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boxes

Phase 5 Beta Testers
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Everything posted by boxes

  1. If you're getting you're ass beat by a flame trooper as mobius then i can't really say anything except aim better
  2. Moreso because of veterancy increasing their projectile speeds, just look at elite chems/flamers and observe how far they shoot, and if you think that's ridiculous look at them with heroic
  3. boxes

    T_Bone hates me :/

    Pretty sure he mostly used rav particularly around the end, trouper was then using sak
  4. It's still very important for peek shooting because the light tank turret is still on the back of the body. Medium tank however makes no difference unlike the original, because the med turret is now directly in the center. But yeah overall it's not as significant because the tank shells in renx travel much faster and are harder to dodge, but still it makes you a harder target to shoot at
  5. @Hohndo just started playing the pugs quite recently and is doing pretty well, he may have some tips for you @dilberteng
  6. They do a great job with them but they have to get past a wall of meds first if GDI is playing like GDI Meaning stanks are better choice to kill MRLS in most situations
  7. Right now in the rencorner server. People would always shout out to transition to heavy armor from artys if there is a significant amount of ramjets in the field, which is a very common occurrence
  8. The light tank damage is the same as original afaik People in original used light tanks when there were too many ramjets on GDI to use artys. Lights were also able to apply more pressure on field repairs. Another issue is that the light tank turret tends to wobble around a lot when you're driving around uneven terrain or moving back and forth to dodge tank shells. I've suggested before that increasing the turret turn speed and X-Y speed would make them more relevant in the field. Tick tank is basically the medium tank with a lot more maneuverability. 100 less HP, but not significant. Their small turret elevation compared to their body also adds annoying feature where they can shoot at you but you can't shoot back depending on the terrain
  9. I'm against completely removing HottieTech ability to destroy buildings in one infiltration attempt. Sneaking is indeed a fun dynamic to mess around with and should still be possible to pull off, but not to the extent right now. Removing the ability to destroy a building removes the excitement that people experience. What should be focused on instead is a change in the mentality. Right now, it's like "I'm just going to keep trying through different infantry paths until this works and I'll be a hero", to "Okay I'm wasting money, I'll focus on taking the field instead". We could also try increasing infantry brightness if possible. Too easy to miss a hotwire running at the edge of your screen when you're focusing on something else.
  10. I've noticed that too. Light tanks in original ren were crucial to holding field control, while light tanks in Renx kinda just die without doing much damage. Likely because: -Ramjets are spammed a lot less often -Insignificant damage vs infantry, even kevlar -Faster tank projectile speeds (harder to dodge) -Medium tanks with sprinting are able to catch up The only thing they're best at is countering GDI humvees and APCs, but that's about it. You're better off with stanks or flamers in most circumstances.
  11. Currently 3 EMPs are required to instantly disarm a set of mines, which I agree is too much. There's too much standing around while the emps are disarming, usually resulting in somebody getting impatient and running in, or a camping hottie repairing the mines easily stopping the rush
  12. You're a utility class with the best repair rates, defensive, and cheese mechanisms in the game, and can efficiently kill a combat focused 1000 character with your sidearm no problem.
  13. @Hohndo Very good job with field repairs on Sunday
  14. Your snipers on Complex had a huge impact though, particularly after WF went down Also a heads up, PUG recaps will now be recorded in the TS waiting room channel
  15. Again Sunday PUG showed that it's still way too easy to just non-stop walk in and blow up a building. Louder mine disarms didn't really change anything. Also taking out multiple PICs with my techie heavy pistol is just not right.
  16. The narrow path still has moderate activity, and they lead to the exact same place as the main vehicle path. Not adding another vehicle path is fine, but the base entrance need to be bigger, particularly GDI's base. As of right now, the outer vehicle path in front of GDI's base leads to nowhere special, while on Nod's base it leads behind the airstrip. Example, the wall next to the WF should be made a vehicle path. In return the airstrip tower should perhaps be pushed a little more towards the field so it's easier to hit. Adding 1 way infantry paths like that on the rocks will add even more places for snipers to watch the field. There's already approximately 20+ safe spots to spot the field on or near the existing infantry path. Like I mentioned earlier the spot at the bottom of the dam is pointless for vehicles because it doesn't lead anywhere interesting. Maybe something can be done, maybe making the outer line you marked on both sides on the map a vehicle path into a base.
  17. There's a secret passageway behind both powerplants. After you capture the MCT, look behind you and you'll see the entrance
  18. Nope, but to be honest the issue of Nod bases being bigger can be fixed by making their building doors face towards areas with high activity. Also the cargo jet could be a lot quieter so it doesn't ring off alarm bells to GDI that a vehicle attack is coming
  19. That's just going to further buff field repair and AT infantry
  20. The skill ceiling compared between sneaking and sniping isn't even comparable. Sneaking really comes down to being lucky that nobody looks in your direction while you navigate into a base. Situational awareness is obviously important while sneaking, but that's just something that grows on you when you have more experience in-game because literally everything else requires the same degree of awareness to maximize potential. Sniping on the other hand is important on a more team based perspective because without it, AT infantry such as Ravs/Pics/LCGs would be way too dominant and field repairs would have limited threats. Snipers also often have the most intel for enemy tank composition and infantry path circumstances, so the best ones often report back to a team, such as "repairs are down, play more aggressively", or "tunnels are quiet and open for an inf rush". Snipers are also important for covering superweapons and countering sneakers themselves. Snipers are not the reason why servers fail to fill up, despite as much as people wanting to believe in that. They become a hindrance to a team that remembers how cheap hottie/techs are, and are not a threat to structures.
  21. Pretty certain the base size difference is consistent with every map, except Valley, Snow, and maybe Field. If you check the distance between the Nod MCTs compared to GDI MCTs, Nod's will always be farther apart. That's why I always find GDI sneaking to be a lot easier regardless of the map.
  22. A game like RenX needs to "work" when there's 10 people on a team. By that I mean different strategies need to have an equal balance of ups and downs in order for a game to be interesting. If there's a strategy that deems most optimal, the other strategies fall behind and suddenly the game becomes very boring. It's clear to me that currently that OP strategy is sneaking with a hottie/tech. I mean, it even works frequently right now in 20v20, and 25v25. This is why servers never fill up assuming there's enough players sitting around on the launcher. Until a server is like, 15v15 this game is basically SneakingX and see who gets luckier
  23. Was referring to tanks, and if you go inside the dam even with inf, it's not going to help your team with field control, and as of right now the dam MCT isn't as helpful The whole field is slanted like a valley, much more than Field. This makes it very easy for tanks to shoot infantry, arty in particular. Sure theres the silo and some obstacles, but there's limited cover assuming snipers are watching the field from the dam aswell.
  24. The bottom part of the dam, the area around the river is very uninteresting. It doesn't lead anywhere and the field also isn't very inf-friendly. Also a ridiculous amount of places for snipers to kill repairs
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