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[JTeK] Josh

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Everything posted by [JTeK] Josh

  1. There are just some maps that marathon servers shouldn't use. Field/Under definitely shouldn't be used on marathon servers. I've hated marathon servers for years. Lately, I've realized that I actually like them as long as they're on non-base-d maps. Some are fine, but the traditional tanking maps like field and under should certainly have time limits.
  2. I don't recall having this problem with the original. Perhaps the overmining notification is the reason? You can't have the LoL community mentality with 50-60 active players. People need a chance to learn the game before being publicly outted. Start playing clan matches if you really want to have full control over where other people are mining.
  3. We were a relatively small, top-eschelon clan in the original from release to around 2006. We are primarily close friends IRL that play whenever we can find time. Yes, we are a real clan. Once the game has some existing balance concerns worked out, we'd like to start playing some smaller clan games. (2v2'ish to 4v4 if we're lucky) Realistically, only 2 of us play consistently, but you might see more than a few on at any given time.
  4. 1- Points you get from repairing. You should NOT be getting as many points for repairing as the other team does for hitting the building. (Looks like you get around 80% return.) Should be closer to 50-60%. 2- I'd like to see the beacon notification system revisited. I feel like it's much harder to see and hear when beacons and nukes are placed. Could the notifications not be more static? (Stay on the screen a bit longer.) In the original, when an enemy beacon/nuke was being placed, it clearly overshadowed all other sounds in the game. Now, you get one quick message and a semi-audible notice. 3- Tank angles. If you are at a lower ground level, you can NOT shoot over hills, etc while in tanks. Even if my tank turrent is clearly pointed over the hill, I end up shooting ground in front of the hill. (Most noticeable in art, but that could just be a result of me using arts the most.) 4- Mobius reload issue. If your magazine runs out on the mobius and you don't release the left click, you can waste "ammo." If you keep the button pressed through a reload, the gun will "fire," ammo will be used, but you aren't actually attacking. If you aren't careful, you could waste half of a magazine before you realize you aren't hurting anything. 5- Officer rate of fire. Drop it by 25% if possible. Also drop the magazine size a bit. This should help with all aspects of officer balance.
  5. I'm seeing a lot of good points. Drop the rate of fire for the officer and see how it goes in testing. Lower rate of fire also helps with bullet travel consistency. One big concern of mine is the points you get from repairing. You damn near get as many points from repairing as the other team does for hitting your buildings. Does anyone know why this is set up this way? I could damn near go afk repairing and get mvp every game. The only other aspect I'd like to be revisited is the notification system when a beacon is placed. I feel like it's much harder to see and hear when beacons and nukes are placed. Could the notifications not be more static? (Stay on the screen a bit longer.) In the original, when an enemy beacon/nuke was being placed, it clearly overshadowed all other sounds in the game. Now, you get one quick message and a semi-audible notice. It's pretty much become a nightly ritual for me and some buddies to get in Mumble and play this game. I'm very close to being comfortable with the idea that RenX is as polished as the original. Where RenX suffers is that we realistically couldn't voice our opinion about balance issues with the original. We generally just took things at face value and lived with it. Now, every little injustice or perceived issue... "TO THE FORUMS." Beta 4 hasn't been out long enough to have as many "balance" problems as people might suggest. You really do have to walk a fine line when comparing this game to the original. I logged so much of my early-mid teen years on the original it's ridiculous. My experience is likely different than most of this forum, though. In the original, my clan was consistently one of the more competitive clans on clanwars.cc and when it wasn't, I was generally playing with a few of the other top clans. (OPS, DoA, etc) I mention this because my background might not quite line up with some of yours. I put loads of value into tank fights, tank balance, etc. Oh and what's with everyone's affinity for marathon servers? I'll never fully understand why people like playing the same map for hours or even days.
  6. Hmm.. Is it just you or do you have a few people that play with you?
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