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Mystic~

Phase 5 Beta Testers
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Posts posted by Mystic~

  1. I don't enjoy Nod versus Nod games, not even in PUGs, it's very flat, symmetrical and boring to play against the same faction. I suspect it would feel identical playing GDI versus GDI if this were to also be included, it's painstakingly slow having a med versus med or a mammoth versus mammoth tank battles. I would support this moving to a different server, but I suspect this might mean it isn't played much unless there's a huge player base growth, but that doesn't guarantee its popularity.

    • Like 1
  2. I think having a couple of morale players is really important, they tend to be the people who are more talkative or vocal, the complete opposite to me, but they generally make jokes in between games or make commentary about things, these people are players like Yosh, MintLemonade, Madkyll, Tony, there are probably others.

    I also find a properly balanced and mixed team often seems to hold its own well, even if they're against a very aggressive team with A list veteran players, many of that side aren't going to want to be doing regular and consistent repairs on either buildings or tanks and things fall down, it's like playing Brazil in football/soccer.

    I do think there needs to be careful consideration of capable snipers as a sub-role of the anti-infantry category. It would be great if there were little icons to represent core strengths, but that might be beyond Discord, some people do tag roles, but I don't think its done consistently.

  3. In two of the latest polls Reservoir came out as one of the top favourite maps, but I still think it needs some improvements and wanted to use this thread to propose some of them here.

     

    Addition of air vehicles - I think this could make the map vehicle combat more dynamic, a bit like having the sort of options you do on Lakeside. Each side would need one or two Sam sites or Anti-Air towers to prevent a complete air stomp and destroying them becomes a secondary objective like on Walls/Lakeside.

    The cave path on the GDI side needs alteration to make it fair, it could become an extra path to sneak in and infiltrate on both sides rather than it presently is, a one way exit or a one sided access point for GDI to hit the Hon with Gunners and Grenadiers, but Nod can do nothing similar.

    Remove some of the bridges, replace one of them with a shallow earth crossing for tanks and introduce stepping stones for infantry, having control of the dam terminal controls the flow of water that reveals the additional tank crossing and players can determine the water flow with some sort of switch activation.

    Extend the rock out crop on the GDI side, there's a lot of cover on the Nod side for vehicles, but GDI has to run the gauntlet and often gets pummelled with artillery long before their tanks can become effective.

    The Silo area needs more cover from missiles, tank and artillery projectiles, it's still too exposed.

    I think the dam infantry combat should be more important as its a major feature, having control of the terminal should control more than having access to an extra maintenance corridor; this way it becomes something to really fight over and control and it opens up extra map options. Maybe it could serve as a temporary power replacement if a power plant gets destroyed early?

    If you have more suggestions, most them here... maybe Henk would one day update this or maybe someone else with scripting skills and map editing could take a look at the map.

     

    The original thread for this map can be found here: 

     

    Also totally missed Quincy's thread on the same topic here:
     

     

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  4. If I made the effort to reach or pick up a crate and then someone else was immediately able to take it, I'd feel cheated as hell. I thin it should be bound to the team at the very least, sometimes I've spawned crate vehicles without actually wanting or needing one and not having the intention of taking it, but would still like to leave it open for a team member to take.

  5. I don't know if this is possible or not, but I wanted to propose the idea of doubling tank production, is it possible for the weapons factory to spawn two vehicles at a time and for the airstrip cargo plane to drop two vehicles at a time when it can see there's at least vehicles in the purchase queue? I seem to spend so much of my time waiting to collect my vehicle, and I wonder if this is even necessary anymore? There are other games of this genre, but I won't name here, they do something similar and vehicles spawn outside the building when purchased rather than having to wait for an animation, I still like the build/delivery animations, but its painstakingly slow and boring when you're waiting behind 6-7 others who've just purchased something and it would speed up the game.

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  6. In yesterdays Field-X PUG I was chasing down a technician with whatever character I had as GDI player and he ran into a crate, it immediately spawned a mammoth tank, but I don't think he expected this and he backed away from the vehicle for some odd reason. I was able to use this opportunity to close the distance and effectively take his pristine new tank from under his nose. I used it to clear what was left of the Nod tank line holding the bridge before LCGs eventually destroyed it, it was a major advantage that could have swung the game.

    It was hilarious from my point of view, but the other player might have felt a bit cheated. So my moral conscience is saying, should tanks that are spawned by a vehicle crate be immediately bound to that player or players on that team similar to when it comes out of a factory or off the strip so that an enemy player can't immediately take it? He was first to the crate, but failed to claim his prize quickly enough.

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  7. Mobius used to have one of the most amazing looking weapon projectiles in the whole game, it looked half way between a plasma weapon and an energy weapon that produced a nice thick beam and the particle affects were really detailed and well fleshed out. A couple of updates ago someone turned it into some sort of really weak and pathetic looking lightning gun and the new blue lightning effect looks really old and bad, like something from Deus Ex's electrical fuse boxes, but this game came out in the year 2000. I don't have any problem with someone changing the weapon stats to get it right, but please don't change the effect, it was already perfect; please revert it back to how it was before this update.

     

     

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  8. Quote

    Maybe have two mine limits, like a "core limit" for base mining (not affected by overmining) and a "ffa limit" for mines everywhere else? 

    I agree this is a bad issue for new players and its made worse by having so many join now due to exposure fo the Firestorm expansion, I tried to recommend something similar in another recent thread about this very same topic, but it hasn't had much attention or an official response, there's also another thread that dates back over a few years ago speaking about changes to the existing mining system.

    It's broken, so don't fix it - this is the mentality we have had for ages!

     

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  9. On 7/24/2020 at 2:47 PM, Nyxblow said:
    1. Will it be playable on some of the current maps, or will it always require new, larger maps ?
    2. Will it be two different games, say, that you can launch from the RenX launcher ? If not, will there just be Firestorm servers and classic servers?

