Jump to content

Gaysha

Members
  • Posts

    29
  • Joined

  • Last visited

Everything posted by Gaysha

  1. Oh dear, now i understand what was meant by delay.. I thought the actual refill was delayed by 8 seconds after making the transaction at the PT. Not that refilling has a cooldown and is locked for 8 seconds.
  2. From what I am lead to understand, the purchase for it is just greyed out like Airdrops, for up to 8 seconds after obtaining a refill. I guess what im asking is: Can you fire off more shots than is in your clip continuously without reloading; If you start shooting instantly after a refill. For example defending a chopper rush on walls with a ramjet at wf/air or PP doors: -Grab a refill -start shooting within 0,5-2 seconds -fire off 2-4 shots -recieve fresh clip instantly -fire off 4 shots And can you grab a refill before you run out to defend against something, get your HP knocked down but have it pop right back up within 8 seconds?
  3. Oh, so this is actually up for discussion first. Does the refill timer start despite being full HP/ammo, and then refill everything that gets lost after 8 seconds; including a fresh clip?
  4. EA has a massive PR issue, so they could gain some positive PR? I doubt steam is even up for debate though, is it? What with origin and all..
  5. Awesome, i was already impressed when i got back in the game last weekend and saw the changes done then.
  6. How about something like this? A connector between airtunn and barrtunn which has stairs in the middle of it, these stairs could go down to a new tunnel which leads to the bridge in field. It would create 2 more options for backstabbing top of tunnel, and spread the congestion in tunnels out a little bit in general. It would lower the threshold for infantry moving into and feeling comfortable in field since there is now a decent escape path by bridge. More importantly: You could no longer protect strip/barr at the same time as you are protecting field. Field is the map for supersnipers because there is only really one location that matters. Waterfall gives you line of sight straight down the middle of the map, you will know and see every single enemy before they are halfway to your base. Another problem is that the map is split in two between vehicles and infantry. The top left part of the map really needs some stuff so that infantry can feel abit more safe and support their vehicles more easily. Top waterfall simply dominates field too much, its like king of the hill really and you dont need a team-effort to win, just some good snipers.. there should be another strong position on the opposite side of the map, paths to both bunkers from their bases, something. Infantry doesnt want to help in field because they have nowhere to hide or run to once enemy snipers grab waterfall, what happens then is that the fight mainly revolves around waterfall or outside the line of sight of waterfall. Like the entrances. Waterfall.
  7. Include "free" in whatever promo-text you may make, that will make any gamer stopping for a glance at least decide to check it out.
  8. The moment someone sticks by you and repairs you, you are a team. You are the damage dealer and they are fully occupied with making you an unstoppable juggernaught. If the repairs die, your chances of survival decreases dramatically. Consider them your achilles heel and keep track of when and where you expose it to enemy players. If 1-2 people is shooting at you, it likely doesnt matter.. you have infinite HP. If someone is shooting at your repairs then get in the way. Every bit of HP your repairs lose is another second you lose of your own time fighting. This mentality should go for you in any scenario involving repairs, including infantry fights. Even from a purely egotistical point of view it makes sense to keep the repairs alive and happy. If you see an engineer running around repairing, check their money and give em some if they are poor. And yes, thank them.. ALL THE TIME!
  9. drops worked really well in oldren, i think its a better solution than infinite ammo.. you cant keep your distance to the action for all that long. If ammo was refillable in field it would make so many more characters viable, id be up for trying anything honestly
  10. Suggestion: Steam or Youtube the games. Both for publicity, gameplay tips, and for pure entertainment. If I didn't work saturday night, I'd record them, but I use that crazy-low graphic setting I posted in the forum for people with weak pcs. I mean, I still record, but it's likely an eyesore for anyone but me. I can stream the next one i guess, dunno how many would tune in though.
  11. Thats the perfect formulation, stank is the least used vehicle for me. I have bought it less than 10 times im sure. You have a better chance of bringing down a vehicle sneaking up behind with an engineer, at least you can decide where your remotes land. Thats what ive found myself doing the few times ive used it honestly, jumping out of the stank and throwing C4. Then jump back in while praying one of my stank shots can knock-off the remaining HP. The stank should be able to win against a med if it can get off 2-3 free shots, using surprise and positional advantage. If it cant do that then a light tank is better.
  12. This.. The thing is though that lots of guns are semi-capable, its just that people in general dont really think of using them. Carbine, autorifle, heavy pistol and even marksman etc.. If 3 people used any of these at the same time then the orcas HP will drop fast enough for it to have to retreat. But alas i always find myself being the only one frantically emptying weak shots on flyers.
  13. I regularly shut-down 5-10 people in the first minute using marksman. Its by no means a slow-killer. I would list it as needing a nerf but since its so difficult to use, i think its great. Its the best basic infantry gun by far. TL;DR Dont underestimate MUH MARKSMSANHN!
  14. Im only torn with this point. Ideally i like the idea of 0 passive income when ref is down. With 1 tick every 2 seconds you need to wait 16 minutes to purchase a 500 without doing anything at all. 13 minutes to buy a gunner, then you are rich for the rest of the game. I kinda miss having to work for each and every credit and really taking care of what you purchase in low-eco games. When you dont get anything for free it feels way more rewarding. On the flip-side i think this would chase away some newer players as it would be such an extreme leap from the current system. (losing a character you spent 10-15 minutes actively earning cash for by a quick headshot is so ruthless, its not something people are used to.) I have a feeling few would be happy with what i would ideally want. Sooo.. ultimately its best to have some passive income. At least for now.
