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Quinc3y

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Posts posted by Quinc3y

  1. Looking forward to the new maps!

    Some criticism from me:

    Field day and night

    -------------------------

    - moved the GDI Ref (bar side) wall up to stop "ren style wall jump glitch"

    - added blocking volume to Nod ref side step thing to stop wall jump

    ------------------------

    Volcano

    ----------------

    - added blocking volume to GDI ref side step thing to stop wall jump

    ----------------

    UH, why? Especially with Field, why would you want to make it even more campy? Field is getting worse with every patch... if something those walls should be REMOVED, not moved up...

    On Volcano that ref wall jump was the best way for technicians to sneak, I didn't look at it as a bug. When you remove it, Volcano will become another map where GDI has many more sneaking possibilities.

    +Score/credits bonus rewarded after destroying a building decreased by 50% (1000).

    I don't see why either. Destroying a building is usually the biggest aim in this game and I liked how much it was rewarded in points and credits (especially when the points and credits were distributed in between players who destroyed it)

    Other than that it looks good. I like the LCG, flamethrowers and chems nerf and a slight buff of grenadiers and mammoth tanks. Bug fixes are always welcome as well of course!

  2. - Getting out of vehicles in field to repair them can still be possible if you place remote c4s on your vehicle and blow it up if it gets stolen. Just don't repair it by standing directly in front/behind your vehicle, because you may get ran over before you get to blow remotes. Also try not to repair your vehicles in field continously for a longer period - repair a little, get in and move on, repair again, etc. Especially useful for GDI.

    - Use alt fire (right click) if you don't want to lock your missiles. Especially useful for MRLS and rocket soldiers.

    - Be much more careful on AOW than on marathon. Don't lose your vehicles and expensive characters easily and don't place beacons that have a low chance of going off - you are giving points to the enemy team.

    - While fighting infantry with your gunner/rocket soldier, it's usually a better idea to use your carbine/pistol than your bazooka.

    - Most important one: teamchat is a very important part of this game, do NOT ignore it. Listen to experienced players' orders, react to what's happening in the game.

    I could also give several tips on how to sneak successfully, but I better save those for myself :P

  3. I really enjoyed this PUG personally, mainly because I got to be the commander and my team cooperated well and we won ;)

    To be fair the games were not that interesting, except for Lakeside.

    Walls

    Early APC filled with engineers kills the not-yet-mined GDI PP and this sets the tone for the rest of the game - Nod pushing and GDI struggling to defend. WF and barracks fall to nukes with air cover, the refinery is finished with a classic flame rush.

    XMountain

    The two most classic GDI units (hotwires and medium tanks) crush Nod :)

    HoN and Nod refinery fall early game to sneaky hotwires and the game is finished with med + ion rush on the Airstrip & PP.

    After these 2 games we re-balanced the teams a little and it worked out well.

    Lakeside

    Once again this map brings a good game full of action. Nod stank rush fails, but an apache rush afterwards succeeds and kills GDI refinery. Shortly after 2 hotwires manage to sneak in and kill the airstrip. Nod struggles to defend without vehicles while GDI defense is good. As a result, SBH, chems and rocket soldier rushes all are fended off while HoN falls to vehicle mass. Nod surrendered few minutes before the time ended, while GDI had a big point lead and was camping hard.

    Islands

    First PUG game on this map where I didn't see Nod mass arties in the early game. Instead they went for the infamous scary light tank rush, which failed bad and shortly after GDI took control of the field and kept it until the end of the game. All Nod buildings fall to mass meds basically.

    I can only speak for my team, but here the communication and cooperation was very good and I think we had fun (at least those whom I didn't make camp the base and defend the whole game had fun :P).

    3-1 overall, ~13v13, good PUG. Special thanks to Agent and fffreak for dealing with the usual technical stuff.

  4. So there was like 12 of us and we ended up joining the public marathon server and playing in different teams together with random people. It was fun, much easier to sneak in/rush than normally on PUGs, so some cool stuff happened (like me and DeViTTo killing 3 buildings with humvee/APC rushes on Volcano).

    Hopefully next week will be back to normal though :)

  5. Surely better than last week!

    Eyes

    Ok, this one wasn't better than last week :P

    Nod gains point advantage in the early game and keeps it until the time runs over. No rushes work, keeping control of the tiberium field again proves to be crucial here.

