-
Posts
95 -
Joined
-
Last visited
Content Type
Profiles
Downloads
Forums
Events
Gallery
Everything posted by MattHunX
-
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.
-
Brilliant idea Laps/Lappy/Lapper/Lapster/Lappers/Lapstaaah! I'd stick in the backpack of a Hotwire and tell the poor sod to run for it, FAAAR away from ME and the base. Run to the fields! And STAY there! Don't mind the countdown, it's just the GPS on acid. Seriously, though... I made a suggestion in a thread about making use of flares in the game to quickly draw attention to a specific spot, beacons in particular.
-
Ooooooh, niiice! I was wondering if they'll make a "Red Alert X". This could be just as good as Ren-X. I could only imagine what C&C Tiberian Sun X, or Tiberium Wars X, or Red Alert 2 X, or even Red Alert 3 X would look and play like. To be able to run around and inside buildings like Tech Labs, Laser turrets, Shredder turrets, Laser Fences, Tesla Coils...etc. to see all those rendered like that. To run around with infantry like Tesla Troopers, Vipers, Tanyas (NO, not the blond, Jenny McCarthy version, eww, but the good ol' brunette.), Natashas, Archer Maidens!!! (Mmmm), Shinobis, Steel Ronins, Mirage Tanks, Harriers, even Kirov Airships, NOD Commando (Red-Head from C&C3), Shadows, Stealth Tanks (C&C3-style), Zone Troopers (with jump-jet booster rockets for jumps, that would take a while to reload) or Zone Raiders (those BABES), VENOM CRAFT (Mmmmmmm)
-
Hi UPA! Well, I would stop talking, but someone is always exploiting glitches to make things easy for themselves, cheating essentially, ruining the game for me, and annoying me, so I have to go on a rant, sometimes... As for the avatar, that's the only German phrase, combined with the stock image of that kitten, that I find funny. I...intensely dislike the German language, though. But, that one line is funny and since I like to drive around with a buggy/humvee, I replaced the word "wassermelone" with them. It's sort of my signature line. It's MINE!! My PRECIOUS!!
-
I thought the point of the RenX website was to inform players about the game? Are you suggesting that we are just wasting our time here since all the real information is on facebook? I'm not suggesting anything. I just saw some news about the upcoming updates on Facebook. I knew about the big summer update even before that. I knew it was coming. I read about plans. So, unlike the original poster. I didn't come on this forum, apparently uninformed, to whine. Even though, I am getting just a bit fed up with some existing bugs/glitches that do screw up the flow of my game at the most critical of moments, but still...
-
Listen to the Puny MegaMan! Not an hour after I read the original post, I went onto the game's Facebook page and saw a teaser image of a new map they're making (or importing, rather), and they have also mentioned bringing some fixes to existing bugs and glitches.
-
Uhhh, well...I don't watch South Park. Never did. Ah well, everyone their own taste, right? I never got into it. Friends showed me a few episodes, here and there, years apart.Hm. Hey! I think I saw your name once or twice while playing multi-player.
-
For me, it's annoying getting killed by ANYONE, with ANY name. But, that's because I'm ill-tempered and impatient. Get annoyed easily. It's just as annoying seeing Truxa, when I'm killed. Oh, hi Trux Deluxa , btw! I have this weird thing with names, I always come up with some weird variant for someone's nick, not everyone's, but for a lot of people. But, yeah...the most annoying thing about people just simply going with a name that's a number after "player" is that you cannot really remember them all that well. You're not sure if it's the same person who you've killed a lot, talked a lot with or had a lot of fun with in a previous match, earlier that day or the day before. Oh, btw...checked you on the Board...1,410 Kills and only 475 deaths...You little...!
-
Suggested fix for overmining team mates.
