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Everything posted by boxes
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Beta 4 here, and I still hate patch. He absolutely sucks against infantry at medium-long range because of the tac rifle's bullet travel time. That means if you're on the field, you're extremely vulnerable to almost all nod infantry. Plus you run out of ammo fairly quickly which is a huge bummer. If you're going to camp your base, you're far better off with 1Ks.
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Oops, I did not have that in mind. Yeah, that would be a problem.
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I was thinking maybe both PP and Ref should have +1 creds/sec. With the changed price increase for destroyed PPs, it can be argued that the Power Plant is the least significant structure atm for non-adv. base defense maps. Splitting the credit increase to both resource structures would be better balance imo, and would also make more game sense.
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I'll just be spending my next whole week playing ren.
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Increased ramjet heavy armour damage to 30hp per shot from 10hp per shot to compensate for reduced infantry damage Decreased ramjet rifle damage vs light armour vehicles ^was this decision ever reverted, or is it officially in beta 4?
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The sentries, yes. Just putting this here to show that the devs have already thought of purchasable turrets and is being considered for later releases (maybe, they've been pretty silent about it).
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The Overly Comprehensive Guide to Renegade X (Updated to B4)
boxes replied to yosh56's topic in Renegade X
You should probably mention Stank stacking in the rush section: I tried this out with 4 other people and we wiped out the entire base on Walls. Three times. In a row. Basically stack all stanks on top of each other, and as a result, the stanks all infiltrate at the same time. I drove behind the GDI ref/pp, told everybody to get down, and we blew up the base. Of course the luck factor of nobody being near the GDI entrance played a role, but using this method is far more effective than making a long line of tanks that could get slapped around by bad drivers. If spotted, all stanks have to break off and attack the nearest building or return to base depending on the circumstance. It'll still be way better than making a line. -
The Overly Comprehensive Guide to Renegade X (Updated to B4)
boxes replied to yosh56's topic in Renegade X
This was fun as hell to read, awesome stuff Yosh! -
I remember a dev saying that in Beta 4, stealth will be colored red instead of white. Can anybody confirm this? I don't see it in the changelist.
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3:00, just scream KAAAAAAANE
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That is a good point. It would do the OPPOSITE of buffing 24/7 Hotwire/Tech, if repair guns also dropped. Then, you would have the various 1ks and 500 sniper and SBH and Patch, with repairguns. Which at least isn't hotwires SBH that repairs vehicles? Now I've seen everything... SBH do everything No seriously, that's all Nod would need. Late game, just 20 SBH with different guns going rambo on GDI and repairing each other in the process.
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That would seem really awkward to me, singling out the tech classes as being the only ones that aren't allowed to buy weapons. I agree it's awkward and I didn't like the idea at first, but it's necessary for class balance. Advanced engineers are way too versatile given that they are able to purchase sidearms and effectively deal damage, as well as repair buildings, characters, and disarming c4s and superweapons. Oh, they can also take down buildings by themselves, or chuck lots of c4s on enemy vehicles as a last ditch effort or through sneaking.
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Honestly, all that needed to be done for the ramjet was to reduce the damage to infantry from 200 to 175. Nothing more.
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Explanation please? Mesa is too spam intensive. Once a team gains control of the cave, it's extremely difficult to launch a counter attack because half of your team is running around back and forth repairing building after building. This is in favor for GDI by a longshot because of Mammoths+Hotties, and also because the AGT guns are able to shoot inside the cave while the Obelisk cannot.
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Orcas and Apaches must be nerfed. Their HP needs to go back to 300. FPS freezing upon vehicle explosions. Please, please, please fix this! We need to be able to disarm teammate's mines as well, not only our own. Engineer classes need to be restricted from using sidearms. Shotgun needs a slight nerf in damage. Ramjet hip fire spread is an unnecessary nerf and should be reverted. Skill should always be valued more than randomness. EMP grenades needed no kind of buff whatsoever. The ability to disarm proximity mines will make SBH way too strong. AT mines could use a slight damage increase. They currently aren't too attractive to use knowing that they can be destroyed by damage and by only dealing 200. The mine count flashing when mines vanish would be extremely helpful. Adding a toggle fire option on the options menu would be much appreciated. Please return the screen shake upon taking damage as it was in beta 2. ~ I'm looking forward to driving buggies and hummers. Thank you devs for the hard work!
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Going in reverse with the APC is controlled differently from the other vehicles. This really bugs me.
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The health problem I think is because beta 3 removed the screen shake upon taken damage.
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If anything the Tactical Rifle is OP. No it is not.
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The whole point of planting fakes is to put it as far back inside your base as possible so nobody on the other team can hear it. If you plant it outside of your base, somebody who happens to wander around where you planted would quickly tell their team, making the fake completely useless. You also don't want the other team defusing it for points. Beacon spamming, on the other hand, should be fixed by having a 60 second cooldown after purchasing a superweapon.