    Lakeside

    Apparently no one on GDI called out a big apache rush that killed barracks and WF early on. After that a failed rocket rush by GDI and some pushing back-and-forth with vehicles, but this wasn't leading anywhere. GDI surrendered.

    I do think Nod lucked out with that apache rush :P

    Walls

    Fun game. The first time I saw an early rocket rush by Nod and that a successful one - we killed refinery, but it cost us HoN. I would say this exchange favours Nod, but soon after we lost our ref (honestly I have no idea how 2 or more people managed to get there unnoticed). GDI finished it with style, gunners raining from the sky :D

    There was also a 10-minutes-long game on GoldRush, where Nod managed to accumulate a rather big point lead, but the server crashed on this map again :( Shame.

    Overall score 2-1, Nod winning 2/3 games and 20v20. Much better communication and more interesting games (and maps) than last week.

  6. I hope it's a good PUG.

    I will have to let you down then :P

    Eyes

    First time that this map was played since a long time, but yeah... turned out to be dull and campy.

    Nod tries stanks, apaches, arties. Meanwhile GDI tries APCs, orcas/chinooks, gunners. Nothing even comes close to succeeding, but GDI ends up being a few hundred points ahead by the end of the game (probably thanks to those MRLS hitting HoN every now and then).

    Also infantry seems to be pretty useless on new Eyes, it's all about vehicles. And the low vehicle limit (10) makes it even harder to accomplish anything.

    XMountain

    Probably even worse than Eyes, since I didn't see any decent rush going on. 35 minutes of some pushing back and forth with vehicles and Nod wins with a few hundred points thanks to the spot at silo where arties can hit WF.

    Volcano

    Quick game, Nod overwhelms GDI with vehicles and rolls over GDI base within 10 minutes.

    I see Volcano become a real Nod map with the new patch, Nod wins a big majority of games on public games here. Even if GDI manages to defend from the early flamethrower/chem rushes from all sides, they struggle to counter arties. Unless team has plenty dedicated defenders and meds are pumped out quickly, GDI will lose early.

    Total score 2-1, Nod win 2 out of 3 games. I'm not sure why we ended so early and just when we voted a promising map that I think we never played on PUG (Valley). Oh well, could have ended up being a stale mate like the old Valley. Eyes also looked promising before we actually played it :P

  7. Balanced teams, good stuff :)

    Volcano & Canyon

    Same story on both maps, Nod wins the harvester and crushes GDI with artilleries/flame tanks within few minutes.

    Lakeside

    Both teams well organized, a lot of rushes happening. Apache rush and gunner rush fail, the first successful one is 2 chinooks that destroy Nod refinery. Nod tries raveshaw rushing barracks, but fails and surrenders just as a horde of orcas with ions enters their base :P

    Walls

    Fun game. GDI plays standard at the start while Nod begins with a LCG rush that doesn't accomplish much. After that 15 SBHs outside C4 the barracks while the rest of the team struggles to defend. HoN is destroyed while barracks are saved (barely) and this is when the game is decided. Nod base is finished by good cooperation of chinnok + gunners and vehicle swarm.

    Islands

    Standard Islands. Nod gains an advantage in the beginning and gains a few k points lead by spamming Ref with arties. Even though after that GDI is in control of field most of the time, that point advantage is held until the end of the game. Both refineries are destroyed during the game (Nod to meds, GDI to SBH?), but it doesn't have much influence on the gameplay.

    Complex

    Draw-ish in the beginning, after ~15 minutes a stank rush kills barracks & GDI ref and the game is decided. For some reason GDI didn't want to surrender until 2 minutes of time were left :P Even tho they managed to kill Nod ref, the point difference was huge.

    3-3, Nod win 4 out of 6 games, 24v24 in peak I believe. Good PUG overall.

  8. Hope Quinc3y posts his post, but preliminarily...

    Nah I think one is enough, good job :D

    I think the PUG was quite good, for sure better than last week. Especially the game on Mesa was great... so many turnarounds and the winner not decided until the last moments. Epic.