MattHunX replied to DerkThunder's topic in Feedback & Bug Reports
I find it very useful when more than one person mines. For example, I mine half the buildings and the other person mines the other half. And, when my mines go off, and I actually get a kill, boink, I know that there could be potential threats at the buildings I mined. But, it would be nice if a message would be displayed, either the green EVA-lines, or perhaps in the so-and-so killed so-and-so messages, saying that mines were triggered and at what building. Boink! Mines triggered at Weapons Factory! . The message would only be displayed to the person whose mines were set off, perhaps this could be for balance's sake, or simply to prevent messages piling up. It could also be displayed in blue, as a PrivateSay Message, with a sound-alert. But, yeah. Something should be done to make it more easy to weed out who's mining badly, because messaging back and fourth with caps lock on, demanding answers to who mined where, takes too long and it's distracting. Though, having the name of the person show up along with the health-bar of the mine and the name of the mine, would be too much text on screen. But, I can't think of anything else that could be done, at the moment. Perhaps...if one would press "Q", as if they were spotting a unit or building...etc., the name of the player who placed that particular mine would be highlighted in the names list/mini-scoreboard on the right side of the screen, or the name of the mine would switch briefly to the name of the player that placed it. How's that? -
It would be also neat if crates contained tiberium weapons. Especially on maps that don't have silos, it would be a nasty surprise if one would run into someone who just picked up a e.g.: tib-flechette rifle from a crate. The green EVA message could say "So-and-so picked up a new weapon." Also, refill-crate respawn-rate should be higher, and death crates should be near %...or just get rid of them altogether. VERY VERY BAD IDEA, death-crates. I've read in the rules I have to watch my language. Once I picked up 3 death-crates in row. Makes for a very bad gaming experience.
-
So I thought I'd make a few suggestions/air some grievances. Additional content: Tracer-bullets for sniper characters (Marksman, BH, Deadeye, Havoc, Sakura): these would be either readily available for them next to the standard C4 or they'd need to be traded in, as if one were to select the grenades. These would be 3 special bullets, selected from the character's arsenal, either next to, or in the place of a C4. There need not be any new texture for any new object design. When a player would select the bullets, the character-specific sniper rifle would be shown, and it could fire 3 bullets that would stick to surfaces, not necessarily to vehicles only. On impact they'd either give off smaller flashes (smaller than what beacons have), or they'd show a red diamond marker at their location. This effect would last for 10-15 second, maybe. The bullets would do no damage, and couldn't be disarmed. These could be used to mark Stealth Tanks, SBH or for allies to concentrate fire on a certain spot, or to mark the position of beacons, so allies could locate them faster. The flashes would be visible to all, of course. Admittedly, this would be more useful to GDI, than to NOD, but it would give some anti-stealth balancing, I think. Rocket-Flares: if not tracer-bullets, then these. All infantry characters would start with 1 rocket-flare in their inventory. Rocket-flares would behave the following way. When activated they'd sent a rocket straight up into the sky with a bright flare, and at the same time, leave a flare on the ground, as well. So infantry near and far could see the flare going up, and those nearby could find the spot more easily. On Field: One can crouch behind the waterfall, down at its base, particularly with GDI, and from NOD's side it is, as I've experienced, near impossible to make out Deadeyes (specifically). I can happily snipe away. While this is, in itself, is just fantastic, that same spot should be available to NOD, but if one goes there with a NOD infantry, GDI (from their side) could easily spot infantry, because from their side, that spot is not obscured by the waterfall. So, either they should make that spot more shaded, so it would be more difficult to make out NOD red and black colors, or they should make a narrow path behind the waterfall, as an alternative to the bridge, on which only one infantry could safely fit and cross, at any time. It would make for a good sniping, or hiding spot, for both sides. On LakeSide, the grassy areas with the few trees, that are on both NOD's and GDI's side, down near their silo, at the other side of their rivers, should be accessible. It's only a small patch of ground. 