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Everything posted by boxes
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Other than the GDI harv getting stuck occasionally and the middle bunker having weird vehicle collisions, the map i'd say is mostly bug free. However in terms of map balance, stanks are going to be quite ridiculous given how big and wide the map is. There's a very good chance Nod can wipe the base out if GDI has field control as it is going to be nearly impossible for them to respond in time.
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Because if you do manage to get a building kill, you gain up to nearly 3000 points. Why should this person who did literally nothing else but rely on pure luck to walk in a building and nothing teamwork related be potentially rewarded the MVP for the team? MVP should be the one who did the most of all three categories, Offense, Defense and Support, which I think is close to the way it works right now
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Disagree about MVP being the one with most points, usually that ends up being the person holding down mouse 1 on a structure or the one who's non-stop sneaking and doing nothing else to contribute to the team. Also vehicle repairs don't give too many points, and field repairs are often the most important thing to winning a game Agree with the other three especially with best support, but I don't think there's a consistent way to track player position other than base volumes (other map locations differ depending on the maps, and some of them aren't even accurate) As far as switching teams, I feel the system needs to be reworked instead of punishing a player, where it would not be possible to switch teams unless your team has a 2+ person advantage only. I think from what I heard there's already a player requirement for leaderboard tracking? Not certain
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GDI can utilize the height advantage as well when they have the hill, main issue is mostly 1 flamer being able to tank GDI's whole vehicle force on its own. Could be solved with added infantry paths to the silo area and/or adjusting rocks suggested by gliven and redarmy
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Last Whiteout game was a good back and forth battle, map is tougher for GDI sure but they definitely have more things going there compared to Mesa Mesa is easily the most lopsided map in the game due to how the short side is designed perfectly for flamer+arty. A number of PUG players are willing to share their input on what can be changed/added, if a dev is around to help out
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don’t hold down mouse1. wait for a split second after the cannons reload, then click think it has something to do with veterancy increasing ROF
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After discussing this incident with schrott privately, I was mistaken on my part and misinterpreted what he meant initially. I've sent out warnings to the perpetrators.
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again it really depends on the situation, there's situations where you're looking at the overview map and somebody passes right by you in front of your screen, and there's other situations where infiltrators intentionally run past each other without engaging. i'm not sure exactly what happened in your game but if you want me to discuss this more in depth with you just pm me on discord
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depends on the circumstance, for example if one player has the intention of getting in the way of their teammates objectives to help this other player on the other team, then yes it's considered team hampering if they're just minding their own business and playing the game while ignoring each other, it's not th
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'C4 stuck on me'
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Just a heads up, we will be starting up the Sunday PUGs once again, starting now.
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AOW brought forth a second victory condition that was overall too complicated for players to grasp. People have to understand how the point system works, what gives the most points vs what gives the least, and what you should or should not do. Marathon offers one simple victory condition, blow up the enemy base. Nothing more, nothing less, easy to understand.
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The CT server has replay demos available for every match. If you have a complaint about a specific player, let the us know on our discord (discord.tyrant.gg) by providing us with the player's name, the map played, and the approximate time when the match ended. If we find undeniable evidence that cheating is involved, we will issue a permanent ban.
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because for the most part you're pointing out things that aren't even core issues with the gameplay in and of itself and you're putting out suggestions that show that you're not fully aware of the fundamentals of renx and the state of development. you're definitely welcome to shoot out ideas, but just be aware that they're aren't always going to be the most optimal solutions or design choices.
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It's so far away and there's nowhere to go if you have to retreat
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Discuss, main issues pointed out during the pugs is a Mammoth tank nerf (damage) and a light tank buff (damage). Other concerns include MRLS being too strong vs inf and flame tanks being useless in open maps. So far in the past month and a half, GDI has won five weeks in a row with balanced teams. Personally, I believe slowing down med/mammoth tank projectiles will allow light tanks (and the other Nod vehicles but to a lesser extent) to more effectively dodge. Their speed buff applied in a previous patch didn't do much when it comes to avoiding tank shells, reason being at medium ranges, it is too easy to predict tank movement and the speed of the tank projectile is too fast to properly react in time. GDI's main disadvantage is the size of the tanks, but that doesn't factor in as much as it should due to their damage consistency constantly suppressing Nod tanks.
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because ravs and sydneys still have 0 spread
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I think a 24 mine limit is a bit small for a 5 building flying map. GDI for example has to leave one door unmined and 0 mines on ramps
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In general good balance in renx is where everything in the game has its use while not being overshadowed too much by something else, biggest example is the light tank not having a useful spot between artys and flamers/stanks
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Mammoth at heroic should have the standard +150 hp instead of +250, and the default static regen should be cut in half, also the sprint speed on veterancy should be toned down, even none is ok MRLS splash should go back to its original value Light tank faster RoF and/or faster tank shells, same splash as medium tanks Patch hitscan should be gone entirely Grenadier should have less MCT damage as well
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still can't believe the airstrip survived with 0hp on complex
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afaik poi was there all game but yosh and I eventually decided to hide around a corner near the nod tower and wait for poi to go deep into the inf path. Actually (after watching thommy's vid) ZZZ made a pretty bad error not calling us out the moment I killed him when he was behind the boxes at the end of the Nod bridge. In fact right after I got the pick I EMPd the bridge which there he should have made the call (did not happen). When he did make the call, Yosh and I already planted our C4s and were already breaking the armor with the PICs If he did make the call in time, poi would have ran back and likely killed both of us before we're able to destroy the building
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Ban is lifted, apologies
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also thinking a tunnel to the field behind both refineries, would be beneficial for both teams when quickly going to the field or sneaking in
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On tomb GDI really needed control of the inf-path above the vehicles, that's the only real way you guys could have disrupted repairs and be a nuisance for the tanks The WF also could have easily been saved, there were engineers outside of the window that were looking in my direction right as I planted my C4s, but they never reacted Regardless tomb is really hard for GDI to win when their GT is down, it opens up so many infiltration opportunities for Nod