    What I didn't like was a lot of people changing the team. In the beginning my team had a good commander (Bong) and 3 good snipers (IonTech, miz.hht, ks.ol), but during the PUG we lost all of them. IonTech left early and the 3 other changed to the other team for some reason. Same with Yagi, who started on our team, then moved to team Ryz and then came back. Combined with a lot of people joining/leaving the PUG during games this caused a lot of chaos and it looked like a public game to me sometimes.

    GDI win 3/5 games (despite how Nod got much stronger this patch) and my team wins 3-2.

  9. Actually I don't think it was that bad or chaotic. My team maybe lacked one leader, but we still got a few rushes going and were defending well on all maps.

    What I didn't like were the low vehicle limits. Those made it impossible to rush with vehicles and limited the tactics.

    Short summary of the games:

    Whiteout

    Nod defends its harvester and destroys enemy's, Nod gets arties, game over.

    Volcano

    Odd game. GDI loses PP early (I'm not sure how?), but Nod can't do anything more than that and is gradually falling behind in points for the rest of the game. Both teams try rocket/gunner rushing and other kinds of inf rushes, but nothing works. At the very end of the game Nod PP goes down to vehicle mass, but that doesn't matter since Nod is far behind in points anyway. GDI win on time.

    XMountain

    After some back-and-forth vehicle pushing in the first minutes, Nod manages to gain control of the field and silo area, starts the usual Arty -> WF spam and gains a big point lead. With 6 minutes to go, a sneaky hotty destroys HoN and the game goes intense. GDI pushes Nod to defense, tries med rushing and mobius rushing, but the Nod camp is real. Nod point advantage goes down from ~3,5k to below 2k in the final minutes, but we still win.

    Complex

    No buildings are destroyed, but Nod win on points comfortably. Really not much to say about this game, it wasn't interesting. I think we didn't have enough meds to dominate the field, but then again - the vehicle limit was only 8 and we were maxed out almost all the time... perhaps with the limit being 14, the game would have been different.

    Team Bananas/Madkill win 3-1 and Nod wins 3 out of 4 games. Most games end on time, not many destroyed buildings, no memorable rushes or actions. Meh.

  10. Problem:

    We all know how stale-matey Field was. But after the new patch that nerfed hotwires and techs, it's even worse. Since hotties and techs can no longer buy smoke grenades, it is impossible to reach AGT, WF, GDI Ref and Nod Ref solo. Which means there are even fewer possibilities do destroy a building on this map and break the stale mate.

    There is still technically a possibility to sneak to Airstrip, but with a full server you need to be extremely lucky not to get spotted. Other than that, GDI has a med rush and inf rushes. Nod players cannot accomplish anything solo, there is only a stank rush (maybe 1 in 10 works and only if GDI doesn't control field) and inf rushes. There are also spies, but both bases are small and there aren't many places to hide a nuke and also not many ways to enter enemy base as a spy, so they rarely work.

    In other words, to destroy a building you need a lot of teamwork. It sounds interesting and challenging, but in reality it is only good for PUGs. On public servers you are lucky to have 5 people answering to your calls on teamchat and it gets really frustrating.

    This is not so much of a problem on AOW, because you can just fight with vehicles for 40 minutes... but yeah, this is also not my favourite thing. Especially how the vehicle area is boring and GDI is so much stronger there. But on marathon public games, the gameplay is terrible and I quickly get irritated. Such games are only good for snipers, people who like to fool around as infantry in the tunnels and newbies learning to play the game. Most games end via voting map change.

    My proposed solutions:

    Short-term solution:

    Make it possible for characters to buy smoke and EMP grenades when having control of the silo. This would at least reduce the stale-mate-ness to the state before patch, but it wouldn't change the map itself. Additionaly, it would also make silo more important, since it lost its strategic value after the new patch.

    Long-term solution:

    Expand the map. Add a new vehicle route, that would start between Bar and WF on GDI side and end in Airstrip area on Nod side. Expand infantry tunnels accordingly. That would be a competely new Field, with many more tactics possible. OR: remove AGT and Obelisk, perhaps add some GTs instead. That would also work for more exciting gameplay.

