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Everything posted by Axesor
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I havent met a single person yet, who want to remove mines entirely. I voted for a new door protector that will do the exactly same work for mines as they are now..u gotta use emp or repair gun or run into it to remove few lasers until they recharge again automaticaly, but also I want to keep mines in the game to be used in the field so they must be vulnerable againts weapons damage same as AT mines are. Lasers = mines placed perfectly every time on the same spot, but it will remove that procedure taken upon players so any possible human error regarding to placing mines would be removed entirely = no more threads about mines as nobody complains about at mines. What should be done with mines next, like make them purchaseable or not, is not important. And again, giving a tool/more privileges to certain players regarding to the mines, will not solve anything.
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Isnt it just a matter of mutator? @CampinJeff you may not agree with me, but it's such a thing that is on very subjective level. For example for me, I had never problem with earning credits and destroyed REF was hardly noticeable for me. I cant say if the change will do good until it's tested So Iam not for it, neither against. If ppl dont like to die with free infantry to get money really quick, well sadly it's their problem and so they deserve this low credits for doing nothing. I would rather remove death count from scoreboard, it will have very possitive psychlogical effect, and it would encourage ppl's activity greatly.
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This is one of those things that cant be figured out without testing it out so I cant really decide, and so I leave that vote for now. Your explanation seems reasonable, but there are another ways of getting credits so having 1c every 2s or 1s will not make much difference imo. It will defenitely speed up the game for both teams but just a little bit. Having 1c every 2s is more punishing for losing a vehicle or an expensive character tho. Also may force ppl to use repars or play in team, hunt money crates... a liiitle bit more.. but everything that I've mentioned now is such a theoretical thing due to a tiny difference so it may not be even a truth.
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Already?
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∆ I would love to use mines as is shown in the video. This and not-only-this is why we need another way to protect the doors and windows and remove invulnerability from the mines so they can be used on the field.
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@Madkill40 While Iam not fully againts your idea, becouse I like the idea of making ppl panic just like when beacon is placed, it wouldnt solve the problem that I've quoted above your post. You are just giving tools to find, remove and punish people for wrong mining. I'am offering a complete avoiding and elimination of negative possibilities of wrong mine placement and baning/punishing people for wrong mining. I want to eliminate this mentality of "only one correct mines placement" (I'd like to link to the quotation that I've mentioned, for explanation). - purchaseable mines, destroyable with guns + hurting lasers in doors and windows, rechargeable after use, disableable by hacking door panel until it's claimed back, making shot sound if laser hit the target, 3 in doors and 2 in each window (to make them simulate current the most effective mines placement - 3 mines in door and 2 in each HON window) Giving a passive "tools" is not a solution. I hope it's understandable.
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@vandal33 Mine system IS the problem
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Iam glad that you've been on the side of blastable doors the whole time. But what about windows and emp? Ye it wont be hard to solve.. but...Trully there wasnt a big flaws in that suggestion, but its one of those gamechanging things that would require learning a new tactics, which.. as we know, people dont like much. Auto spamming mines is indeed simple solution based on some kind of logic and would work too, with the similar effect as lasers would bring. But damn, if Henk could really make at least simplistic simulation of lasers or one laser wall as he mentioned, that wouod be awesome. It would also keep mines for players to use in the strategical spots on the map. It would also open the option ror purchaseable mines, that would appreciate Agent for example, as it was her idea to make mines purchaseable for everyone.
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Madkill, I suggested something like ur idea 1 and half year ago. Suggestion was also more detailed. You wont belive how much hate and how much flaws that idea had. Lasers are 100% replacement and alternative for current building protection based on mines. The difference is that laser door protection is more intuitive, noob friendly and cant be trolled and/or griefed. Your idea is indeed based on some kind of logic, but its too risky and big gamechanging thing, while lasers are just replacement and we all can be sure that nothing can go wrong with it. It's bet on winners head. So please, if you think that it has no sence, I'd like to know why.
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Wow that would be great. Making a simulation with a thin cylinder and transparent material that represents laser, deals damage and recharges every few seconds after use should be enough. Making the mines vincible can be done through the simple mutator. The most challenging part would be making it recognize the team and connect it to the panel somehow.
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Every coin has 2 faces. Can you see the contrast between those 2 factions? Each has it's own specialities. As well as GDI can steal and use Nods futuristic and stealth technology, also Nod can steal and use GDIs heavy armored technology of destruction that will benefit his team.
