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RadicalEdward2

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Everything posted by RadicalEdward2

  1. that's true but, promotions would help with increasing traffic cause the game was always in the 2 to 3 populated server range for as long as I could remember. Also, its not like there isn't a demand for good C&C fan content either. OpenRA is still doing swimmingly last time I checked. Maybe do some cross promoting with them dudes?
  2. What would also help is putting out another lit trailer like the Do It Up one and boosting it for views. Its hard for the game to grow if its almost exclusively by word-of-mouth.
  3. tbh, I still like the game, I just haven't had the time to boot it up. its got maps and soldiers and all that good stuff but, it needs more populated servers than the same old two or three and maybe even more maps because I can't see myself faffing about in 2 hour long matches on Field like I did when I first discovered the game and when you have only 2 or so servers all stuck in a stalemate on Field until one team slips up, it kind of becomes self explanatory why people like me would tap out for a while. On the topics of maps, I'm still working on one myself so I know its hard shit to do but, this game needs more asymmetrical maps to keep gameplay from being repetitive. I know that's kind of a hallmark of Renegade but, I feel like it shouldn't have been. Also, I feel like maps NEED ACTUAL countdown timers so these stalemates can be snuffed out and actual map rotations can actually happen.
  4. I'm from the US. I might try to hop on sometime this week or next week (if work lets me).
  5. If there's no Kucan, I don't care. Chances are that they'll fuck it up and make everything involve microtransactions and remove any dark undertones that made the original games charming. The only way I can see C&C being salvaged is if they pull a Red Alert 3 on Red Alert 3 (to erase Tim Curry from erasing Red Alert 1 and 2) and pretending C&C4 was just a what-if scenario because everything became so FUBAR in C&C4 that there's honestly no way they can further that story in a way that will forgive what they did.
  6. Oh okay. That works. One thing I would say that Nod needs are their Tiberian Dawn era attack bikes that totally aren't bikes from TRON or Akira lol
  7. True. But I personally would prefer if future tech was kept in crate drops. Like, if Nod was to get a fighter/bomber, I would prefer that it was a similar make to that jet from the old FMVs (not confused with the Warthog).
  8. I would prefer that centuries newer tech didn't appear in the 90s (unless they were crate drops). Plus, wouldn't most of the fighter/bombers be too fast considering the size of the maps?
  9. That's pretty good. Needs more Nod grit though. Sidam?
  10. The idea of a mobile AA gun is still an idea worth exploring. It definitely has potential. It just needs more refining But if you were going to try to play around with a mobile SAM vehicle like there were in C&C's skirmish, maybe you could try to find some more modern selections (of course the trick part would be finding the models or making them). https://en.wikipedia.org/wiki/Flakpanzer_Gepard The Gepard could be interesting because it kind of looks like the Red Alert 2 Tesla Tanks. But when in doubt, there's always a truck with a newer AA-gun on the back of it
  11. The Tank Destroyer definitely looked good but, I don't think I'll ever get over the fact that the other one is a German 20mm Flakvierling 38. They went out of service at the end of WW2. Granted, there can be the argument that the Flakvierling was still conceived without Hitler since they saw service from 1934 to 1945. But even using that logic, there would have to be a pretty strong suspension of disbelief (for the C&C universe) to look past some the lore sensitive toes it could step on but, that's just my nitpick since the gun would be closed to 50 years old by the time of the first Tiberian War.
  12. Is the Flakverling a prefab? Cause it looks a lot like the one used in Heroes & Generals 😮 https://heroesandgenerals.gamepedia.com/Flakvierling_38 Also, that's not a 30mm it's a 20mm. While I do like the tracked vehicle, there's just something more rebellious about a truck or pick-up as the vehicle. Granted, this IS the version from H&G but, maybe a more modern truck would make it look more Nod-centric. Maybe it can even be taken a step further by using a truck similar to the ones in Tiberian Sun.
  13. I literally just saw this post so I thought I'd throw in some suggestions (even though I haven't logged into the testing server yet) 😅 The Artillery could use a rangefinder style crosshair similar to the one used for the grenade launcher. Since they have arcing shots, it doesn't really make sense for them to have the same crosshair as the ones used for tanks and mounted guns that fire straight ahead. Also, what's the server called?
