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Everything posted by Ryz
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Goldrush: We lost due a defender / defenders not being in place and particularly ONE defender noticing mines gone after at least 3 minutes, in order to announce some expensive inf. rush only to than find out that we lost HON.... Rest of the games it was total anarchy for most of the time on 'our' team. There were some good things going on at other moments, but we lacked in the details so these plans failed.
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Sorry, also had to react to this reaction for a few days, but didn't. I have some issues with your judgement in this specific case, although I agree with you most of the time. What is true is that it's better to play (at least a bit) on the safe side. PUGS shouldn't be like PUBS where you find out that 'all the good names' are with you in an attack and that the other half is AFK / wandering around thus getting your base killed with 1/4th of the people accountable for joining the rush and 3/4th of them doing... no clue. But let's take Under on yesterdays (Saturday 11-03) PUG. The most interesting game of the evening and although we lost it I really, really, liked it. Sure we had to keep pressure on the enemy at the game start. And sure we had to kill the harv over and over again. But once we got locked in our base it took to long to switch to different plans. I had in mind to: - use the tunnels more - attack their repairs in the back - use 3/4 SBH to kill the harv over and over again But we sticked to vehicles and noticed 'them' (GDI) gaining veterancy more than we did. Playing 'on the safe side' makes sure you last longer, but eventually our repairs got outgunned by the allready veteranced enemy units. When they lost the PP (and we the oby at the same time) it wasn't over for me. I am sure the SBH squad could have (outside) killed the WF. Instead we kept repairing. First with 3 people, later with 6, than with 9 and even later with almost the whole team. Ok, I am making this a bit larger than it is. But in the end we could have won by taking a risk, or either lost earlier by taking the same risk. I understand and agree that you have to 'level up' when the enemy does to keep the defense in balance of the attack or vise versa, but I do think that some risk (after a 30 min stalemate) would spice up the game! Just my two cents @Jeff
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Sorry, forgot to answer this, but I think that the only logic thing to do (when we lost the harv) was a massive rocket rush. Anyways, it happened how it happened, so can't change that now.
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Last week I think I was pretty quit for my behaviour @poi ❄. But I talked about the game with @Gliven yesterday and told him that I was almost never able to hear him. This wasn't only for me, but for a lot of players. I have set my TS sound to be harder than the game BTW. Not hearing eachother was the main issue of the game. 22 people is a lot, but if people are using teamchat more for fun than for communication it doesn't work. I also don't understand why everybody who is spamming random stuff doesn't get a complaint and that people, when I ask for them to keep the channel clear so we can hear others, care to respond with shutup Ryz various times, but I am used to it nowadays. If you f*ck around and do your own thing you're good, but if you point out you can't hear teamchat than you are complaining and get blamed for that. Talking about rushes: I know how to play the more tactical @poi ❄ and sometimes I do. But if games endup in the same behavior for the same map every time than I like to do different stuff if the commander agrees. I think PUG's should be there for a more adventurous style of gaming instead of just going 'on safe.' I swear I rather have 8 games with a lot of different fights, than 4 with standard stuff in which we either win or lose. Nevertheless I always try to stick to the plan, if I can hear it... BTW; In the last round I didn't care anymore. Lakeside was pretty good, but could have been way better if we communicated better. I emp'ed the ref twice in the endgame during a rush, only for people to go to the other door for example... I don't mind we lost that, but it's kinda sad if you end up in a building twice alone, while you see your teammates running into the mines from the other side and die (if they didnt get shot out of the air)... After that I was open for another round, but lost my interest cause we couldn't change the plan besides arties, even though we lost the harvester and they got theirs. We had a disadventage and could have overcome it by improvising, but had to stick to the 'autistic' get arties. Like there is nothing else you can do on Mesa...
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Sounds like an outdate launcher, but a game which is up-to-date. Which launcher version do you have? If you open the launcher the version number should be in the left corner. Latest is 0.75.
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That is the latest update, so my theory is wrong.