    I know that the long-term solution needs a lot more work, but yeah... I would love our devs to work on what I think is the worst map that is only good for practice and maybe some fooling around, but not for proper Renegade X :P

  11. I liked the amount of people and I had a lot of laughs, but the games weren't so good if you ask me :P

    Islands

    Standard PUG-level Islands, GDI locked in their base by arties and flamers. All inf rushes attempted by us were called out early and failed. GDI surrendered after losing Ref & WF to vehicle mass while half of the team was inf rushing.

    Field

    One of the most entertaining Field games that I played. A lot of teamwork on both teams, a lot of inf rushes (the 20 engi vs. 20 engi duel in Nod ref in the very beginning was epic xD). The first rush that succeeded was SBH outside C4-ing GDI ref. After losing control of the field, being behind in points and having no credits left GDI surrendered.

    XMountain

    Nothing special, time victory for Nod after not much action. The only destroyed building was the Nod Refinery, in the last seconds via a gunner rush, but that didn't help GDI with points. I guess if GDI were 14/14 vehicles the whole game or if that humvee rush in the beginning succeded (we almost killed PP and Ref), the game would have been different.

    GoldRush (interrupted)

    The game started with a rocket rush for GDI Ref by Nod and some kind of an inf rush (?) for HoN by GDI. Both buildings were destroyed and it benefitted Nod, who gained control of the field and had a 2k point lead when the game crashed for everyone and we didn't continue it.

    Overall score was 2-1 (2-2 assuming Nod won GoldRush?) and Nod won all games. 26v26 at peak :D

  12. Walls

    Bad game, Nod pushed to defense from the very first second and crushed by GDI.

    Islands

    Pretty much the same as Walls, just replace GDI with Nod. Unlike last week GDI couldn't Mobius rush in the last seconds, because we lost barracks before. Time victory for Nod.

    Whiteout

    Standard arty party leading to slow destruction of GDI base. Barracks go down first, after that GDI tries to APC rush, but doesn't leave enough people defending and loses all the other buildings. Also should have probably gone orcas instead of APCs.

    Volcano

    The beginning looked similar to Walls and Islands, team Bong playing Nod and dominating the game with vehicles. WF goes down early, but GDI still manages to defend itself after the loss of the key building. Then at the same time Nod flame rushed and GDI infantry rushed. Airstrip and Nod ref go down in exchange for barracks and GDI PP. Nod defended for the rest of the game, keeping a comfortable point lead and winning on time.

    Mesa

    My first PUG game on this map and the best game of this evening. Beginning looked promising for Nod, who spammed arties at silo side and gained a decent point lead, but then Vertiso sneaked in and killed HoN. Shortly after, Nod stank rushed and destroyed GDI ref, which was followed by a counter attack from team Bong that killed the Nod ref. Since then both teams had problems with credits, but GDI was controlling the game and had a 4k point lead. With 5 minutes till the end of map, when it seemed like nothing can be done anymore, Nod amassed arties and killed AGT, barracks and PP in like 2 minutes and won on points.

    Really a lot of action for a game where both teams had limited credits. I was the only tech in my team for almost the whole game and was all the time busy repairing / remining after all those sneaking hotties.

    Overall decent games (at least the last 2), team Bong won 3-2 and Nod won 4 out of 5 games (wow). Also a lot of people, 40/40 most of the time.

  13. Yeah it was amazing :D

    Islands

    The starting rocket rush by Nod was one of the biggest fails I saw in PUGs (no offence :P). After that it was standard Islands, meds & mrls vs. arties & flamers, the score was even. But with 15 minutes until the end Nod took initiative and accumulated a 5k point lead. GDI couldn't push the Nod army back. And with 2 minutes till the end of game, when it looked like nothing can happen anymore, GDI decided for a Mobius rush. I think 15 mobiuses with 2 Ions destroyed the whole Nod base in the last seconds of the game, meanwhile Nod killed our Ref and Bar. Respect to those 5 GDI players that actually defended the base alone. What a finish and what a turnaround!!! Before we rushed with the mobiuses we knew that we will have to destroy whole Nod's base to win and we actually managed to do it.

    XMountain

    Not as intensive or interesting. The beginning was the key, GDI massed tanks while Nod went SBH C4. GDI was stopped and the SBHs managed to kill Ref. Nod's tanks finished the job, GDI was struggling to defend without credits.

