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roweboat

Totem Arts Staff
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Everything posted by roweboat

  1. The only problem there is we still don't have enough people playing regularly to really have more than 1 server full. So most people will just migrate to the fullest server regardless
  2. Yes, unfortunately, some of the "regulars" do have some strong opinions on only playing certain maps again and again. and like I've said in the past, I think even if one map isn't as good as another one, it gets repetitive (even though the nature of the game.. you could play 1 map 50 times and have 50 different results) and moreso it's unfair to the map maker because who wants to make a map if they know it might never be played. I'm 100% for forced map rotation.
  3. I like the recoup costs idea. Maybe not full amount? Maybe have some sort of penality but less than losing a full 1k for a beacon, for example. Also the ability to recycle vehicles and regain credits would be great =D (like how you could sell tanks on the repair pad in C&C)
  4. Remove the limit cap and let the world burn ...
  5. Honestly if they just did an "HD" remake of C&C Gold, kept the same FMV's (or get the same actors if possible to re-do them!), that would be perfect. Little creative thought would be needed. Just copy what worked 20 years ago.
  6. No Joe Kucan = no deal.
  7. great work @TheDeadlyWolf !! Would be possible to add some sort of description to / at the satellite uplink capture point? As to what it does when captured? One of the problems I've noticed is, people keep asking what it does once they've captured it.
  8. I think the only part your TEAM didn't like was fact that Vehicle slots are extremely limited in this game and by using Humvees constantly when we needed heavy armor... Well, it was fine. we still won =D but yes we all appreciate the kind words! we're trying to grow the community and game's player base best we can. (see it's a bit tricky. Because C&C is an EA property and this game is not being developed by EA, so the Developers can't make any money from it).
  9. technically not IMpossible though
  10. I think everyone agrees it would be way cooler. But it comes down to technical problems if I remember correctly. Because it isn't like the current building model would simply lessen in size when destructed. It would have to be exchanged with a different model in real time and that is very taxing on resources. Something the engine the game is built on is already a hog of.
  11. Look at it this way, an effective Stealth Black hand Commander, can now much more easily solo nuke a building. C4 -> cruise missile -> nuke -> cruise missile -> cruise missile. Basically what I'm saying is, cruise missile's give too much power to a single player.
  12. Overall thoughts: AWESOME!! Been loving seeing the game's progress over the years. It's coming along nicely. I'll say I love the cruise missiles. When used well (and with some luck) they can be very effective. However, with the new update came the CP recoup thing and it along with some people *cough* @Ryz & a few others have figured out how to double cruise... triple cruise and if lucky could even QUAD cruise missile a single spot in a short amount of time. This is esp. annoying when used to cover a beacon because unlike airstrikes, cruise missiles don't have limitations. I feel cruise missiles should have a cooldown just like airstrikes. I also think they should be given a damage boost and higher CP cost (1000 CP) Also, not a fan of the fire method for sydney / ravashaw. Could i get used to it? Sure. but its not like anything else in the game and its simply one more thing that has be learned by a new player. I think the goal should be simplicity, not complexity. I do like the addition of their new phase technology tho =D Oh I'm also 100% for switching the launcher to default to 64-bit version of the game. I have the occasional sound bug from running it. but with a Ryzen 5 2600x CPU & DDR4 I don't have any lag/ hanging on PT Menu. Still have Out of memory crashes for days on 32bit version though...
  13. for the record. I'm 31
  14. I'd say a few interesting back and forths here... I will say I see a trend pushing towards forced teamwork/teamplay. Which I think is fabulous. @MintLemonade If I might be so bold to say that most of points are based on playing the game incorrectly. Hell I'd argue most people play this game wrong. Hell I play the game incorrectly half the time. -Mammoth overpowered? 2-3 LCG/Rav, airstrike, cruise missile, emps and sbh/officers to take out hotties/engis behind them. -Being Poor? Ask for team donations. there's always 1-12 people sitting around with 2-3k for no good reason. I'd say its not a lack of money, just poor management. I'm more old school in liking the *0* credits after refinery death... had to fight hard for those credits then!! **Give commander ability to redistribute credits??** -Guard towers? Could be poor placement or to make up for bad design, but a well-coordinated attack with a few rockets should take out any small defense easy. (unless of course the other team is guarding it well) The real question is, how do we encourage & teach better team mechanics? Is it even possible or worth the effort? I don't always have answers, just posing questions. I do really like the improved radio text. It's a great first step. All ways that in-game communication can be improved will increase chances for teamplay.
  15. With enough radio spam... anything is possible!!
  16. Sup.
  17. Apache needs lasers ala c&c 3 =D
  18. I think focusing on bringing in more developers would be money well spent if it could be targeted properly. Look at it this way, from a promotional standpoint, what makes most sense to promote and creates the most buzz? "we have 300 players online right now!!" or "all new features and improvements dropping on this date, be sure to tune in!!" Like the point you've made @TomUjain , whats the point of bringing new players in if we can't keep them? With more developers things like tutorial levels can be created, quicker and more effective ways of explaining game mechanics can be implemented. Most people don't really "get" what a RTS-FPS hybrid is, they need to be educated properly while playing the game. (without players taking time each match trying to explain what do to) [im very tired right now and i tend to ramble a bit. sorry if I wrote something that didn't make sense lol]
  19. Correct me if I'm wrong but I think the first iteration of Renegade X is from 2007 as an Unreal Tournament mod. The version we play today has been built from scratch from about 2012-2013. I've come and gone as a regular player since 2014. I'm usually on between 6-8pm CST (there are a handful of us playing at that time =D) And I played old renegade from like 2002ish until 2005ish. Something about the C&C mode never gets old to me =D
  20. That would be a miracle. But I doubt something like that would happen anytime soon :(]
  21. So basically.. if there's a will... there's a way.
  22. Time to rock 'n roll =D
  23. I probably won't have to time to participate unfortunately, but my favorite part of paradise is the battle bot bit hidden underneth the volcano =p
  24. Someone voted other? Where are you playing from? McMurdo?? or the ISS maybe? =D
  25. a legit caster gun?? All it is missing is the energy blast...
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