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Ap2000

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Posts posted by Ap2000

  1. What are you supposed to do if a person is mining horrendously, not replying to teamchat and not replying to personal messages?

    Making a votekick with "Overmining and not replying in chat" as a comment seems like a possibility, but nobody will vote on it, since usually there are only 3~4 people per team actively looking out for mines anyway.

  2. Or some people get pissed off with the constant vote spam cause one building has died and just give up voting, thats why voting was disabled for a time on my server hoping they would learn their lesson but they havent and the vote spam continues.

    I generally think that people that make a vote just to send a message to one specific player should be kicked.

  3. Honestly, the 2% of people who usually can live long enough without a refill while in the field to spend their entire carry capacity of ammo, will just be slightly rewarded by this. I say slightly, because there is no way they can live long enough to spend 2x their carry capacity without a health supplement. I can live with that being a reward for longevity.

    Going by what you're saying, I can conclude from your statements, that infinite ammo is a useless change for nearly everybody. Plus, only good and slow players benefit from it, making them even better.

  4. I don't know how wreckless you play, but I certainly do run out of ammo for my primary weapon every now and then. Or at least come dangerously close to running out of ammo and decide to refill before I have no bullets/lasers/rockets left.

    Especially with units that do a decent amount of damage against buildings and vehicles (LCG, rocket soldier, Patch e.g.). You always have something to shoot with those.

    LCG and Patch do run out of ammo often. Add a second or 2 to their reload time still comphensates for that even if they survive to use an extra clip before needing to return to base for health.

    I think that doesn't compensate for infinite ammo at all.

  5. I buy a carbine basically automatically when I also buy an engineer, SBH and some other classes. It's a small cost for a big upgrade for some classes.

    What about making sidearms prices different for each infantry tier?

    Yeah it probably needs a nerf. One idea i was thinking about is to give hotties/SBH less sidearm magazines.

    I don't think that's going to change anything, since you rarely need more than "two magazines' time" to defend your C4.

  6. Overall though, I don't care either way, because you are making a mountain out of a mole hill. It wouldn't mess up the game, nobody runs out of ammo. Ever.

    I don't know how wreckless you play, but I certainly do run out of ammo for my primary weapon every now and then. Or at least come dangerously close to running out of ammo and decide to refill before I have no bullets/lasers/rockets left.

    Especially with units that do a decent amount of damage against buildings and vehicles (LCG, rocket soldier, Patch e.g.). You always have something to shoot with those.

  7. As was said once on this board already, running out of ammo is just more annoying than anything.

    I didn't have time to read the whole thread yet, but I disagree.

    Having to run back to base takes the heat off of the enemy.

    Imagine a LCG with unlimited ammo.

    Imagine an Artillery or MRLS with infinite am--

    Oh wait.

    It's not like I said I'm a fan of that.

    Anyway, I just take that as part of the Renegade gameplay.

  8. Unfortunately, I only have two Renegade screenshots still around and they are from the later years (2005).

    Though, to be honest, I'm not sure I actually made more than that...

    Please don't hate me for that stupid nickname. haha

    (you see, I hated snipers back then already!)

    renegade_mammystuck.jpg.a40af773c89b3041e27251aada0997e5.jpg

  9. I see that there's a feedback forum but I envisioned a balance section more like this:

    Head Category: Balance

    This is where general balance discussion would take place such as what units are currently OP and what do you feel needs balancing.

    Sub Categories: Units, Building Mechanics, Credit Mechanic, Map Balance (etc)

    This is where the specific discussion of each thing that needs to be addressed is discussed and kept more organized.

    That way it's just going to be splintered, not a good idea.

    One area for all balancing threads surely is enough.

  10. 1. Remove airdrops.

    2. Ref not giving any credits when destroyed.

    3. Officer nerf in terms of long range.

    4. RS nerf/Gunner buff - These are intertwined for me. RS should be good for fighting vehicles, while Gunner should be better for damaging buildings.

