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MattHunX

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Everything posted by MattHunX

  1. Then...have a timeout on the refill...e.g.: make it available for use every 5 or 10 seconds or something, so it cannot be abused. That should've been done a while ago, anyway. Of, course...I've benefited from running back to a terminal for a refill then stepping out to shoot at helis and tanks, then jumping back in for another, popping back...etc., but it felt stupid. It shouldn't be abused like that.
  2. I highly doubt it's supposed to give you full stamina. Wouldn't mind some more stamina, though. All those trained soldiers and they can't sprint very long. If you play offline, refill DOES refill stamina. It has been an online-only issue since the beginning so I'm guessing thats what this means. But, it shouldn't refill. Everyone would be sprinting back and forth, tunnel-waring on certain maps, and it would be like cheating. Conserve stamina. Maybe increase the stamina pool.
  3. I highly doubt it's supposed to give you full stamina. Wouldn't mind some more stamina, though. All those trained soldiers and they can't sprint very long.
  4. Love the colors on xmountain. Soothing.
  5. What about the stealth's shimmer effect when viewed from an angle so you're looking at a river on e.g.: Field? Perhaps that may be an issue already. I haven't actually encountered SBH who were squatting near bodies of water. And what about a waterfall? How much does that help mask the shimmering? I'm only asking, because of the changes you're planning for Field, in particular. They way I see it, there's going to be a lot more action around there, or people will use those areas of the map more for cover (with SBH, anyway.) Also, it is only marginally more difficult to see stealth effects on snowy maps, but is it even possible to change effects/detection to be different on every map?
  6. Oh, please. If I can kill someone without them seeing me, then that's that. They shouldn't be helped out, unless it's by another teammate who saw it and relays the info, or they get lucky with the kill cam and spot which way I was, anyway. If not, then too bad for them. THAT is what makes it a game. Not relying on gimmicks to hold your hand and immediately show you where you need to look, just because you're too lazy to be careful and approach a situation with care. And even if you do, you could get whacked and couldn't see the attack coming. And the person who gets you shouldn't get practically a friggin' spotlight shone on them. They should be able to get away with it, because they're good or got lucky with the situation, since no one saw them. This is war. It's no place for fairness. Guess what? When I get killed off more times than I can take, I write some angry messages and when I calm down I ask someone from my team if they can see who is killing us. I'll switch characters or do something else on the field. Like repairs. But, I don't ever want a damn crutch, even if some veteran players are too hard to track down, approach and deal with, sometimes. Maybe -you- should start relying on yourself and others, instead of a crutch. And if you get killed without knowing where it came from and no one can help you out for whatever reason, then deal with it.
  7. Yeah, yeah, yeah. Don't get trigger-happy or you blow your cover. In short. Still, we don't need a feature to help the dead guy. The dead guy is dead. They should respawn and rejoin the action ASAP, not play around with the camera trying to locate which direction they got killed from, which doesn't always work, by the way. It often gets stuck and sometimes one cannot rotate it around fully. But, this feature would immediately point them in the right direction. And if someone dies four times in a row, maybe they should start paying more attention after their first 3 deaths and stop relying on crutches to make it easier for them, which is what this feature will be.
  8. AND Since this doesn't only apply to snipers it is an incredibly BAD IDEA. Example: I sneak up into the enemy's bunker on Island, or completely infiltrate their base and hide somewhere. I hunker down. I see some of them mining or just strafing around shooting into the tunnel. One of them gets injured and runs back towards HON or Airfield or Refinery. I pop out with an SBH + Carbine, or a sniper or anything and mow them down, reducing the rest of their HP quickly without being seen, when their back is turned. Now, if the camera immediately rotates towards me, they will immediately know they were killed by someone who wasn't in the tunnel, or out on the beach, on the sniper rocks, but inside their base. Perhaps they would know this anyway, but they will clearly see WHERE they need to go. If I'd be up in their bunker, they'd know. If I'd be somewhere around their Ref or Airfield, they'd know, when they otherwise wouldn't be certain which way they'd need to go. Sometimes I had in a crack between the rocks at the end of the bridge in Mountain and people can run by me without seeing me, even if I'm not stealth. I killed them fast enough, they should be guessing whether I was shooting from the bridge, from the path somewhere...etc., not immediately being directed my way, when that spot served me completely well, at least for that one kill and chances are the camera will show an angle from where they could see me, anyway as it is random at this moment, as far as I can see. Thus, this death-cam completely ruins the excitement of the stealth element in the game, because you'll be found a lot easier, when you shouldn't be. I urge the dev-team to strongly reconsider adding this 'feature'. Make all death-cams show an overhead view that isn't too wide. If anyone runs within view and gets seen, or can't get away from the body fast enough if they killed the person from up-close, or they're teabagging, then it's their fault if they get seen.
