Kaiser739
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Posts posted by Kaiser739
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I posted this idea in another topic before: How about making K/D stats appear on the after match scoreboard only, so that during the game they're not displayed?
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4 hours ago, Madkill40 said:
Including Yagi's idea about repair beams only repairing infantry armour and not their health points and I do like the idea of infantry not having their health-points restored *with the Engineer's and Hotwire/Technician's repair guns.
Infantry would likely know first-aid and as such maybe players should be able to purchase a First-Aid kit which can be purchased from the utilities tab in the PT menu, the items go in the same inventory slot as an Airstrike and Beacon etc.
Single-use First Aid Kit - 300 credits
x3 First Aid Kit - 750 credits
Regarding First Aid Kit;
- First Aid Kit and First Aid Case only restore health
- Does not restore armour
- Requires 2 seconds to activate & players must not move
- A kit will only restore a maximum of 175 health points [Which is full health for some infantry units but not for all units]
And maybe...
Single-use First Aid Case - 1100 credits
Regarding First Aid case;
- Can heal infantry within a small radius
- Case will only restore a maximum of 150 health points (Or potentially up to 70% of their total health)
- Requires 5 seconds to activate and player with the case must not move
- Does not restore armour
- Does not heal the user
- User becomes more vulnerable to all attacks and takes double-damage during the 5 second activation
- Units recently affected by a First Aid Case cannot be affected by another case until 15 seconds have passed.
First Aid Kit look: Reskin a sandbag to be white with a red cross, duplicate the mine placement animation and swap the mine out for the re-skinned sandbag. (For nod have a red bag with a white cross)
First Aid Case look: Reskin a briefcase in the same way, white case red cross (GDI) and red case white cross (Nod) and duplicate the mine placement animation and swap the mine for the brief case.
Regarding the animations, if it is possible to ask the RA:APB guys for some help with the anims and/or textures for the first-aid items that would be handy but anything could really just be a placeholder cos 'Beta'.
As for the sound either use or remake or edit the Red Alert medic heal sound effect. (Perhaps this sound should be heard by the other team as well when first aid kits/cases are used, provided someone on the enemy team is close enough)
Because it is important to monopolize healthcare, even in Ren-X.
Great idea! Afaik there were first aid kits in Beta 1 (I only started playing during Beta 3), so it would probably not be too difficult to implement them (again).
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LCG reload exploit still exists.
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5 hours ago, DarkSn4ke said:
to pick up @dr.schrott suggestion from yesterday (ingame): disable team swapping after 1 minute.
no more "join the winning team"
I like this solution even more than Madkill's idea, I'm all for it.
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@lawANDorder makes some good points. About the removal of K/D statistics - how about making them appear on the after match scoreboard only, so that during the game they're not displayed? I think this could already lead to a change in the gameplay. Even though I don't care too much about my K/D, it's always interesting to see those stats.
On 13.6.2017 at 5:35 AM, Madkill40 said:Team Swapping should be enabled 10 minutes into a game imo. (Basically when a team is allowed to surrender)
Agree with this. I'm currently taking a break from the game, mainly due to some high skilled players team stacking in every single match they play. I understand that people want to play in the same team as their friends, but it gets really annoying when they completely dominate game after game, sometimes just to rub in the other players' faces how good they are. From a competetive point of view, would it not make more sense to actually play against each other to find who's the best? With restricted team swapping there will be less team stacking.
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Just encountered this bug again. Firing one of the weapons does not fix it. Please looks into it, devs.
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I agree with Luhrian. Perfect temporary solution until soft borders are fixed.
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@UnitYour name rings a bell...weren't you the player that was almost unstoppable with Officer? The game is still being played by a small but loyal playerbase. The CT Marathon Server (with 60 player slots) is usually full during European evenings, during weekends there are organized pick-up games (PUGs) which fill a second server.
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This issue has been fixed for me with one of the recent patches, good job devs!
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9 minutes ago, djlaptop said:
(That being said, I hate the spin-up delay of the LCG, lol)
Agreed. I prefer the Beta 1 spin-up animation and sounds over the current one, but that's just me
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The same thing happened twice to me yesterday. Some weird new bugs are popping up lately
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Sounds good @Ruud033
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Since 5.283, I get huge freezes on Walls (~20 seconds) from time to time. According to Henk it has to do with Medium tanks exploding. Was never a problem before, now it's happening frequently.
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When you're an SBH below 50 HP, your cloak is not supposed to work. But when you kill an enemy and pick up their health-drop, so you get back over 50 HP again, the cloak still won't work - bug or intended that way?