  15. Sprinting is one of the things that makes the infantry combat in this game move so well compared to oldren. Its not a problem what-so-ever, its a solution. Camping corners is way more prevalent in oldren because of how slow everyone is and the defender has a HUGE advantage compared to what they have in renx. The defender gets to choose the angles and terrain, that is plenty of advantage against any and all infantry they might meet. A shotgunner that decides to run at a well-established infantry somewhere has a serious disadvantage and the sprinting mechanics gives them a chance to bum-rush even the most seasoned of snipers. If you hold tight corners where you might get jumped by a shotgun you cant run away from, then thats a risk you take when you choose that path and approach. Which is great, thats what shotguns are supposed to do.. They are meant to be dangerous upclose. EDIT: Forgot to say that i agree with the majority in this thread:
  16. Greatly support this. Changes like this would make me (primarily sniping player) actually go out and repair teammates' vehicles WAYYY more often. As it stands, most of the time i only have to wait 20-30 seconds in the base with an engineer repairing this and that before i can afford a new sniper. The passive, fast and easy income encourages selfish play. This would also make camping-no-good sniping players (the ones who sit in a corner somewhere and barely does anything for the team.) less viable, as you dont earn anything when you are not fragging. This'd force them to get out of their tent and do damage. The credits system should primarily reward teamplay, i dont think you should get anything passively with a dead refinery and no silo. I enjoyed the low-income games in oldren where you had to do advanced economic teamwork, e.g: Pooling money on players in order to afford gunner and then sharing the wealth for more gunners. Arty + several engineers.. That was building team cohesion and money mattered. The best games ive had in renegade has been low-economy, underdog games. If someone loses one of the last vehicle/expensive chars in renx today, it doesnt really matter. In oldren you had several people who knew exactly how important those last few units were, and did alot of work just to keep them alive. This is what i would like to see more of. Everyone was interested in increasing and protecting the wealth of the team. With a silo now in renx there is alot of opportunities for advanced economy-oriented teamwork and the easy&passive incomes straight-up murders that. I may be saying things everyone already knows but its nice to put it into words i guess..
  17. #1 Airdrop -nerf #2 Ref dead credits -nerf #3 Silo -nerf #4 Remove sidearm from SBH and tech/hotty -nerf #5 Shotty -nerf/buff (Im with gatsu on this one: "The shotgun needs its spread WAY DECREASED and it's damage nerfed") #6 SBH laser rifle -buff (pistol is better against infantry) #7 Inf splash damage (Farland/Gunner/Grenadier) -nerf #8 Stank -buff #9 Flechette -nerf #10 Gunner vs buildings/vehicles -buff
  18. Nobody wants to hear their own voice through your system. Be responsible, configure.
  19. Here you go guys, a video of 2 characters crouching, shot from the side. The entire head does not register anything when crouching and you do indeed get bodyshots above and behind the head. I didnt have the patience to actually find the heads hitbox more accurately, so i made an awful quick drawing of what i guessed it looks like. Thanks to Roku for being guinea pig! Im guessing the sprinting's hitbox acts the same way due to both the animations being bent forward like that.
  20. Here, i just found this perfect piece of footage wherein you see target box change from HON to the player once the hitbox registers in the reticle. As you see, its around the top of the repairgun and definetly behind the actual head.
  21. Do you have a command or something to show exactly where hitboxes are while players are sprinting? Both of these shots turned out to be headshots. It seems like the hitbox should be moved slightly more forward when you sprint and the head appears to be too low aswell. 333.png[/attachment] After getting frustrated with when and how i got headshots at sprinting players from the side i decided to try out aiming further back, and lower. I feel like i all of a sudden have superpowers: Shots that are aimed at shoulder-height almost as far back as the top of the repairgun on an engineers back consistently hit. As opposed to aiming at the actual player animation where they almost always will miss. I just spent some time looking at footage frame-by-frame and it seems that the entire head will pass your crosshair before the targetbox appears on the screen. I dont know if its my low-graphics settings or something but i do generally have 60ping so i doubt its lag. So im curios, where are the hitboxes when you sprint? If you shoot at someone who is "jogging"/standing upright, you generally hit by shooting directly at them. The head's hitbox is also actually slightly above their head. This is really in contrast to the sprinting hitbox' where its often lower and way wayy back. Every game is like this to an extent but generally you do hit when you aim at the animation, this isnt the case when it comes to this specific scenario. Ive heard this mentioned by a few other people aswell, im not the only one experiencing it.
  22. Thats definetly a cool-looking idea as i visualize it and the more suggestions the better (its not up to either of us anyway). Im still under the impression though that the whole reason the river works so well is because its such a drain of time. You really dont want to jump in the river as Nod at all and this design alone wouldnt really fulfill that as much as alternatives that directly slow the player down.
  23. As the river works today: If you are on the Nod side there is literally no single scenario where you save time by jumping in there and clearing it, nobody is ever tempted to go into or even bordering the river because it will delay whatever you are doing so much. This is why it is such an awesome part of the map, its seemingly pointless and somewhat inaccessible. Because its slow and you can only go up again on one side. If it is a lowered path with multiple outlets, then the placement of said outlets could easily mess it up. Almost regardless though: people going from HON/PP/Infpath towards the front/strip will lose almost nothing by checking. It also needs to be an actual drop from the bridge, if you could go from ref to bridge through this path then its lost everything. This is why i suggested the pipe, a one-way drop by the bridge forcing you to make a lengthy crouch through the pipe in order to get back up. Nobody on Nod will ever want to make the drop and will rather stick to the rocks up top, possibly missing some sneaky GDI players. This could keep the current function of the river quite well. Pipes/vents etc are also commando as fuk..
  24. Fair enough.. -1 to the water mechanics again
×
×
  • Create New...