  9. You are mistaken. They can shell you and snipe at you, but their sniping spots arent always in line with yours unless they go way out into the open like the engis or the allied tanks that would constantly shove them if they tried sniping around them. They know where you are. Even without "killcam". They simply cannot stop you, which is why the killcam changes nothing. It is too low-lethality to really waste time trying to damage you from a place and range you have tons of ways to avoid a lot of damage at. Not sure if the map changes will change it, but I do sorta like how you can snipe HON front door from the Nod bunker. That is always fun. And entirely easy to know when it is happening, but besides slowly shelling or pecking at them, there isn't much stopping it. Which is the purpose of nerfing their 1 hit kill on free classes, and lowering damage a bit on light armor. They single handedly shut down light armor and vehicle repair, as you said. And they don't even have a line of sight to attack from, they only have to see the engis on the vehicles, they don't have to stand out in the open so you can snipe them from the GDI wf wall or something. Well, when I was on defense with NOD on field, I hid in my usual spot in a shadowy little crack in the rocks leading into the NOD base and I was right in the face of the attackers, their tanks and engineer and spent half an hour if not more happily sniping away and only after that did they saw me. Probably their reticule turned red when one of their engineer got close and was facing me by pure accident, otherwise they would have C4-ed my ass right away, but I guess they weren't paying attention to muzzle flashes. Were too busy playing peek-a-boo with the Obelisk. I especially loved it when I was with GDI at the same spot and two or three Stealth Black Hands passed right in front of me, close enough that I could count em and I quickly decapped one and the others didn't even notice. I never use the bunkers on Field. It's a death sentence.
  10. Such non-sense, again. You can just as easily say, the carebear feature is having free reign for not being revealed when killing someone. Those who are actually good at positioning and movement already don't stick to the same spot and won't get caught even with this feature. Stop being so single minded. And more experienced players can immediately spot snipers via the bullet trail or muzzle flash so they don't need the help of a silly killcam. If you just run out to the field without thinking, out in the middle in plain sight, and lose your head, that's your problem. It actually makes the game more exciting when one has to be careful how they maneuver around the battlefield.
  11. We don't know yet. And how would they be able to make it audible only for the player that placed it. If they can it's fine, but it others can hear it, too, then they'd just find the damn thing easily. It might be still too late to disarm it, but it's not a damn beacon to be beeping. Not even if it's only every 5 second. And if they're going to make the countdown beep only audible for the player who placed it, then wouldn't a timer be more sensible and comfortable on their HUD somewhere? No. This is time-tested via one of the most used mods in classic Renegade. I used this mod. Except it beeps every 5, seconds, then every 1 second at 10, then at the end I modded my own sound file to have the "race start" beep at the green light of racing games. No, that isn't what I meant. What I meant, is that this game is low-lethality. When you kill anyone or shoot anything, most everyone knows where you are and you are usually marked with the Q button by the team anyway. This will not significantly reveal your location any more than it was being revealed by just playing the game. Likewise, you don't even really HAVE to relocate neither. You can snipe the snipers. You can avoid a sniper line of sight and still snipe engineers behind tanks. This isn't battlefield. This is Renegade. Oh, you don't have to tell me. I had spots in Field at the NOD entrance where I was crouching in the shadow right in the face of the attacking GDI forces and I kept killing off their engineers for half an hour before they could see me. The risky part was running back for a refill under the cover of an airstrike. Sometimes I single-handedly thwarted a rush by eliminating all engineers so their vehicles couldn't advance. And it worked as an offense as well. When I used the same spot with GDI after the Nod turret was destroyed. They had know idea where the hell I was picking off their engineers from, who couldn't even make inside the HOD or kept getting decapped while they repaired vehicles. I bet even a killcam wouldn't have helped them much, unless I kept firing and they saw the muzzle flash. And more experienced players can see that right away and kill you before you can start properly sniping them. This kill cam nonsense is just hand-holding for novices. Besides they have erected some invisible walls around most of my old spots, like up in the waterfall, so I can't even use that anymore.
