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Axesor

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Everything posted by Axesor

  1. @RyzWhy do u assume its simple as that, like making it easier? @Eagle XI No u did not get it. Mines were always an issue in the way they are used. Most recent discussion summarizing it all: https://renegade-x.com/forums/topic/76083-any-change-to-mines-info-for-noobs/?tab=comments#comment-168253
  2. Henk was working on it if I remember correctly. He did make some progress but I guess it was not accepted by the rest of the devs.
  3. *cough cough* This was my idea back in 2016... Also there was a poll https://renegade-x.com/forums/topic/75038-mining/ Nothing has changed.
  4. @Gliven Can you stop presuming what I do with such a confidence ? U r totaly wrong and u r embarrasing urself this way. I did played newest update and I feel nothing has changed in favour of buffed units. Anyway, thx for correcting me. I was using wiki that @DarkSn4ke has posted to me. So now with 1.25x HS multiplier, Chems do 150dmg/s instead of 120.. Not much of a change. Ofc we are assuming thing.. you also assume that Sydney and Deadeye miss all the shots to proove that u r right. And no, they do not shoot fire, they shoot slow projectiles that looks like a fire. And its much harder to track moving target with slow moving projectiles... soldier is still able to kill these units in no time
  5. I remember Marksman using projectiles so sry if Iam mistaken. Havent played newest patch much. @Gliven No, and stop bringing this to the personal level, I swear... As well as others can outplay my flamer with soldier with ease, I am mostly able kill flamer/chem with a free soldier (in close combat). Chem/Flamer is using flak armor and its super easy to kill them. Chem/flamer projectile is very slow and it does 100dmg/s (flamer) 120dmg/s (chem), while soldier is able to do up to 416dmg/s if hitting head (and its kinda ez to track the head). All according to the damage tables: https://wiki.renegade-x.com/wiki/Automatic_Rifle 8*4*1.3*10=416 https://wiki.renegade-x.com/wiki/Chemical_Thrower 12*10=120 To be specific, Id love them to be buffed in certain way, so they can be good at what they were meant to be good at, while nerfing what makes them being rly OP and that is being OP in every situation as snipers and ion rifles used to be.
  6. Thats what Iam talking about. Stop acting like mines can be placed freely anywhere, while there is ur mentioned mining ban exactly for such cases to prevent ppl from mining anywhere. There are higher priorities of mines usage. Thats a developed comunity rule that everyone fell in.
  7. Mining the building entrances still sounds like the game rule that has been developed by the gaming comunity, that is now supported by everyone, the developers including... The rule, that has been developed becouse of no real building defences, that this game needed due to how the gameplay goes. And now this rule is embraced as some kind of game feature, general rule. Either get rid ot this deep-seated imperfection, or heavily advertise how exactly the mines should be used. You cant just simply give us that mines can be used freely while its not truth!
  8. Marksman: Nerfing Marksman even more? What the hell? He needs its instant hit back, and 12 bullet in magazine by default (18max)! Shotgunner: Free shotgunner should not be able to instakill anyone (again, its free unit), but I think that there needs to be some kind of minimum damage limit and its max fire rate should be 0.85s instead of current 1.5s, and lower it down to 0.7s at max veterancy level. Flamer/Chem: Its an absolute nightmare for flamers/chems to hit a zig-zagging target. Free soldier is able to outplay this units with ease in close range! Its not even close of being OP. Mobius: Instead of being able to instakill anyone with its secondary fire, its damage vs infantry should be calculated in % instead of actual numbers. From 20-95% damage (depends on charged energy), that is dealt to everyone within its explosion radius. All units are so shitty to play. One is more poopy than another. Just becouse of this approach of nerfing everything I lost interests in playing. I dont want this game to be low TTK, I dont care about current TTK. Make infantry great pls.
  9. It already got to the point where playing infantry is so frustrating for me for all units being so nerfed, that I dont know what unit I have to choose to do any impact.And this is no longer enjoyable. Wtf is SBH now? You can remove his weapons from him. He almost cannot defend himself anyway. Wtf is shotgunner now? Dmg so low, shooting slow. why would you nerf officer even more, while he is so weak already? who play marksman these days? The only way to push with infantry is thro lucky instakills, and cheap techniques, that force to move enemy back.. such as c4. Also this unecessary bright names, health and boxes around the player makes it nightmare for me to aim for being too distracting. Once we had a short discussion about this balancing topic. Either you can try to balance by nerfing or buffing. But I feel this fell into extreme. Time for some general buffs guys!! Make every unit great in its own way. Also its not only about dmg/per sec... You have to consider time to kill in practice. If u r standing still, well its ur fault for dying too fast. Just saying. Chem trooper is not OP in any way.. The only thing I agree with is Sidney/Rav nerf, bcs there is no other way how to reduce chance for being instakilled from this antitank unit. Instakill chances should be always low.. expecialy in this high TTK game.
  10. Just throwing some idea. What about if there was also team VP bar. When team VP bar is filled, the other team gets destroyed with mega nuke or mega ion? Ofc it would need to take a hell of a work to fill that. Maybe teams VPs could be used for something else? Make it divided in 4 phases, where reaching the end of the final phase would mean the end of the enemy team?
  11. Ok well if there has to be such a feature, so lets replace the current rule that tells who is the winner (destroying every main building exactly once) with another rule that tells that any building needs to be destroyed 4 - 5 times. Buying a building back will not bring back the "destroyed buildings" point.