    5. (or 6.) Building damage/repair credits to be less.

    There are some other things that sound good or at least interesting (silo adjustment, weaker pistol, railgun range increase), but I don't really have strong enough of an opinion on to put them in an ordered list.

  11. Really, the Bar/HoN are more noticable kills, which honestly you should be able to buy more infantry in my opinion, sbh for nod and hotwires for gdi would be fine if credit income was reduced and they cost 1k each with bar/hon down and 2k if bar/hon and pp are down?

    Nooooo please stop it already with the building nerfing.

  12. In all those cases, there has got to be a way, the game can prioritize disappearing mines, to ones furthest from base, and around the largest clusters of friendly mines. That way, no matter how many disappear, it will leave some in doorways by priority, even if overmining decreases door count to 2.

    It would especially be helpful if this included recently layed ones, so if someone throws 2 while mine limit reached, every last mine would disappear instantly if they were throwing them in stupid field slots.

    This could be a possibly good addition even with the current mining system.

  13. The question is how high the penalty for air drops should be. Atm it's already double the amount of credits. If people can still afford them too often there are too many credits in the game wich many people argue is the case and should indeed be patched.

    Even a dead ref + silo still give a ton of free credits.

  14. People that just look at airdrops as black or white help to get my motivation to still work on this into the negative numbers.

    Well, they do look cool and I'm sure they weren't easy to program, but I can't be convinced that a team should still be able to buy vehicles when their WF/airstrip is down, no matter the conditions.

    Being able to buy vehicles in the enemy's building would be quite crazy. lol

    But I don't think that'd be good from a balancing point of view.

    I'd still like to be able to steal vehicles shortly after they were produced, though.

  15. I am not a fan of "when is XYZ coming?" threads at all, but since it's already there...

    And what will be in it?

    I am fine with how the game is right now, but I am curious what will be added or improved.

    Here's hope for mines being only placeable on the ground, the ref not giving any more when destroyed and airdrops completely removed.

  16. I'd rather have this then have someone on defence properly mine the entire base and then lose connection/leave. You'll go from defended to completely vulnerable in seconds.

    The 15s was just an example, 1 minute would do it too.

    Or that, as soon as a person leaves, you can deconstruct his mines with your repair weapon.

    A server option for a HARD mine limit might also be worth thinking about. If it's 35/35, nobody in a team can put any more mines down.

  17. I'd like if mines got removed ~15 sec after whoever put them left the server.

    Just today we had a guy mining really bad and before he did anything about it, he just left and we were stuck with a good 10 useless mines.

    Also, I still say giving them to hotwires, one of the most common classes in the game, causes part of the trouble, and if they were an independent item then they would cause less natural problems in the hands of newbies as well as displace some of those 9 out of 10 roles a hotwire fills. Then just reduce her cost by 50 creds, or don't because I wouldn't care either way.

    I think that's a very bad idea. Then we have a lot of people just throwing out a mine here and there that aren't actually dedicating themselves to be the tech/hottie character, by buying it.

    Besides that, you could do it another way. If you are going to do mines then make a system that doesn't get misunderstanding people kicked from a game by an elitist community.

    What's elitist about trying to tell people how to play efficiently?

    I have yet to see anybody get kicked just for being a bad miner.

    If anything, people try to contact them FREQUENTLY in chat, but those people just don't listen. And quite frankly, people that don't listen... well, it's their own fault if they kicked, no matter the reason (abusing, bad mining, cheating etc.). The admins and mods on TmX and EKT servers are really nice to people that, well, screw up.

    And I personally prefer people telling me when I do something stupid in games. I've always listened to older players in online games, because that actually makes sense.

  18. How do you want this game to look like in final version? Put mines as main and the only defensive feature of buildings to prevent unfair infiltration is unprofessional and ill conceived and something must be done about it.

    Ok dude, calm down with those exaggerations. lol

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