  12. See, so you do have more than enough help, ALREADY because of the bullet trails, and if you cannot locate the sniper immediately someone else on your team can and might kill it for you or tell you were saw the shot from. So, yeah. Your argument is invalid. Snipers still have to relocate eventually, because their bullet trails can still be traced back by, oh you know, players who actually make an effort and aren't lazy to use their own damn eyes and don't need a silly killcam to immediately point them the way.
  13. Oh, you'll know why you died, you just don't know where from, so the next time you spawn, you'll be more careful when going out. So the game is actually more exciting for YOU. I see no point in giving people any advantages and holding their hands. If they get sniped, be more careful. It would not be any fun if snipers had to relocate after each kill, even if that is some official sniper-tactic. It would just be irritating and completely unfair towards the sniper if after each kill they'd have half a minute to get the hell out of a perfectly good hiding spot, because the person they killed will find them immediately after they've respawned and saw which direction they were. It frustrates me, also, when I get sniped, but instead of wanting the easy way out, a camera to point the way, I just switch to a basic marksman or a higher tier sniper and slowly make my way out of the base, pausing at every corner and surveying the area with my scope or just the reticule to see where the enemy is. It's a lot more fun than having the game point you in the direction.
  14. Yeah, yeah...that typical tactic of relocating. But, if I find a good spot where I want to get a few kills in from before having to relocate. This way, I'll have to move after a single kill, because they'll know where I immediately. Which is dumb. Someone doesn't know where they were killed from? Frustrating, yes. But, it doesn't mean they should now. That's the point of sniping and stealth. To not be discovered after one kill. So when you kill someone, you expect that person to return to the field in the next half minute and kill your ass. It doesn't make things more exciting or fair. Only more annoying. THAT is what's unfair. Not the inability to tell where one is killed from. You don't know where the bullet came from? You're dead. You don't need to know. It's amateurish. We don't know yet. And how would they be able to make it audible only for the player that placed it. If they can it's fine, but it others can hear it, too, then they'd just find the damn thing easily. It might be still too late to disarm it, but it's not a damn beacon to be beeping. Not even if it's only every 5 second. And if they're going to make the countdown beep only audible for the player who placed it, then wouldn't a timer be more sensible and comfortable on their HUD somewhere?
  15. Good. No more stupid rushes that cripple one side in the first minute. Good. Comfortable. NO! Excellent. We can weed out derp-mining teammates faster. Why... Good. Finally. Does this mean what I think it means. Ammo? Gooood. No more of that stupidity. Yes! Finally. Anti-AFK? Nice. I hope this means less retarded beacon spamming. "They're decoy beacons. It's a strategy!" "..." *headshot* For every teammate and not just the person, I hope. Aaaaahh. Nice. Oooohhhh. Hmmm....could be good. Intereeesting...
  16. Ah... New launcher is FAB. Nice and dark. Jumped in for a quick session, after installing B3... That Volcano map was over just after I joined....looked dreary... Then, we moved onto another new map I haven't heard about, Mountain or what's it called. LOVELY! All those nice Autumn colors, mmm...looks really nice! The game seems to be running a lot smoother, too. Nice job! Some glitch in the Purchase Terminal is making the buttons flash around, though. The simply cross-hair reticule for the Black Hand Sniper, and every other sniper, I imagine, don't know/haven't checked others, makes sniping easier, thank you! I feckin' headshotted a moving Havoc on first try, THAT rarely happens.
  17. If I'm reading this right, you're talking about when your character keeps walking after scoping-out and refuses to run or sprint? And won't immediately respond to you pressing those keys. Happens with the basic Marksman, for me. Not only that, it often happens that I get stuck scoped-in. I run out of clips after 4 shots, start reloading, but it wouldn't scope out. It can be annoying when the enemy is advancing from different direction and you can't immediately bolt, or keep moving swiftly as you shoot, cause you have to wait til the reloading is done. I think I only actually died once because of that, but that's annoying enough.
