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Alkaline!

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Everything posted by Alkaline!

  1. ok so then why do buildings have stairs if its not a flying map?
  2. in 1 game i saw GDI getting a transport chopper, how exactly that happened I don't know, some people said 1 of the guys hijacked the air drop chopper... Any ideas?
  3. People complaining about the difficulty of old maps never must have had clan matches or played with groups of people that were highly skilled in renegade. I did all the time, and MESA, FIELD, CITY and UNDER were always in the rounds (sometimes even that hellish original hourglass) and 3/4 times the map would end in base destruction 30 mins game, rarely did matches include maps without base defense. The Old Un server with a 24 player limit was hellish... I remember those games 5-6 arties hitting weap the WHOLE time, take about an earth quake. You had to organize and execute and use top tier tactics with top tier chars. Now the focus is away form team work, its literally to go "renegade" and do it all by yourself. You can cater to both crowds, But that it is not what the developers are doing, Why can't we have both unmolested Mesa and Field along with the babiesRus versions? Because the focus has been to appeal to the wuss' the want red carpets leading into the base with the opposing teams having refreshments waiting for them. That is evident in the fact that they had to "Screw" with field; you could have left it as is and made a new map similar to it, but no, you guys removed it all together. STOP RUINING ORIGINAL MAPS, make new ones or re-imagined ones, thats fine, but plenty of us like the original, they can co-exist.
  4. wat 2nd most requested map after walls
  5. : To whom it may concern, You have ruined this map all in the name for making it easier for cry babies and for posers that don't give a $hit about this game. It easier to take down buildings on field with base defenses than it is on walls, or canyon, islands. 3 Tunnel entrances and 2 tank entrances are you kidding? Couple this with the new comm tower and its basically a 5 min game of musical chairs. What made you decide you had to "f" with field, even on populated servers, it was the 2nd most requested map after walls. Field actually required team work, it perfected many rushes like doza rushes, early nod refinery foot rushes, and was one of the few maps where sieges could strange the enemy before they get brute forced to destruction. It was THE MARATHON map. All of the things that made field great are now gone. Its a big mess of crap, you can destroy everything on foot and NOD has an even bigger advantage because they can destroy the weap and pp in 1 rush. This has been a trend for some time: First mesa was ruined, now field, I can only predict Under is next, let me guess a 3rd tunnel will appear that opens up inside the ob/agt that should make it fair, Ohh and tanks can use the back path so they can go directly to the ref on nod and weap on gdi. Its so sad.. GOBI is the new field Other than than thanks for all the work you guys put in the game, I just don't understand when things that are working well are screwed with
  6. maybe this can be resolved by a chat system int he launcher, something that could connect to an IRC channel, it would show how many ppl are in the lobby and we could organize a game
  7. Can you put the flame turrets in the tunnels like you have the pp shaft tunnel until a ceiling turret fix is available?
  8. What the hell, does anyone from the U.S. even play this game? 7:00 P.M. central ... 2/40 players seems like unless I ditch work and arrive at 4:00 P.M. no renx for me
  9. Are you running the server that gave hotwire/tech and engies shotguns? if so... you need to stop ok?
  10. Jaming radar doesn't do anything, in fact maps like eyes that have no minimap work just fine. I think pinging seems to be the most logical every 10-15 secs you get a ping of enemy units and where they last were. This comboed with cheaper air strikes would be a nice compromise. As for now its pretty strong, I value comm center over base defenses.
  11. Capture Comm Center and Air strikes cost 50% less and beacons takes 10 secs less to fire... AND.... You can deploy air strike on top of a beacon
  12. Capture Comm Center and you can view other teams chat
  13. Overall I like this map, however, I think the buildings are too far apart this makes nukes / ions quite easy. Also there are stairs on the all buildings so that adds to the difficulty of defusing. A revision where the buildings are closer together would be nice.
  14. the main issue right now is the crash... because of this Bong is not running it on the CT server which is sucky because I usually play there, reason: Crash, Henk thinks its when both refs are destroyed, possibly but not sure, if so I'm sure it it is an easy fix because this is not a reason for the game to crash. Some ppl complained about FPS, I'm spoiled and just upgraded my 980SLI rig to a 1080GTX sli rig with 72GB mem and raid 0 1tb SSDs so for its ok, however I'm only getting about a steady 75 fps @ 1080 where as other maps I usually range in the 130s. Of the things I see is Ruud's hatred for refineries, both on Crash site and this map you have made it easy entry to the ref. WHY? Why you hate refineries so much I think a guard tower towards the rear would be good or angle the ref so its not an easy stroll into the ref. That or swap the ref with a power plant, this way it won't turn into a stalemate once both refs are gone.
  15. Tested the map, not sure if the link you have on the first post is the current one or not, but I found missing textures int he cave, and overall the map is heavily GDI sided with the way the ob is, literally there are over 6 spots you can shoot at any building even with med an the ob/turret won't fire at you, At this point this is looking very similar to grassy knoll where gdi long range supremacy will destroy. Also a lot of places you can simply just fall off the map. I don't think you need that 3rd path on the very bottom the top 2 are enough.