    Complex

    Once again the beginning was the key. Great rush by Nod leading to exchanging WF for HoN won the game for them. GDI without meds doesn't exist on this map.

    Volcano

    A lot of action! GDI was dominating for the bigger part of the game. After 20 minutes GDI had a big point lead and Nod was lucky not to lose any buildings - it looked bad for us. So we decided to give a squad of SBHs a chance and they took the barracks down. With no hotty repairs it was much easier to gain control of the field and GDI was slowly crushed by vehicles.

    Walls

    Easy win for GDI. 3 humvees packed with engineers destroyed Nod refinery in the early game, which actually meant game over for Nod, that was pushed to defense for the rest of the game. Soon after Nod base was overrun with GDI meds, orcas and gunners jumping from chinooks xD Good fun.

    Team Bong won 4-1 and we saw Nod win 3 games, so that's a positive. Overall great PUG.

  14. Was good!

    Volcano

    This time Volcano wasn't as intense as usually. I think both teams were organized and played well, keeping the vehicle count high, pushing back and forth. The two hotwires that managed to sneak in and kill first HoN and then Ref decided about the game, GDI won.

    GoldRush

    Also not very intense, typical game on GoldRush. GDI dominating the field with meds/mrls, point whoring the Obelisk and winning the game on time. Nod almost managed to kill the AGT with an early APC rush and if they had succeeded, the game would have probably gone different.

    XMountain

    GDI did what it should always be doing on this map - spam meds :P Nod's organization wasn't the best, we didn't have enough tanks and lost quickly after a few waves of meds.

    Whiteout

    Epic game!! One of the single best games I've played on at PUGs. Nod played very well for the bigger part of the game, rushing at all times and not giving GDI time to breathe, let alone take control of the hill :P After we lost both PP and Barracks and were so far behind in points it seemed that it's game over.... but turns out not! Thanks to Crowsy, who managed to sneak in and take Airstrip down :D After that we lost our Ref, but we had Bong join us and he immediately organized the epic orca rush that managed to kill both Nod PP and Ref and give us a 500 points lead and a comfortable position to just siege Hand of Nod that at one point went down (did Nod stop repairing on purpose or what was that?). What a comeback!

    2-2 draw in total. The teams were pretty balanced and it was good fun :)

  15. Good games (well, most of them), even if all four won by the enemy team :D

    Canyon

    Nod had the initiative for the first half of the game, controlling field and gaining a comfortable point lead. But then GDI spammed meds, Nod didn't buy enough vehicles and we got a classic Ion at the end of strip, which basically meant game over. After that SBHs managed to kill barracks, but that didn't help since we didn't have enough power to counter more meds and Ions.

    XMountain

    Awesome game! It started bad for GDI after we lost PP to a sneaky tech (I think?), but then we med rushed with Ion and killed both HoN and Airstrip - we lost Ref in the meanwhile tho. So it was WF & Bar vs. Nod ref & PP with ~15 minutes to go and GDI only a bit behind in points. Unfortunately communication in our team wasn't good, we had no clear plan either... the siege of Nod base with meds & mrls that I proposed took too long to organize and we lost WF to an infantry rush in the meanwhile. Then our vehicles were destroyed with one good airstrike and it was game over again. The final gunner rush failed and APC + nuke rush worked for Nod to kill our barracks.

    Volcano

    Another intense game. Quick exchange of buildings in the beginning - HoN destroyed by a gunner rush and Nod PP by a hotty, meanwhile a tech took down GDI Ref. 2 buildings for 1, but I think it still could work in Nod's favour if we played better... unfortunately, we didn't manage to lock GDI in their base, not enough vehicles if you ask me. Instead they gathered credits and just med + ion 'ed us again :(

    On a side note, this was my first loss in a PUG game at Volcano :P My teams won the previous 5-6 games here :)

    Under

    Terrible game :P

    Frustrating for me individually, since for most part of the game I was the only med in team with DeVitto on my side as MRLS, while the rest of the team was busy failing to rush PP, failing to spy nuke, exploring the map, fooling around as infantry or doing I don't know what... When it was 10 minutes to go finally people realized that I might actually have a point with this whole 'IT'S UNDER, GET MEDS' thing and Ryz ordered a med rush.... but we never managed to get more than 4 meds online.