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I never said that mines should be removed. I just think that there shouldn't be only one class that is capable of dealing with them in some way. Maybe EMP grenades could temporarily disable them? Chem troopers or McFarlands could be able to destroy them? Its just that mines in their current state seem to halt infantry movement altogether. I rarely see rushes of any kind and the only real action is in tunnels (aka prepare to be sniped) and the vehicle column. I'm sorry for assuming you wanted them removed, but still, mines are fine as they are. The whole point of them is to stop enemy infantry coming in certain places. They shouldn't "halt infantry movement altogether", because if that's the case, like I said, their buildings are probably vulnerable to infiltrators. Tell your team to set up an engie APC rush. Disarming mines isn't even the best way to get rid of them. It's better if you're an engie and you have a friend with you popping the mines while you repair him.
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Ramjet support against light armor can make a huge difference. A Havoc can easily help friendly tanks take out Artys by either shooting them or killing the Techs/Engies. The whole list you gave of damage against light vehicles with adv. repairs is interesting, but in-game it's a different story. Airstrikes, snipers, outnumbering, C4s, anything can happen against light armor+adv. repairs that can easily negate it. I don't really see this as a problem. If anything, you should focus on the Tech first before engaging the arty. If you don't kill them in 2-3 shots, they will either run away, or ride as a passenger. Regardless, that should be your time to attack the arty, and if the Tech comes back, he should be really weak and you should finish him off real quick (Arty doesn't really give good cover for engies). Or, you can simply charge into the Arty as a Med until you're juggling it around while under it. If you're lucky, you can crush the tech while doing so. When this happens, it can't attack you up close and it's pretty much a free kill for you. Basically, if your playstyle is unique to your advantage, numbers don't really matter. As of right now, you are correct in the fact that flyers are nearly invincible if a tech/hottie is nearby in a safe spot, or surfing. I don't think it's because of light armor damage/repair calculations though. Orcas/Apaches just need a health nerf.
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I'm still concerned about Artys being able to be in range of 2 buildings from the side compared to MRLS only being in range of 1 (ex. from Nod's left side, Arty can hit both WF and Ref, GDI left side MRLS can only hit HON.) There's less running around for Nod engies in this case compared to GDI's. When GDI needs to run to WF to PP, they'll be exposed to snipers. Nod on the other hand, just needs to sit in the HoN. If strip is under attack, they just jump out the ref side window of HoN and repair the strip externally. Again, this isn't fair in my opinion. Infantry paths are neat, but like Jack Brace said, it's too Nod sided. The WF blocks the gun emplacement. With proper teamwork, a sniper team can cover a SBH nuke that is placed in front of the WF quite easily. When infiltrating, GDI needs to pray that nobody on Nod sees the turret shooting at them if they're running to the tower or PP. Not sure if I should say this here, but I'm also hoping that Anti-air towers are going to be buffed. They don't do much damage and their range is pretty short. I hope the one that is placed on top of the WF is going to be moved. It always gets destroyed when Artys show up.
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The biggest change I wanted was to just remove the roof in the cave, so you can use airstrikes against whatever is inside. I'm not too sure on these changes, but like Whiskey said, I need to play it first to see if there's anything wrong with it.
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It should be %buildings destroyed THEN points for victory.
boxes replied to epicelite's topic in Renegade X
Let's say in TmX (40 minutes) on Islands: Nod Arty spams for 30 minutes of the game with tech and flame support. GDI is running around in the tunnels or repairing stuff. Only 2-3 tanks are bought to counter the Artys. Then finally, by infiltration and an Ion Cannon, Nod loses both HoN and Strip, but obviously that's little compared to 30 minutes of arty spamming. GDI finally builds tanks and start their offensive. But in the end, Nod wins. Why? Because they had map control for three fourths of the game compared to GDI's last small effort. Nod deserves the win, because they had GDI under siege a lot longer. Basically, relying too much on one production structure can cost a team the game by points, and this Islands example shows it. It's important to integrate both infantry+vehicles properly, to get the best results. In this case, GDI relied too much on their barracks, and got their buildings spammed to hell, which gave the game away. They were lucky that nobody on Nod was defending at the time of Hon/Strip destruction. Think of it in another way -- if GDI use the WF too much and nobody is in the front lines repairing, they'll get flattened by airstrikes and Vehicle+Techs, again losing the point war. Now obviously the point system is "broken" by pancake crushes, but that's just a bug that needs to be fixed. Long story short, if a team is complaining that they lost with more buildings, it's their fault for not playing efficiently for most of the game. If you dick around for 30 minutes and finally play for real in the last 10, of course you deserve the loss. As frustrating as it can be sometimes, the biggest reason for having such a large point difference is by how long a team attacks structures and occupied vehicles. And if you're not going to do anything about it and go lone wolf, guess what? You lose.