  16. These changes look good, my thoughts: 1) Finally Gdi base is not some hell hole with evil tank killing water all over the place. 2) Moving the bar away was much needed as that place was rife with SBH nuke abuse. 3) Guard towers were much needed, any map that doesn't have agt/ob needs to have these imo, after seeing a gang of 7 SBH taking out a building FROM THE OUTSIDE with just remotes and pew pew pew lasers... yes guard tower is needed. 4) As much as I like flying, I think orcas should be removed form this map, they are really over powered as they can fly over all the little canyon/valley areas in the map, so they can deploy there missiles, fly away deploy again and tanks have no chance. Even anti air like mlrs/stank get whooped the map would need to be on flat land for it to be fair. But flat land is boring so I do like the terrain on this map its the perfect flame tank map as it can ambush the F out of you. I remember roasting 2 mammoths from the back and they cried hacking the whole time I would not mind if orcas were replaced with transport copter in all honesty.
  17. Played the map today and here are my thoughts: 1) Gdi bunker has trees growing inside it? Is this intentional if so they need some work right now they are all over the place 2) The ceiling guns appear as chopped off guard towers in the tunnels, not sure what is going on but there was some chatter that they appear correctly in skirmish? This was on the TO test server 3) About the ceiling guns, theses really need to respawn, it is quite easy to kill them and most of the time if you stand at the right angle you can kill them without they being able to shoot you. I was able to knock out all of the guns with chem trooper including the bar/disco lounge with just a chem trooper. ALSO! Chain gunner with smoke basically renders them useless so that is something to consider. I think the health is fine but they should respawn after 5-8 mins from being destroyed. 4) How will tunnel ion/nuke work can they take out the power plant from the tunnels? 5) I like the size of the map, however, I feel it is a good candidate for flying, would it be possible that however captures the comm center can buy flying vechs? This would make capturing comm center much more valuable. 6) For God Sakes man, The mammoth mk2 in the lava, this must be revivable! We must have Mammoth Mk2 The ladders on the mammoth Mk2 are very buggy, the first ladder is not bad, but the 2nd one is a PIA and takes quite a while and glitching before you can get up it. 7) Pretty much both Turrets and guard towers are easily killable from the island in the middle without them firing on you, I was able to knock out both towers with raveshaw without much problem and a sydney took out our turrets. I think these should be like the ones in hourglass where you can can get in and manually drive them. 8) I think the sun is a bit too bright, also the lava is quite over-powering on my 980TI sli setup I experienced a frame drop to about 45 on this area with just 6 ppl. You may need some optimizations, my suggestion is to remove some of the trees. 9) Getting used to the split basses will take some time to get used to, I still think they are too far apart, but we will have to see. Perhaps many players are able to run to each side of the base. Maybe beacons could take an extra 15 secs on this map? YOU KNOW WHAT, how about if you capture the comm center beacons take normal time but if you don't have it beacons take 15 sec longer... the lava could be causing some communication problems Also 10) No mini map, someone needs to build it it is really needed on this map. Overall good, I think some server admins from MFP/CT or one of the other servers that have good traffic should put this into rotation so you can get feedback form a large no. of players. We had fun today just fooling around with just 6
  18. Walls sucks and people who vote for it are ingrates who never want to try new maps or any of the original maps made specifically for renegadex. Walls should be removed from all rotation lists.
  19. Looks like a long range map.... gdi favored similiar to how grassy knoll is.
  20. AGT is a total puss on all maps, I remember when it had a pair like back in the original ren...
  21. Coastal had so many fundamental problems I won't begin, but the fact that you had put a refil station in the middle of the map proves my point. The only way to travel a map that was 4x as big lakeside was to have choppers. Your main issues were the 14 turrets, c-10 and other blunders including the 3 obelisks were on the map. I won't even begin to talk about the 5 power plans and 3 refs that nod had.
  22. joining the server gives a mismatch, opening up skirmish in walls it will not show these tanks
  23. dj, I have one and this pos is going back, there are too many problems and so far I have crashed this tab/lap at least 4 times. Here are the main things that serverly pissed me off: 1) Mandatory microsoft email account to login in to the machine! You can't create a local account until after you have a hotmail or some other bs ms account. 2) The batteries only charge 1 at a time, there are 2 but every time it is plugged in you see a stupid message about how 1 battery is charging while the other is not. 3) I got the one with the nvidia gpu It will not run renx properly unless you crank the settings to low and run a silly resolution like 1680x900 or something. 4) Lastly, way way over priced. I will go back to my MSI Gt80 w/dual 980M cards, which I bought on ebay used for $2200.00 obviously a much more powerfull laptop but it runs ren like its nothing.
  24. gdi can easily knock out the nod power and ref, the updated made it too easy, today in 3 mins gdi took out the ref and the pp. BOGUS! there needs to be more of a risk that or change the direction of the pp so that the doors are not facing the tunnel, same for the pp then the gdi roaches must show themselves to enter the bldings
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