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Ap2000

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Posts posted by Ap2000

  1. isn't Building Armor gonna solve the stalemates?

    Not entirely. AFK repairs are still going to make it nigh impossible to break through the actual armor value of the building.

    I was never aware there are people that go afk and just keep repairing via a tool or just their button taped down.

    That's quite shitty.

  2. My final suggestion: Bring back the wall covering the right entrance of the Nod Power Plant, and increase the blind spot on advanced base defences.

    That part is already really easy to get into.

    Unfortunately some Nods still mine the cave entrance, which is utterly useless, and not the area around the stone on the way to the PP.

  3. I never understood any hate for any map.

    I only ever start to dislike maps in this game temporarily when we people keep voting for them and I have to play on them (mainly Walls).

    However, I though the initial Mesa map, allowing vehicles through the middle, was more interesting.

  4. New maps is always good! Thanks to the people that are working on them.

    I'm still hoping for Hourglass in release one day. hah

    I'm not sure if the Flechette nerf isn't too much. I'd keep the current size and go down with the distance to 3000, to make it more infantry/CQC-heavy. That's always how I understood it anyway.

    As I said earlier already, I think the buildings armor idea is a very good one!

  5. Spawn delay in general is a good thing, since it punishes you for making errors (if a game would be perfectly balanced).

    I think spawn delay isn't necessary in RenX, since you already usually have to run half a minute or possibly longer anyway to get where you want to.

  6. I am a stats whore. I want statistics about all of my games to be as detailed as possible.

    I don't care about a leaderboard (I think the recommendation/skill point system on the servers is enough), but I want to know the stats about me myself.

    I wouldn't want to be reminded of how many hours of my life I've spent playing Ren-X all the time.

    I see that every time I start the launcher via Steam.

  7. Dunno.. I have to play everything at 300+... and that's still tolerable. C4 and vehicles are a bitch to use, but that's about it.

    I'd call 300 unplayable.

  8. @Buyable upgrades; I really hope, if such a system ever is put in place, it's only per-round. Having rank-unlocks outside per-profile would nearly completely destroy my interest in the game. It's one of the things that's so shitty about most modern shooters.

    @Building damage; That sounds like a very good idea, but I imagine it being really hard to balance around marathon and non-marathon.

    Mines: mines are very limiting. It does not limit just one player, but the whole team. I tried discuss about it not such a long time ago. Nobody was interested in discussion and finding solution. If mine system stay as it is now, there would never be more than 2 full servers...ever.

    You really shouldn't state your opinion as if it's an universal law. You simply can not know how many people didn't keep playing just because the game has mines.

    Anyway, removing mines would completely cripple GDI and make the game unplayable. GDI relies on having them as a steady defense against SBHs.

  9. Just wondering if there's a game version they used to make the Tiberian Sun X video.

    If not, is anyone working on making the Tib Sun units purchasable?

    I am not sure what exactly you mean, but those vehicles are all in beta 5 crates.

  10. I removed all the videos (intro and maps) and I'm confident it sped up my loading times, especially between maps.

    But of course this could just be a placebo.

    Obviously the initial load-up is much more convenient, since you don't have to wait for the intros to load.

  11. First off, I feel that hits don't have a good feel to them. In a vehicle I'm often wondering if I actually hit when there's more people shooting it, even when It's a harvester at 10m distance I don't really have the feeling I hit it. The same counts for infantry combat: even when I am firing a stream of bullets at a stillstanding player and get the kill I am feeling somewhat lacking in the feeling of "I did that".

    The same goes for getting hit. Regardless of me being in a vehicle or on foot, I often have trouble noticing if I've been hit or not. In other games, or the old Renegade, I would have an idea how the fight went during it, now I really have to look at my health afterwards and see how damaged I am. Often I die during a battle without even having had an inklling how damaged I was.

    So what it comes down to from my experience: a better way to see if I hit something, as well as a better way to gauge how much I'm getting hit. 2 different sounds for hits to the head or body for instance, or something else. Don't know for sure how other games manage to get a better feeling for hitting and getting hit.

    I think you just play too many contemporary online shooters, since those games unfortunately throw that crap in your face all the time with a million indicators and messages. Yuck.

  12. I very much agree that a middle balance between 0.5 and 3 (if that's the current b5 setting).

    For locking on you have to point the middle-dot on the vehicle itself, right? Not just the "area".

    Does the lock-on timer get set to 0 as soon as you move away from the target, or does it start counting back (to 0)?

  13. Unfortunately, the non-marathon servers have been pretty much empty since b5 launched.

    I don't mind hopping into a marathon session and just play for an hour, but I would prefer the <1h matches.

    Not true. EKT Marathon has been the most populated, but CT and TMX have both had whole days they have had a server populated.

    Well, it is true when I want to play, which is around 8pm until midnight CET.

  14. Preferably not 'Allahu Akbar'. It's nice to hear our God's name being spoken out but not when it's linked with terrorism

    That was, of course, a joke just as the USA!.

  15. - Choose your spawn, everyone can spawn with a 10 or 5 sec time limit on the chosen spawn point inside their base, that way everyone can spawn on where they want instead of spawning indefinitely every time you die on a far away building. Also help attackers know the enemy will spawn 10 or 5 seconds if the enemy die.

    This is something I'd love to have, even without the spawn timer increase.

    Down with dumb, overly cost-effective flaming vehicles that require minimal skill. Up with Nod getting more terrorists-like abilities alongside GDI getting more upgrades of their own.

    Like these?

    [attachment=0]latest.jpg[/attachment]

    Will they scream "allahu akbar", "USA! USA! USA!" or just good old "Long live Kane!" when they blow up?

  16. It's not that I "want them back" I just think they were fine the way they were.

    Q-spamming to detect them is what I do, same as B4 spies. But people dont care much about them.

    1 officer spy blew up 3 buildings in one game, full server. People just couldnt be arsed to find the spy.

    Don't blame the game, blame the players (even if it's not a nice thing to do).

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