  12. I will just leave this video here, becouse it pretty much express what I personaly feel about map design. I think this part of the video could be applied on Renegade X too. I am not much big fan of arena style maps. Most of maps are simply not that interesting due to that arena style feeling. Imo thats why Lake Side, Whiteout (and Under kinda too) are so popular.. becouse It feels open. Part starts at 11:38 and ends at 19:23. TL;DW (too long, did not watched) 17:30 - 18:03 I d like to know your opinion on this. Its not criticism, its my opinion and topic to discuss.
  13. @dr.schrott Fair enough. It could be based on reputation points too, but it might be mildly misleading. Finding an efficient way must be indeed difficult since we have nothing like official account that would register your character and name and rank so team balancing could be based on players rank (bronze, silver, gold). The problem is that this comes to conflict with what I belive that everyone should be able to join his beloved faction if free spot is avaiable... which could be solved by buffing weaker team somehow.. Anyway, RenX is still in beta and develops fast. You shall no wonder why there is no team balance feature (yet?).. just look at this awesome update. it took a lot of time to make. Who knows what awaits us in the future.
  14. Iam going to nail my ass to the chair and will not move untill you bring me that update like I dont care if I will starve or pee all over my carpet just give it to me now. Becouse it would be kick in the guts if the game decided to move you from one team to another. Changing team should be only done by your own will. Its not like u play Counter-Strike with 2m rounds.
  15. @Sarah!oh Iam not standing for any system. Iam against current system which only makes one people feel better and other ppl feel discomforted, with outgoing result near to 0 for making teams ballances. Sometimes 1 or 2 good players is enough to make one team totaly dominating other one, no matter what team they are playng in.
  16. @Sarah!Good for you. Other team should have cooperate for better defences at least.
  17. Restricted or not, I havent noticed no difference in gameplay ballance. Its just a pain in the ass thingie. If I want to play with my friend or so, I should be able to. Ppl who cant play coordinatingly are not nobodys problem. Loosing is part of learning. Limits of not being able to join the team with more players than second one was more than enough and fair restricting rule. Not being able to choose my team is what made me stop playing... Just no, thx.
  18. There MUST be something done about this to gain more players, and Iam sure that if its done, we can generate like 2x more players if not more. I have the dirrect experience from the game with dying population (for the reasons that are not important to mention here), and I think I can apply my observation from this game on RenX. Several listed servers with max player count of 80. Population has started to slowly die and now there is 1 full server that everyone tries to join to get the best experience from gameplay. But I must say, if there was only half of ppl playing, the difference in gameplay would be harly noticeable... I can say becouse Iam the one who plays on the servers with even lower player count and I cant complain... Sure, if there was a big general population of players, the servers would fill up, but there is not, but now the servers need some help. I think its very important to do something. Waiting lobby, or automatic drag of players from full server to another server after each map. Just help the servers to fill up somehow. Waiting room: (is my personal favorite) 2 counts at each server. "waiting players count" and "player in the game count" everyone in waiting room can set the required player count to automatically join the server. (30 default, 30 is also max limit) required player count = players in the server + players in waiting room also there is chat box and list of waiting players Increasing the max player count of the server will not help. I think 60 limit just screws up the gameplay.
  19. I wonder if he keep the word. Its not critique or provocation. The devs of this game cares more and do more than most of game developers of any game. If the update comes a bit later (even in the scale of months), they still deserve respect.
  20. Mabe remove death count now already? Thats the time when swarming, and rushing with free infantry comes in place. Nobody wants to see themselves fail, but its satysfying when they finally get that important kill. I understand that many of you simply do not care but u r minority.. just realize that. And wat about giving that VP to enemy team? Fuck it, ppl dies anyway. Nobody cares about giving VP in such a moments. The game must be fun to win but also fun to lose. This is just one of many things that could make players more satysfed while loosing or being terrible, or even supporting ur team with repairs while dying very much. It would defenitely move that ragequit-like mood to another level.
  21. I would like to zoom with laser rifle, but only with laser rifle, becouse iron sight at this weapon rly sucks, and I dont see any other solution. Everything else is just unecessary garbage. For example, I dont see a good reason to add shoulder cam to this game.
  22. "Loosing mines!" "Missing mines!" Standing at certain building, it would type "Power Plant is missing mines!" in the chat. "Clear." Standing at certain building, it would type "Power Plant is clear." in the chat. "Watch out!" "Need a ride" - I like that suggestion @roweboat +1. I often need a taxi to perform some actions, but need to stay infantry and not risk to loose my vehicle if I die. "Incoming!" I actualy like this one to show my concern publicly and so everybody could hear that pls do not remove!
  23. @voltex Excuse you?? Such point system is used in many games for a reason. I think its reasonable to apply this for vehicles in RenX so Nod could counter strong GDI vehicles if its needed wits its quantity.. with the cost of less infantry ofc. But as LT is not much good for defence with engineers support, I think its acceptable cost for pure offensive play if needed. This was very inappropriat of you. I could just ignore you for not coming with an argument. Look, todays limit for vehicles is like 10. Means 10 meds or 10 mammy and 10 LTs, but also 10buggys. Its just annoying if somebody buys buggy. With suggested system, there would be still space for 10 meds, but only for 7 mammys and 1 humvee. I think its very acceptable cost of points for such a superior vehicle. And there would be also space for 15 LTs so they could counter GDI tanks with its numbers. I was thinking.. 15 Artys seems a little bit too much so I would raise its points cost to 3, bcs while Nod can easily counter MRLSs, Arty is very annoying vehicle for GDI to counter. 10 artys and 10 meds sounds fair and it would keep todays balance.
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