    Nod won on points while not really doing anything the whole game, just having control of the field I guess. Sigh.

    Even though 3 out of 4 games were really good, I feel random teams did not work this time. Team Bong had better players and was clearly better organized. Anyway, I'm happy that the PUG actually happened and that I could have fun as every week :)

  16. Much better than last week if you ask me!

    Walls

    Nod surrendered after being 2 buildings behind. Easy win for GDI, who looked better organized and destroyed first PP and then Airstrip with vehicle rushes. Nod did try, but all our attempts were stopped.

    Complex

    Nod won on points. This map went a bit different from last week and 2 weeks ago, GDI's advantage in field wasn't as big and at one point in the game both sides rushed and WF & Ref was exchanged for Airstrip, which gave Nod the point lead that was held until the end of the game.

    Volcano

    Nod won on points. Once again this map made for a really good game. In the mid-game, GDI PP was destroyed by arty spam while GDI was busy outside-C4ing and destroying our Ref. An exchange favouring GDI, but Nod was well organized and held the point lead. Then 3 flamers + 2 arties suprisingly managed to destroy the Barracks and since then for Nod it was just about defending until time runs out. The game saw a lot of denied rushes on both sides.

    Lakeside

    GDI won on points. Epic game imo, best I've played on this map. The early game saw apaches rushing and destroying the WF, while a GDI chinook filled with infantry destroyed the Nod Refinery. Big losses for both teams, but Nod had the initiative for the most of the game, the battle concentrated on silos. Nod 2 tank rushes failed, but they were still 1,5k points ahead 6 minutes before the time end. Then the epic APC rush (pictured above) happened! After an intense fight 2 Ions with cover turned out to be enough and the Airstrip went down, getting GDI ahead in points 3 minutes before the game ended.

    2-2 draw

  17. Short summary of the games:

    Complex

    Just like last week... GDI map won in GDI style. Although this week it was closer, after 30 minutes Nod still had all buildings and was only like 1k points behind - mainly because of using the spot behind silo to point whore WF with arties. Still med swarm seems unstoppable, especially with a well-timed Ion.

    Field

    GDI win on points. Typical Field game, GDI dominating the field and Nod trying to push through the tunnels. We even managed to destroy barracks with a rocket rush, but that didn't help at all, after few minutes we were behind in points again.

    I honestly can't imagine Nod winning this map on PUG-level AOW. There's not much tactics possible - as long as GDI spams meds they will have control of the field and a comfortable point lead (especially with the spot behind nod bunker where mrls can attacks HoN). Nod cannot destroy all GDI buildings using infantry only. What would maybe work is destroying the GDI Ref early in the game with some outside C4 or maybe some lucky spy nuking the WF?

    Walls

    Nod surrendered after losing HoN & being far behind in points in the mid-game. As Jeff said, on Walls Nod needs to arty rush and/or sbh c4 early in the game and hope for destroying a building... but they didn't try. I saw maybe one sbh c4 attempt the whole game, apart from that Nod seemed not to do anything but defend. Not a very exciting game, rather easy win for GDI.

  18. So I will write something about the games:

    Walls

    Early simultaneous SBH C4 + big arty rush (that wasn't spotted early enough) led to destruction of GDI's PP & ref and their surrender. Very good commanding from Gormomma and teamwork on Nod, everyone knew what to do!

    Complex

    GDI map won by GDI in a GDI manner, not much to see here. I really don't know how Nod can counter an organised vehicle mass on Complex... any rushes that Nod tries are risky since GDI can take control of the field and it's so hard to break through the siege of base when meds can kill Nod's vehicles before they get off the strip...

    Volcano

    Lack of defence by GDI led to the destruction of WF & Ref in the first 2 minutes of the game... too easy for Nod.

    Under

    Just like on Complex, a GDI map (on AOW it becomes even more GDI) won by GDI easily. Once again I didn't see any way for Nod to break the siege and actually do something. When they tried rushing PP in the late game, they had to give up on defence and lost the Ob to a med rush... which didn't matter really since it was clear GDI will win when we gained the point lead and locked Nod in their base.

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