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For me, C&C mode is the unique feature that makes Renegade a game different from others and it is fine the way it is now. I disagree with many of the changes that have been proposed in this thread. Let me explain why.
When I started playing Renegade X during Beta 3 days, people were complaining about games taking too long and being to stalematey. So changes were made - classes were rebalanced, map designs were altered, surrendering was added as an option, veterancy was introduced and so on. And these changes have had an effect - the average game doesn't last as long as it used to and there are less stalemates. Teams can actually finish off games now, which is good.
The changes people have proposed here will only lead to games being more stalematey again. When airdrops were introduced in Beta 4, there were games in which Nod infiltrated and destroyed the GDI WF, but subsequently could not finish GDI off because they'd airdrop Medium and Mammoth Tanks all the time. It was almost as if there was no disadvantage to be felt on GDI's side and that's just wrong IMO.
Losing a building should really hurt a team like it did in early Betas. For me, when the Barracks/HoN gets destroyed, only free infantry classes should be available. WF/airstrip goes down = no more vehicles, no airdrops at all. Refinery destroyed = very little income, almost none at all. This teaches people to defend better next time - it might lead to more camping, but it also leads to more teamplay on the other side, because you need to organize to overcome a good defence.
Comebacks can be made in the current state of the game. People only need act together as a team. So when the Hand of Nod is destroyed, the remaining Technicians can stay in the base and help defending/repairing, while the other players could do a tank rush. I don't see anything wrong here. There are plenty of options already.
If building reconstruction is added, games will last forever. It should not be an option. Buffing airdrops will only lead to more stalemates again, which is not desirable.
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39 minutes ago, Sire said:
Another alternative is to keep the Timed C4 as is, but instead of 30 seconds to detonation, make them 45 seconds or even a full minute. This is a nerf to Timed C4 as a whole instead of just Hotwires and Technicians, but it may also work in regards to dealing with infiltrators to give the defenders more time to react.
This sounds like the best solution to me. 45 seconds should do IMO.
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My opinion is to leave everything as it is. I'm fine with giving Hotties/Techs the silenced pistol again to nerf them in close combat, because they really are a bit overpowered in that respect.
Sneaking/infiltrating a building is not that easy to pull off, anyway. Sure, once you have demined a building and gotten inside, you are pretty certain to destroy it, but you need to get there first. 2-3 dedicated defenders per team should be able to stop any infiltrators. Sneaking and infiltrating a building for me is THE supreme discipline in this game and it should stay that way.
Maybe timed C4 should take longer to explode, so you actually need to defend them when you're inside an enemy building, but that's as far as changes should go in my view.Also, what is the problem with early APC rushes? It's not like they can't be defended against. From my experience, early game is when the APC is used the most - people rarely use it mid or late game, unless strip/WF is down and they airdrop them in masses.
2 hours ago, Fffreak9999 said:They will provide other rewards such as veterancy, speed upgrade or maybe a random character (not spy)
Please don't remove money crates completely. Lower their probability, yes, but if you remove them, that takes away many early game options. I can imagine there will be people thinking crates are useless and not worth going for when all they give are speed upgrades or veterancy points. These people will probably just sit in their base and wait for the harvester to drop before they do anything.
2 hours ago, CampinJeff said:No character please, don't want to see any early 1ks
There are quite a few early 1k character crates on CT at the moment, I agree their crate propability should be lowered or even set to 0.0.
Edit: How about this: Significantly lower the chance of money crates during the first minutes and add a rare APC crate during the same time. So you can't buy an APC that easily. If you get one from a crate, you will need to drive back to your base first and then pick up your team mates. EVA would give a "Player X found an APC crate" so enemy teams would be warned and could prepare.
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6 hours ago, Handepsilon said:
Just take my mod's code and mix it with commander mod
Also, Stank rush is too boring, do Titan Rush or Tick Tank Rush.
Or maybe do A-10 Rush or C130 Rush instead
Hehe, or even a Tesla tank rush. We played with ~15 people on the sandbox server some days ago and most of them didn't know that the Tesla tank existed in Ren X.
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Just wondering why the refinery ramps were not removed in the non-flying version, since the other buildings have been changed?
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Sandbox mode for commanders, ie commander can announce "Stank rush" and spawn 20 stanks
5.3 Feedback/Bug Reports
in Feedback & Bug Reports
Posted · Edited by Kaiser739
- Ingame server browser says "Unknown Game Type" for all servers.
- Map bug: On Field, the ramp behind Barracks floats.