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I was unsure if I really want to join the discussion, becouse... simply, nothing is going to happen. I remember very possitive reactions on this mines replacement and there is a thing: https://renegade-x.com/forums/topic/74783-another-proposal-for-the-mining-system/ - No matter if you have found a golden river, if you won't realize your idea to test it out, nobody will. Also I'd like to mention this great post:
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After a discussion it came out to be complete bullcrap and I admit it. Posted January 15 · Report post This is my idea: 1. Mines could be damaged by weapons (direct hits only) 2. Replace team mine limit with player mine limit 3. 1 laser damage = current 1 mine damage. After 1 laser been used, it recharges for XX second (like 15), cant be repaired to speed it up 4. Control panel (scanner on the picture next to the door) can be hacked or repaired with rep gun just like silo. Also disabled with emp for XX seconds. It will stop the lasers. 5. 2 lasers in each window with no control panel Intuitive, noob friendly - awesome replacement for current mines use. Flawless.
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Ahahah mines thread again. Just replace the damn mines with something else that would work more than "good enough, there will always be trolls". Why do you even stand with this broken mines system? Why dont you just admit that its pure broken unfixable pile of crap? <3
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Old Field-Boring as hell. No more arguments are needed. Insulting by calling us crybabies is rather ridiculous, it just prooves how right we were. This question burdens only us (kinda unhappy players with.. certain things). But you can do one thing: make your own mod if you dare. Assets are free to use.
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Active buildings got jammers in it that provides signal jamming in small radius around the building. If the building is destroyed, the jammer is disabled for that certain building so units cannot hide it's cloak. I think it's ok that com center is a little bit op. It makes teams fight for that strategic point and defend it.
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Another proposal for the mining system
Axesor replied to TheOlsenTwins's topic in Feedback & Bug Reports
Stop thinking about mines, as the only possible door and windows protection... -
Can somebody explain to me what does the Veterancy system do, please?
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I am trying to move the game in the UE4 just becouse I can I like playing with blueprints.. they makes "coding" a lot easier I imo. I have my own vision too, just like you have yours, and I wanted to relize it so I've just started watching the tutorials and follow. You can do the same in whatever engine you want... I am not the guy that you should come to with your ideas becouse I am sure that even you are probably more capable than me This "migration into the UE4" is not anything official. Would be nice to have a helping hand tho'
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Visuals and sounds are ez as mentioned, but you need to create your own materials in ue4. It shouldnt be that difficult too. Just follow the tutorials. As a complete novice, after 5 days of work and hours and hours of studying tutorials I'am almost done with my "base character" (i chose Nod soldier). Animations are working, aimoffset is perfect, timed combat mode montages, swapping primary and secondary weapons (without animation yet), making the base weapons shoot projectiles... but.. I don't know if I will ever finish that. It's getting into the point where are no tutorials for what I'am working on. Generaly it's not that difficuld and time-heavy. It's all about understanding how the "tools" works and I am slowly getting into that. What's the most time consuming is studying and understanding..
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How could I be so blind? Got it, thank you!
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Hey, I'd like to ask if there is a way to export individual animation sequences from SDK? It would help me a lot! I'am working on migration RenX into the UE4, but I don't want to use UE4 basic animations becouse strafing looks just awful when character is running ..sideling (? (not sure, bad english)) and triggers me just by seeing it
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Your question has been answered. Experienced or not, it's not enjoyable for most of people. They/I/We simply don't care. It's good to have players like you in team who find this defending activity actually enjoyable so the rest of team can normally play.
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The game heavily rewards defenders. If the whole team is focused on defence, it's nearly unbreakable. I say, lets take example from RTS C&C: if somebody attacks a building, an opposite team usually sends all his forces to destroy the threat. I say, let the building be auto-repairable, without possibility to be repaider by player. Give it more Hp over armor. When somebody attacks a building, he automatically appears on the radar with big pulsating red dot. Make the game offensive oriented. Now it's like "building is under attack :3". NO! it should be alarm, explosions, voice like from army guy voice from dead space 2 "ELIMINATE A THREAT OR YOU WILL DIE!!" Mobilize all the units to destroy the threat, becouse everybody would know where the threat is. Yes ofc, this would break some current system that should be reworked anyway *mining system*. Repair back destroyed building: IMO if the team loses building and is able to defend the silo for.. lets say 5minutes, they should be able to get their building back. "Construction time" would be this 5 minutes counting down and when silo is lost, CD resets. This is how I imagine RenX. Offensive oriented. This is why I originaly started, I saw explosion, action, team progress. You know, the game can still be team based with feeling of independency. Imo, you have tried to make the game that much team based that it's excessive now.
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Defensive style of playing shoulnt be rewarding, becouse it's strengthens stalemate. This random "suggestion" would reward deff team more. Offensive style of playing should be always the most rewarding. So no, I dissagree with a statement that this would be a good idea. Rushes, explosion, spamming ions, that PUSH on other team should be always rewarded the most.