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I had something similar on Paradise and mentioned this in the topic created by @DoctorAnubis. Guess it's not map related, but maybe related to some other changes and the (now fixed) parachute / permachute bug? Today a new update was released. Let's see if this fixes it.
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I always wonder why people can't teamup. I know Ren-x has a small community and that there are a lot of different issues and interest / routes to take. I also know that @TK0104 did a lot of work on maps and that it wasn't always promising. That's not a complaint, but a fact if you consider how he started. It's all cause people need to learn by making mistakes. But these mistakes lead to better work like, in @TK0104 place, Tomb for example. . I would really like to see that the different 'talents', raw diamonds and shaped jewels included, teamup and help each-other. Why can't people work (more) together on a game? Why can't 'old maps' like Tommy's TrainingYard or @Schmitzenbergh Grassyknoll be updated with help of the team. I also notice there a lot of new people interested to help out the game. I just hope, for the sake of Ren-X, those people find eachother. Amen, uh for Kane!
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There is a new update pending (see the frontpage)
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Hello @DoctorAnubis, today we played this map. Few things I noticed: - It (still) looks really nice! - I had a strange bug where I watched the ref from above, while I was still inside. If I moved around long enough I could access the PT or open the doors. Never managed to get out... Had to suicide. No clue what caused this and I cannot replicate it. Happened at GDI ref suddenly - Does the turret regenerate / reappear on purpose? - Minimap / map is missing (important feature, since map is pretty large) Hope you can do some more fixes to this map. With the new launcher + ingame download the map can be pushed to clients easier now!
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Congrats Ren(-X)!
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It isn't untill I see it... Wait I meant, it isn't untill I stop seeing it
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This bug, also reported in the new update release topic, occured since yesterday (latest patch). I am not exactly sure how it works, but what I see is: - Once parachute is used by 'others' it doesn't dissapear - Sometimes a dead person leaves a parachute behind - You cannot, afaik, see the parachute on yourself - Sometimes air vehicles have a parachute above their cockpit - It also works on SBHs, thus making them visibile People call it the 'permachute' now . While it sounds funny it makes the game hard(er) to play. Glad some people are blind, cause I managed to sneak to the ref on Walls with a parachute above my head without being noticed.... Good luck with solving it @yosh56
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Hehe sometimes it took a few min to get new vehicles, but overall everybody donated (and anticipated) really quickly!
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https://tyrant.gg/showthread.php?tid=738&highlight=flying You are not the first person to mention this. Had another one last week and I told this to @Fffreak9999, but I think the person never posted on this forum (or CT) about the issue again.
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Does anyone know the mod name? I've checked 0.55, 0.40 and 0.50 of the UT3 mod and only found Horloge as a map. Might, maybe, maybe... Have an older version somewhere but I have to search for it.
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Good games, sorry I had to leave directly afterwards. The second person I introduced to Ren-x this week was quite bored cause his mines never went off but liked the rest of the game. He left to join the rest of the visitors after the first game, while Machette and I continued our duty! Rushes on Goldrush, except the first stankrush, where spotted very early so we could easily counter them with our vehicles before they could do damage.
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Thx Freak! So we need more playtests, too bad I am usually not available during the desired test moments...,
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Well saturday was fun, but introducing someone to a game he never played before was kinda hard while playing myself... Guess 'nulleke' (our guest) was stuck or searching for stuff more than he did for the team. Since I did something to the laptop (by accident) he couldn't really see the teamcolours also which made it more difficult. Next week there will be another 'new' person who played the old Renegade for years, will be easier.
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I like Paradise @DoctorAnubis, but I never checked it with more than 3 people so I am really not sure how it would turnout in multiplayer. I guess one of the issues with the map is the (non-working) turrets. Sides by that I am not sure what the criteria are to have a map added as an official map, or just be released as a non-official. Maybe @Fffreak9999 and @yosh56 can explain this?
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Will try to introduce 2 ppl to the PUG this and next week!
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What if people repair eachother on top of a vehicle?