  18. I'm seriously starting to be of the opinion that highest tier snipers (1000$ Havoc/Sakura) ram-jets should be nerfed slightly, so they can't insta-kill basic infantry with full HP, with 1 body-shot. Sydneys and Raveshaws can have that, I mean, it's personal friggin' ion-cannon, so duh. But, ram-jet shouldn't be able to off basic infantry with one body-shot. Should be nerfed so that a body-shot from the ram-jet, on a basic infantry with full HP would reduce it to 10-20% of health, so barely alive, barely kicking, but a fighting chance. So if you're at full HP, you can take on a Havoc/Sakura with a bit more hope, if you're already below 80-90% percent of your HP, then don't. It is extremely annoying when veteran players just slay an entire infantry rush with body-shots, and it is even more annoying when I can whittle their health down, ambush a Havoc/Sakura, nearly kill it, and no matter if the person is a veteran player or an amateur, if they graze me with one body-shot, then off I fly, doesn't matter that I dodged the previous shots or I'm at full HP... It's unbalanced, I feel...
  19. Hey, Rock! That's pretty common, as well, yeah. Have to keep shouting at them to get off the damn cliff. Just taking their vehicle's HP down is not enough. As soon as they repair their MLRS they're back up there, practically b2b-ing. And THAT is not allowed, anyway.
  20. Hey Truxa! Well, on e.g.: Walls Flying we have established with the mods (and have to keep reminding people, or warn people who don't know) that e.g.: glitching over ramps and getting to the high cliffs via aircraft is off-limits. It's an unwritten rule. Or should be.
  21. Okay... I think we should establish what spots are meant to be off-limits and what are those that you are meant to/allowed to reach or cross with a vehicle. Since I don't really feel like screen-shotting I'll just describe the few that can be pin-pointed by words and are iffy. - the two lower cliffs on each side of the exit ramps of each base on Walls Flying (no invisible barrier is preventing us from shooting from those....should there be a barrier?) - Same question goes after each listed spot. - the two high cliffs on Walls Flying, reachable only via air-craft, seen a few snipers being dropped off there, where they could...almost...kill infantry off without being at risk of being hit by accurate return fire. Well, I sniped there insolent little heads off, with a basic marksman, too, almost immediately, but not before they killed a number of us several times, before I could spot them up there, because of their ram-jet trails...hmhm...amateurs. Should have the 500$ snipers. More difficult to trace their projectiles. Ooh, nervy Mattie is showing off, hurr hurr... - running over the ramp and into the NOD base with a humvee on the left side (from GDI p.o.v.), on Walls Flying. I think I also saw someone entering the GDI base, on their left (from NOD p.o.v.) with STANK. That might have been pre-patch, though...not sure. - with NOD, on Walls Flying, running up the cliff on the left of the GDI base, outside, close to their ramp..and sniping off every infantry running out, without them having no idea where they're being picked off from. Works better when GDI is on the offense some, and can keep NOD from taking the ruins, thus spotting the sniper on their own cliff. In my experience, the enemy, no matter the players, is almost always clueless and I can snipe 15-20, even more, people off and most of the time, they still can't figure I'm there, cause...why would they think that spot can be reached. Should it be reachable? - every rock on Walls Flying, really...that people often sashay up on. - also, can get stuck under the ramps, and inside the rocks. Either the...collisions, or whatever...should be fixed or these spots should be "walled" off via barrier so people don't try to climb to them, or if the spots ARE allowed then let's not have people getting stuck and having to commit suicide, just to the get out. It's annoying. XXXXX - descending the cliff and getting perched behind the waterfall at different heights on Field. - perch on the small cliff, next to the tree, down by the lowest bridge on Field. - "fix" the river so it doesn't kill infantry. It's kind of silly, that the river on GoldRush doesn't kill infantry, neither does the one on LakeSide (and that one isn't even a proper river, since even at a depth it doesn't cause the character to float or swim, as it should). Both rivers, on both maps might be tricky routes to use, to make an escape, for example. On Field, in particular, it would be a good tactic to jump in the river from enemy fire, or to get around a bit more covertly. The river could also carry the player down to the next bridge, where the bridge would catch them, and players wouldn't be able to swim upstream. XXXXX - once I drove my humvee deeper into the water on Islands, on the side of the beach, at a crossing, near some wooden fences and it got severely damaged, nearly got destroyed, and it was at full health, with no enemies or C4s firing or going off anywhere near. It was the deeper water that did that. It shouldn't. Both on Islands and on LakeSide, the water should slow vehicles down, without damaging them. And infantry should float or swim on the latter and on Field. XXXXX - I've seen certain people climb all the way up to the top of the cliff above the main entrance to the GDI base on GoldRush, once the Obelisk was destroyed. Took me two deaths to make it to our bunker, to look around, then spot the Deadeye casually sniping people off from there...before I discouraged him and WARNED the person not to do it again, or I'd have them kicked. Same thing with the people glitching over the ramps, back on Walls Flying. - being able to rocket-rush or PIC-rush NOD Power Plant by either jumping up and down behind the top of the rocks, in the forest, firing over them, or by climbing up the highest guard tower, in GoldRush. Annoying really. I mean, if I'm in the base, I immediately run up the rocks in front of the Power Plant, and snipe them from the guard tower, but I cannot fire back at the ones making jumping-shots from the forest.
