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Idiotas

Closed Beta Testers
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Posts posted by Idiotas

  1. Snipers are supposed to be long ranged and a support class. Not a close-combat killing machine in tunnels ect. Nerf them at close range. I still think they should headshot characters excepts for some classes like LCG's. Make the rate of fire and reload speed a bit slower.

    I don't know if it's possible but can't the damage received from snipers be differen't on where the target is? Like it does small damage at close range but greater damage at long range?

    According to you guys, snipers should be cut down in every kind a way.

    You are using arguments just for sniper case, forgetting to use the same arguments for other classes. For example there are not much places in maps where snipers can use their long range. In most situations the range in the maps, when infantry is fighting, is enough for Sidney to get you one-shot killed. Nobody talks about that ? In that case, it is OK, because it is Sidney and not a sniper.

    I think you are just not realistic enough. Yoou are just pist off and hate the sniper class.

    It is best to cut 2 legs and one arm of from sniper class and give them just one bullet. Perhaps, reduce the damage for that bullet to 0,5 so no one gets one-shot killed.

    I expect that in the next patch !

    you are so wrong in many ways here.

    1. I snipe.

    2. I don't hate snipers.

    3. I never complained about them (just said what's mostly the case in tunnels aka snipers camping).

    4. I like how they are right now.

    5. I only suggested some ideas since other people keep complaining about them.

    6. I'm okay with both sydney and sniper.

    7. I think you are just pissed off at my post.

    8. Use your arguments against someone else.

    9. Have a nice day ~

  2. Snipers are supposed to be long ranged and a support class. Not a close-combat killing machine in tunnels ect. Nerf them at close range. I still think they should headshot characters excepts for some classes like LCG's. Make the rate of fire and reload speed a bit slower.

    I don't know if it's possible but can't the damage received from snipers be differen't on where the target is? Like it does small damage at close range but greater damage at long range?

  3. I'm with terekhov. It might seen as a negative thing to do, but it will be really handy. I've played games were my base was a total chaos. Enemy tanks and beacons everywhere. In the end, it takes a few minutes and the base is destroyed. Can't call airstrike because of the beacons. A lot of people ragequit after a game like that and kind of makes the server empty.

    Another scenerio (on islands) were the GDI Baracks is the last building and Nod spams tanks and nukes.

    GDI engineers/hotwires gets killed over and over again by tanks and can't disarm the nukes. They have no chance to win or even defend theirselves (unless they could buy an airstrike).

    There are a lot more scenerios where it could be handy. Could use the airstrikes again on enemy beacons (and even friendly ones) but when the beacon is at the specific time (let say 20 seconds) then it's "too dangerous" to call airstrikes on them.

  4. Months ago the game was hanging on a cliff, but now with the new patches and fixes, the player base is improving itself. More and more people are playing ren. Give it time and keep it up with patches and fixes and we may have 3 full servers or even more.

  5. Saw stanks, arties, light tanks, apcs and even flamers on those hills. Both are a problem. Just kick them if they don't listen to stop. If they keep doing it, just request for a tban i guess. It's getting ridiculous over time atm at walls.

    Nothing wrong with parking Stanks up there, how else are you meant to deter the Humvees circling round your defences? The problem lies with the Artys/MRLS shelling the HON/WF.

    So it's wrong to use soft boundaries to get into to base but its okay for the the tanks to go up the hill waiting for them and killing things in the mean time?

    Problem lies with the soft boundaries. If it gets fixed (like kenz said) then the problem is over.

  6. Are MRLS on top of Bar-side Tiberian-Rocks allowed? I feel it is basically B2B since they are well inside of the "Metal Wall".

    No. Same goes to nod.

    It's more of a problem for Nod, and less of one as Nod, as Artillery can be reaped by GDI MRLS, Gunner, and Patch, but MRLS can only be pecked at by ramjet as best since Nod lacks that kind of range.

    Either way, both those rocks, and though unrelated, the stealth tank mct snipes in coop with sbh holding doors open for them, are both cheap and questionable.

    Saw stanks, arties, light tanks, apcs and even flamers on those hills. Both are a problem. Just kick them if they don't listen to stop. If they keep doing it, just request for a tban i guess. It's getting ridiculous over time atm at walls.