2-3 med tanks could fit on it, no more, I think, but it would be a good spot to...uh...spot from, for airstrikes, sniping, and hiding, lying in wait. Changes: Beacon Flash: The frequency with which the beacons flash should be reduced, so they'd be perhaps a bit more difficult to spot, especially when placed in a bush or something. Perhaps the size of the flashes should be reduced, as well. Air-Strikes: As it has been suggested by several people, including our KathrineHunt, Air-strikes should be buffed, with their strength mid-way between what it is and what it was. Increase the price, too, if you must, from 700 to 750 or 800. Heavy-Pistols: since their shots are incendiary, there should be some splash-damage, perhaps not as much as with Grenadiers and McFarlands, but at least some. When the bullet would impact right next to infantry, on a wall or the ground, in a radius that is equal to that of 1 infantry, or one and a half, standing right next to them, it should burn them. As far as I can tell it doesn't do that at the moment. Or the splash-radius is very small. The price of the Heavy-Pistol should be increased from 75 to 100, or even 125. This way, at a bit more price, it could be more useful, especially when someone is out of ammo for their main weapon. NERF McFarlands and Chems. 'Nuff said. Alter the scopes of the basic Marksman. That red upward arrow-like thing is reeeally not helpful. Make it similar to that of BHs and Deadeyes. Buff speed of Stealth Tanks, a bit. Have to keep the sprint/speed-boost in mind, so it wouldn't be too fast. And perhaps reduce its armor some. For balance. Bugs and Glitches: Fix the frequent jamming of sniper rifles. Often happens on 4th shot, causing it not to fire. The number of times I missed a killshot...I miss a lot of shots, but that's not the point. The AGT can still kill friendlies. Experienced it on Field. I swear those Gun-Turrets, that GDI has, just fire at me sometimes when I come out of a building. I kept checking if it was SBH, but no. They just open fire for a fraction of a second. Do no harm. But, it can be distracting, and they give false alarms. Maps: You can get stuck in the spot mentioned above, at the base of the waterfall, on Field. You can get stuck below the ramps, on the sides, on Walls Flying. The highest cliffs, on both sides of the Ruins, on Walls Flying, are only accessible by aircraft, but they shpuld be off-limits, by design. We've already established that people are to be kicked if they use that spot for sniping and the like. There should be invisible barrier placed to prevent aircraft from reaching them. On Walls Flying, a lot of people love to glitch vehicles onto the top of the ramparts in their own base. I highly doubt this was meant to be. They told me there used to be an invisible barrier preventing such exploits, in the original map. Would be good to have it in place, again, then. On GoldRush, the AGT can sometimes insta-kill you with an invisible rocket, or just wound you with bullets, if you just peek through the smallest hole while you're still on the other side of the factory building. It shouldn't be able to do that. On LakeSide, as far as I know, the cliff above the GDI Barracks, accessible only via aircraft does Tiberium poisoning damage, but the cliff at the Hand of Nod does not, and GDI engineer could repair their orcas without any problems. Either it should be balanced, so the one above the GDI Barracks would not damage infantry, or both cliff should have invisible barriers to make them inaccessible. EDIT: at the risk of breaking the double-posting rule, I'd like to copy part of my post about my suggestion to the over-mining problem and mining in general, from DerkThunder's topic. It would be nice if a message would be displayed, either the green EVA-lines, or perhaps in the so-and-so killed so-and-so messages, saying that mines were triggered and at what building. Boink! Mines triggered at Weapons Factory! . The message would only be displayed to the person whose mines were set off, perhaps this could be for balance's sake, or simply to prevent messages piling up. It could also be displayed in blue, as a PrivateSay Message, with a sound-alert. If one would press "Q" on a mine, as if they were spotting a unit or building...etc., the name of the player who placed that particular mine would be highlighted in the names list/mini-scoreboard on the right side of the screen, or the name of the mine would switch briefly to the name of the player that placed it, displaying that for a few seconds.
-
So...uh...yeah. Hi! Decided on registering. Went with my usual name, though I have thought of using names like BieberKiller, KillDaBieber, HoboBear, KillTheMessenger, KilledMessenger, DoveOfPeaceInterrupted, NervySniper, DiesIstMeineBuggy, ImpatienceEmbodied, KeepCalmAndNOT...etc. Fin.