  22. Servers can just disable the death crates, no? I was never for them, myself. Picking a death crate simply cannot bring any fun, to anyone, at any time. Frankly, I don't even like how they handle character-switching. I wish you could "refuse" the character change (or at least tell its a character crate). Crates should have zero potential drawback. They were in Renegade more as a random gimmick, but I see them as a potentially important part of the game. Not something to throw random "screw-you" moments. Agreed.
  23. LOL Oh, that just makes me want a C&C3-X, with the redhead NOD Commando babe with dual laser pistols and stealthed while standing still. FUFUFUFUFU.... Ooooh, that would be oooohshum...
  24. Oh, almost forgot... Besides nerfing the heck out of McFarlands, including upping the price or just really...removing the character entirely, the other thing that is getting seriously annoying... Are the Death-Crates. I keep seeing people in the chat commenting how they've picked up the 3rd or 4th death crate IN A ROW...my record is 3. Picking up ONE is annoying enough. They say it's there because of a risk factor, THERE SHOULDN'T BE a risk factor with crates, that's not what they should be there for. And it is even more annoying when people pick em up after or still in the middle of a fire-fight, hoping they'll get some money, a refill, so they don't have to run back to base, especially on larger maps, or they'd get a different character which is still good, cause the full health still increases their odds of survival. But it is infuriating when you keep a nice score for a time, don't get killed or accidentally kill yourself (and sometimes the game doesn't detect it correctly and says you've committed suicide when you stepped on someone's mine, or from the other person's perspective, they don't get the kill cause your death is detected as a suicide)...but you pick up a crate and sudden DEATH...why...WHAT good is that for a good gaming experience. It's NOT.
  25. Um... Not sure what they mean about Shotguns and headshots. Some veteran players who are ridiculously good with any weapon could get headshots and kill off higher tier infantry with as few as 3-4 shots. The damage reduction on headshots is good though. Still don't see anything about McFarland being severely nerfed, along with Chems. It should at least double in price, or cost as much as BHS/Deadeye. Reduced splash damage would be nice. McFarland is such an amateur character that people can kill of basic infantry and send higher tier ones packing without even getting a direct hit. The splash damage is ridiculous. Heavy pistols should have more splash damage. Good to see the fire-rate buff, though. Not sure on the buff to the SBH detection range for infantry. Stealth detection ranges should have been reduced, if anything. The splash damage buff to Artillery shells was definitely NOT needed. Team Donate is good. Curious about the updated sniper reticules. Delayed Scoreboard post-game is probably a good idea, might also prevent crashes. Wondering about the new Tiberium Flechette Rifle model. Tib Flechettes are sexy sexy. And the buff to range and spread reduction is good, though it may end up being OP. EVA/Cabal messages on Silo status are good. Not sure about the buff to Autorifles. Again, experienced players can slay with a basic soldier with autorifle by keeping their targeting reticule with ridiculous precision firmly at someone's head. So the increase in both projectile speed and headshot damage + spread reduction was unnecessary. Not sure about the increased damage to armor, I mean I often see some poor saps firing away at Harvesters and med/light/mammoth/flame and stealth tanks to no effect, but it's just as well. Rifles should barely scratch armor, that's why it's armor. I'm impartial to chain-guns and laser chain-guns, but I only see mention of radial damage with the plain chain-gun and not the laser version. It should be with either both or just the laser. I mean if anything should have radial or splash damage it should be lasers and incendiary weapons. Though, not the McFarland level of radius and damage, cause it cannot be stressed enough how ridiculous that character is. Would be interesting to test the buff for the SBH Laser Rifle. Cause the accuracy is awful at the moment. Silenced pistol spread reduction will make for better accuracy, hopefully. Good. Buggy/Humvee AP ammo will be a welcome addition, though I sense light vehicle massacre.
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