  14. I mean...if we're going to opt to keep the tower useless after the power plant is lost, maybe something could be added to make it impossible to repair the tower when it takes damage? There really isn't a point to repair it once its offline anyway which is why I'm pushing for restoring some functionality by introducing a mechanic from a previous C&C game (Red Alert 2). I get that points and credits are cool and all but, I feel like it doesn't really factor into the issue I'm trying to address since we'll still have a useless building. By making engineers able to partially restore towers, it would at the very least give the losing team a chance to fend off small attacks (since the increased unit prices will already leave them too crippled to recover immediately). At the same time, it can help with player retention by offering a small opportunity to salvage the dumpster fire they got themselves into. I can't recall a match where there wasn't mass rage-quits once the defenses went offline. Virtually every match that requires defending of a power supply is pretty much an end-game once the PP is lost. In the long run, here's some of the prospects behind implementing the feature: Two engineers can work together to keep the tower online while their teammates call in new vehicles to perform a counter-attack. The players maintaining the tower could rank up by keeping the tower online so they can eventually increase their effectiveness for a potential counter-attack (assuming that tower maintenance offers more VP than simply repairing). Knowing that the towers could still be even marginally usefully after the Power Plant is lost would give players incentive to keep it maintained (and to keep playing). With all unit prices being doubled, having a half-powered tower could offer the base just enough time to recover if the 'winning' team doesn't execute their second wave fast enough. An AGT/Obelisk at half-power could hold off small attacks (1 or 2 tanks) as opposed to having 2 tanks driving around the base spawn camping everyone. Addendum: A fully powered Obelisk takes about 4-5 seconds to fire a fully charged beam. A half powered Obelisk takes 8-10 seconds to fire a fully charged beam. A fully functioning Obelisk takes 4 shots to destroy a Mammoth but a half powered Oblelisk would probably take 5 or 6 shots to destroy a Mammoth. Addendum 2: A fully powered AGT fires a rocket every 2-3 seconds (I don't remember the fire rate of the MG). If Nod was to steal a Mammoth, it would take 30-37 second for the AGT to take out the tank but probably a full minute with half power. In the end, if the 'losing' team commits to maintaining the tower, the final quarter of the battle won't always end with a surrender.
  15. If City is remade, I hope the tunnels are reimagined to have stuff like destroyed offices and corridors with plenty of debris to fire behind. I'm kind of getting bored of having so many matches set out in wild and some urban mayhem could be fun ♥
  16. Except for the fact that even partially active ones would keep the game interesting? Personally, I feel like matches fall apart once either side loses electricity. Not that there's much wrong with that since it means that one side is winning but, at the same time, I think the ability to reactivate the towers (even partially out of pure desperation) could make the game even more interesting since there's literally no reason to preserve the AGT/Obelisks once the power is offline.
  17. That's why I said it would require two infantry repair tools to power if one engineer isn't present. The other alternative is making the tower a privilege by requiring two engineers to keep it online (-2 manpower on the battlefield) just like the offline Tesla Coils in Red Alert 2. Think of it this way, the more people trying to keep the tower online just makes them (and the rest of their remaining structures) more vulnerable as the enemy closes in around them so it could potentially become a juggling act like the power management mission in C&C3.
  18. While that would be interesting, I think it would go too much against the grain to have any sort of power available once PP is out. Plus, it would rely on having a competent commander available. That being said, tacking on the ability to restore towers to half capacity to Engineers would give them more use beyond repairing vehicles once of the power is out. If a commander could just flip the switch back on, it would subtract from how dire the situation truly is as opposed to needing to have someone on AGT/Obelisk duty when a vehicle rush comes. In a way, the team without a Power Plant would learn a hard lesson in coordinating their defense better.
  19. I think I suggested this a year or maybe two years ago but, I figured I'd try pitching the idea again. It always baffled me that players would attempt to preserve AGTs and Obelisks ever after their Power Plant was destroyed. I know the tower defense exists after the fact because its still a base structure but, it really has no value once the power is lost. I always thought the 'Weapons Offline' message could have had more to it which brings me to my idea... What if the AGTs and Obelisks could be reactivated to a less efficient capacity as long as 1 Engineer (or 2 infantry repair guns) repairs the MCT? Similar to how 2 Tesla Troopers could power offline Tesla Coils in Red Alert 2. For balancing reasons, the 're-activated' tower shouldn't regain its full efficiency but, maybe have a 50% slower reaction time when targeting enemies. I'll elaborate on the lower level of efficiency: I'm also not saying that the towers should ever become capable of overcharging (like Red Alert 2) because that would be OP. The intention of this proposal is to give offline defense towers use after their power supply is cut off. When it comes to in-game practicality, it would temporarily reinstate the tower but, at the price of having 1 or 2 (if infantry repair guns are being used) players manning the MCT instead of helping on the battlefield. So, if there's no one charging that MCT, they're as just useless piles of concrete for you to change your loadout inside of. In a way, it could serve as a last ditch effort to fend off the inevitable final rush without relying almost entirely on grenadiers and flamethrowers.
  20. Not yet. I don't even think there was a Discord when I was last on (that while back). I'm on it now.
  21. So far, the loading cursor happened twice and the unaligned window in full screen only happened once. I only reinstalled RenX yesterday after being gone for maybe a year or two so this issue is totally new to me.
  22. To elaborate further, one of the freezes I experienced caused the game to enter into 'windowed' mode while full screen. From that point, I was unable to tab out, ctrl+alt+delete out, etc. Here's a mock-up of what the screen looked like (since I couldn't take a screenshot) : The other crash was just a loading wheel cursor after clicking to exit from the pause menu. Attempting to do any of the previous steps to get out offered the same level of unresponsive results that required me to sign out just to get everything to close.
  23. I feel like with each new C&C tie-in EA sh**s out, the quality gets more and more childish in its in-game aesthetic. Its like wheeling out a corpse to parade around every year in spite of how badly decomposed its getting. A very morbidly vivid piece of imagery but, what else is there to possibly say about what EA is doing with C&C? At the end of the day, at least Konami doesn't own the IP. *cough*Tiberium Pachinko*cough*
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