  7. This is great against Mendoza, who has a very devastating Tiberium Auto-rifle now, what else are you supposed to do to him if free infantrymen are your only option?

    Shotguns. Shotguns 2 shot him. Very effective (unless it's canucck).

    If an engi kills someone in base...they deserve it.

    Hmm do they also deserve it by insta killing 5 people in one time while the engi is just waiting behind a door till they come in?

    ---

    Biggest problem is the splash radius i guess. Toy around with it till it's alright.

  8. I can list a lot of people who aren't speaking out, but don't use Steam. Hande, Canucck, K.IO, AngryScientist, just try for 1 day and "!rec" people in a server, and you notice a lot don't use steam so you can't "!rec" them. If they literally can't afford the footprint to run both simultaneously, internet or bare-minimum ram, then they are gone when it becomes enforced.

    Canucck uses steam everyday. There are a lot of people playing ren without launching via steam while they are online.

    Still, not steam's fault lol ~

  9. Cons to launching/running from Steam:

    Relatively heavy updates/install that can cost people with limited bandwidth additional data. Personally it ain't worth it for me especially since I don't even use Steam that often

    Heavy? They aren't heavy tbh, but yah if you have shit internet then you could say heavy i guess. Not steam's fault.

  10. Seems like an exploitation. Moreover if Nod hasn't got such a sneaky way into GDI base, this path makes the map rather unbalanced. I have never seen this path. Troublesome.

    Apparently Nod can do this to get into the GDI base as well, although I haven't tried it myself. Can you imagine a bunch of stanks?

    Can't make it with stanks.

    But yeh, personally i see new paths has opened to get into the base. Both GDI and Nod can do it. I don't see it as a problem. It's like a reward system. Aren't fast enough to make it in time? > you get killed and if you do, that's your reward. You either die or make it through those paths.

  11. If we are doing 3 maps at a time, might be best to do ~1hr before pug, set time to 15 minutes, and start people off with 800 credits. If we have actually 8-12 people a team show up, it'll be good testing even if short.

    Who said we would do three at a time? I was thinking of doing 1 and making it a quality test with normal starting creds etc

    I also would say ~1 hour so max 2 maps (depending on the maps), otherwise I think a map could fall short a bit.

    I think it's best to test one map at a time. Even if the map ends, it should restart.

  12. Edit: just noticed Yosh' post for testing the maps after the PUG. This is highly inconveniënt for me, but I think it will be good time for most of the players. Please remember that players / map makers like Henk & Ruud are also Netherlands based and that they might have other social plans (aka getting wasted) on a saturdaynight after the PUG

    Well they don't need/have to attend because there are other players that will test for them and post bugs/feedback on the special thread so they can work on it.

  13. If we added them to patches, we could test them post-PUGs, and figure out what could make them worthy to add to the rotation. That is, if the community actually puts forth the effort to play them, otherwise there is no knowing if the map is playable or how to make it playable.

    I've suggested many times to make a group of people willing to test the maps. Could be like twice a week at a specific time like the pug and play/test them but... there's always a big % of the people that say they want to test but only show up like 1 or 2 times (like the testing of beta 4).

  14. There is several reasons things turn out like it did imo.

    First its a bit normal has we arent use to our team players.

    Still, people should work together used or not. It's not that hard to follow orders from the team captain, but apparently for some it is.

    There is some guys that talk very low ,barely understandable

    .

    Ask them to speak louder or type in team chat.

    I Think we should have a Captain and a sub Captain.

    Guys in "waiting for the map begin" should suggest a plan if the leaders dont know then when the game start its should be mostly be capt and sub capt calling for actions

    .

    Most people don't listen. When the capt has an idea while the others have other ideas, it will be ignored. I've playef almost every pug (expect last months due work) and i see that every time.

    None important call from the team should be said in the team typing .And try not to talk all at the same time when something is important going on.

    And that is what most renx players aren't able to do.

    ---------------------------------------------------------------------------------------

    I'm still for the black list idea. People never learn.

    Everyone that played the pugs alot knows not to change their name ingame. Everytime 3-6 people change their name when they join. At this pug it's said many times. But people like husqar changed it ever match except the last one.

    People were warned to not talk bs and non related stuff. Most people didn't listent. There should be consequences like not to play the pugs for 2 weeks or so.

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