally unseen with the intention of nuking ref, i was getting nervous at the prospect of nuking as it would be so hard to get 3 stanks there again. But there you were in the humvee , incessantly circling the ref lol. I was just thinking to myself " who does that?!?!" and when you eventually spotted us and ruined our brilliant plan, i got a little butthurt and acted like a child, for which i am sorry. Ive been trusted by the TmX community to uphold certain standards of behaviour and i let everyone down, it wont happen again. Monkey
×
×
  • Create New...