    I don't think it will play on existing maps as they've created new buildings and the firestorm combat won't match what the maps for the classic mode were designed for. So far, I've seen new maps that have been created with a Tiberian Sun look and feel. Both game modes will be accessible from the same installation and application. As far as I'm aware the servers will run both modes and there is the choice to vote for maps with the desired game mode.

  10. If you have any live streamed commentaries of Renegade PUG games made from the bird-eye, 'eyes in the sky' observer perspective, please post your account or profile links here. I'd be interested to watch some of them if they're done well. I enjoy watching Kane's Wrath commentaries uploaded to youtube, but it would be nice to discover if something similar can happen for Renegade-X for competitive weekend PUG games, at least, get to see more of what various players are doing on the battlefield without having to be glued to the mundane of seeing people die, re-spawn and change character etc, thanks. 

  11. I don't know any of the answers to these questions, but this is related to donations - it would be great if donations could be integrated into the purchase menus so it's easy to see who needs money in a list and maybe there could be a little plus sign or something next to their name in order to send them integers of 50 credits, so many times I see people who are merely hanging around the terminal because they can't purchase the character they need yet and the existing big pop up box from the main donate menu is so big, cumbersome, slow to access and clumsy to use easily and quickly and whilst the command console works, it is not really intuitive either and checking who need what is awkward and time consuming to use with the V-K hot keys.

    • Like 1
  12. I just want to add some more feedback for Reservoir. Is it possible to make some changes to the short cave paths on either side? It still seems really unfair that GDI can do a gunner/rocket rush and hit the Hand of Nod from their cave, but Nod can't do anything similar on the opposite side in the GDI cave in order to reach the barracks. What I'm suggesting is removing the cliff drop so that it essentially becomes just a ramp and it can be used by either team as either an exit or entrance into the base, hotwires and techs could attempt to sneak from it for example. GDI could still hit the Hand but now Nod could also run a bit closer until their line of sight lets them hit the barracks also.

    • Like 2
  13. Well presently they don't have any way of stopping infantry from accessing a building and running amok, you either catch them on the way in or you have to go hunting rats in corridors and on roof tops, which is frustrating. On one of the most vulnerable sides you can purchase a defence turret, either an artillery cannon for tanks or a more rapid machine gun cannon which is useful but not fool proof as you can dodge it or run past it using stems. However they have already spoken about introducing mines and I think the fan base prefer destroying an MCT in a building, so it could be pretty similar to Ren-X. Losing a building really matters, they're very expensive to rebuild and you can be overrun during that time, plus you lose your income or ability to buy tanks, so it's the same as Ren-X, except I do like the fact someone can save up and re-build it, but it takes time and resources to do this. I also like that manual defence turrets can be rebuilt instead of just a one time structure that can go down easily, they're a lot more powerful than the one's in Ren-X on Whiteout or Tomb.

    Trip wires, like Deus Ex... preferred choice, vote for trip wires, trip wires with explosives if necessary, let people put mines on the battlefield.

  14. Quote

    Some newb can place 6 mines in a tunnel and think they're making a good play but at the same time leave a building wide open for a spy to just walk on in.

    Precisely, the mining system is the most broken mechanic in the game, and something new is only done because someone tries something new and has the confidence to stand by and say 'this works' and get everyone else to follow along. I've advocated replacing it with laser trip wires or auto turrets and think they should be a permanent feature of a building that can still be circumvented with repair guns or EMPs. Without advanced engineers the game also likewise breaks down, I feel this is a huge loss to any team when a hon/bar is destroyed and it forces particular members into camping with that class for the rest of the game.

    I know they've recently talked about bringing in mines in Earth Breakers another FPS-RTS game, so I'm going to keep an eye on what defensive gameplay mechanic or system they decide to introduce, as they're going to reinvent the square wheel potentially.

    I would potentially let map owners choose where mine placeholders existed, but in my earlier suggestion there is still scope for using the remaining free mines in instances where they might be needed. The instructions could then be relaxed to say "place extra mines in entrances and choke points to defend your teams base."

  15. The need to communicate mining in this game is an unsolved issue as old as the game itself and it frequently the system changes in response to finding new or better ways or places to place them down. The holo place holders was a great idea, but maybe it could go a step further and remove the need for a player to lay the critical building mines.... iIf necessary or required mines were to automatically spawn in buildings then there could be an extra pool of mines that are left over and considered fair use for whoever wants or needs to use them with no risk of being shouted at or unintentionally hampering efforts. I also don't see why something so potentially costly to the team should be the pressure or responsibility of some individuals. I like the idea of a banish mines command function, but the commander role in public games is becoming a burden to look after admin jobs like mines and harvesters.

    Quote

    It'd be nice if it were a bit easier to figure out who needs that explanation.

    What if new players had a tag in their name for a period of time. [n] for newbie, which expires after x number of games or 60 days etc.

  16. I would call it something like 'Horseshoe Ridge' or 'Horseshoe Valley'. If they ever update the map they need to put an extra infantry cave in that big mountain and give each side a basic manual base defence like Tomb or Whiteout. I think I can see where the X comes from, it's where the wooden bridge joins one tank path with the infantry path, although everybody recognises the name of the map already as X-Mountain.

  17. There are several servers for different regions, but depending what day of the week it is and during peak times it can sometimes be hard to join a populated game, but there are sometimes overflow servers where you can still get an enjoyable 20 v 20, this is what the limit used to be in the original game anyway before the limit was raised.

  18. Very minor request, can the large central box displaying the map overlay by holding the M key be made opaque and not transparent because sometimes things from the environment underneath cloud the image and it makes things a bit more difficult and distracting than it needs to be.

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