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Quinc3y

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Everything posted by Quinc3y

  1. I mean, it isn't very balanced. Let's see what happens.
  2. Ah, that one. That was ages ago? I wasn't a fan of it, no. New Mesa is better.
  3. @Newbie I really don't remember. Which old Mesa is that? The one in the original Renegade? And I dislike all maps with a single vehicle entrance to each base.
  4. Hehe, yeah this is obviously somewhat personal, but it's not only that game that led me to writing this. Trust me, I've played a lot of old Field back in the days. Plus the reasons I gave for why old Field is so bad are objective, I guess. I mean, sure people can enjoy the weirdest things... Who are you in-game btw, vandal? And yes @TheOlsenTwins, I agree old Field is much more playable in low player counts... but it's still bad. Field X works well even at 30v30, imo.
  5. Maybe I should start recording my gameplay. The HoN kill at PUG was nothing special, but some of the stuff happening to me in public games recently is hilarious. What programs do you guys use to record stuff? Can maybe answer me in PM please so we don't go off-topic that much.
  6. Some of the people who have been playing Ren X for a while probably know about my hatred towards old Field and how I often lose my shit when playing this disaster of a map. I don't want to dive into the reasons why old Field is a tragically bad map, I've already written about it once on this forum 2.5 years ago, but let's just say that it combines about every bad aspect of Renegade maps: it's too small, imbalanced, has 2 tight choke points for vehicles in front of each base, you literally cannot sneak in now that somebody put walls around each building, it's boring and a camp-fest. The new Field (Field X) eliminates almost all of these problems and I honestly think it's one of the better maps in the game. Replacing old Field with this one was honestly a big step forward. Yet, not long ago (?), somebody made the decision that old Field (with additional walls around buildings to make it even worse) should be brought back to the map rotation, at least on CT. WHY? Even worse, people (let's face it - mostly newbies and people liking to farm kills in tunnels) keep voting for this map in the peak evening EU hours. I'm all for democracy and stuff, but holy shit, not in this case.
  7. After playing around with the new cruise missiles, I also feel like they favour GDI, because Nod tanks die to them much easier than beefy GDI tanks.
  8. I liked Madkill's voice! xD Overall the PUG was very enjoyable.
  9. X D I see what you did there.
  10. @GlivenYeah I'm aware, posting here just cuz of sentiment / memories
  11. No posts in this topic for 1 month? This cannot be! I had a blast on the saturday PUG, my team was great. Imo insane performance by @jpjtyld (even by his standards). Especially on Tomb, it would be a struggle to fight all the LCGs and Raveshaws without him. As always, solid tank play from @Xeon Wraith , @DarkSn4ke and Danvik. You always want to have these guys on your team. Also shoutout to all the guys repairing, especially @Cephyrus for whom it was the first PUG and who did an amazing job. As for myself, 80% of the time I was running around as a hotty/tech repairing & sneaking & sometimes planning and giving orders. 10/10 commander gameplay, would recommend.
  12. Yes, that system makes a lot of sense.
  13. Regarding sneaking, I mostly agree with Jarzey's post. To put it in math terms: luck is a necessary condition if you want to get a building kill, that is: no matter how good you are with sneaking, you won't be able to be successfull with it if the whole enemy team is camping & communicating with each other. However usually it is not a sufficient condition. Experience helps a lot. Some sneaking skills Jarzey didn't mention in his post: - knowledge of players' behaviour/reactions. It's super helpful if you know when the enemy team can be distracted/when that one camper will look away for 5 seconds - assessment of when it is a good moment to even make an attempt at sneaking in (example: when the enemy base might be empty/when some path you could use should be clear) - using your C4s effectively: not blowing remotes too early, mining inside enemy buildings for extra protection, knowing when to repair your c4s on mct and when to shoot the enemies etc. - the stank + tech strat is pretty skill based I'd say - I'd say there is even the skill of how you position inside a building once you planted the c4 on mct. You want to have vision on the mct, but not be exposed to a random guy running in the building and one-shotting you/ forcing you to blow remotes early. You want to be able to attack from ambush as well. You also don't want to die to your timed c4s by accident. Some buildings have really good spots for hiding in (Power Plants, Airstrip, Barracks), while some don't (Refineries) But coming back to topic: it's probably impossible to make a fair leaderboard / choose a mvp of the match based only on numbers. Numbers like points, kills and veterancy don't always reflect how valuable you are (but they might). But how is an algorithm going to determine this? Let me give some examples of MVPs (and I will leave sneaking behind). 1. You're playing that arty/med/mammoth very efficiently and destroying many enemy vehicles & harvesters. 2. You're an insane sniper and you're tearing enemy team apart by sniping them in their base (example: Whiteout), which costs them a lot of credits and means they struggle to repair their tanks. 3. Repairing. A super important - and mostly boring - job that you are doing. Your tankers aren't the best, but thanks to your 1 hour of holding left click and staying alive, your team manages to win the tank slug fest and win the game (example: Canyon). 4.Camping. It is Under, you're playing GDI and your team is comfortably controlling field. You know that the only real chance for Nod to come back is to sneak in or infantry rush and both can only be done via the PP tunnel entrance. So you buy a tank and sit there for the next 1 hour. You kill a few techs and stop two rushes while the rest of your team eventually crushes Nod. 5. Commanding & communication. You're the one organizing rushes, calling out what the enemy is doing, donating other teammates & coming up with game plans. 6. Specific cases: often when the teams are even even the smallest detail can decide a game. Let's say you randomly spawn in barracks and meet a tech placing c4 on the MCT. You kill him, save the barracks and as a result save the game for your team. Sometimes the MVP can be the guy who spots a rush and will warn his team or can write 'MINES' in the team chat. Finally, often there are many super valuable players in a team. The guy staying alive in his mammoth forever is playing great, but would he be able to achieve these 8000 points and 50 kills if it wasn't for the one hotwire that stuck with him for the whole game? Then which of them should be the MVP? The mammoth, because his job requires more skill? Idk. In cases 1 and 2 a simple algorithm could probably give you the MVP title correctly, maybe in case 3 as well. These 3 cases are all reflected by numbers - be it score, veterancy, kills, or vehicle kills/assists. But other cases are impossible to be correctly assessed by an algorithm. Sometimes only human can correctly judge the performance of a player. Which leads to me the idea that we could simply vote for an MVP of the game after the game ends, just like we vote for a map. Regarding the leaderboard, I really have no idea. In-game points or veterancy will never be fair also because how much faster these can be accumulated in low-populated servers or on small/quick maps (example: you can gain 3000 poins and veterancy in 10 minutes on Volcano while it may take you over 1 hour on Lakeside if both teams are defending well).
  14. Our choice at that point was: - Tunnels: already played it that evening, so no - Mesa, Volcano and Whiteout: all Nod maps - Whiteout and Volcano also sniper-heavy and we were at a disadvantage here -XMountain: best for GDI here, but to be fair it's a really bad map and I didn't feel for another vehicle slugfest So I just told people not to vote to see what happens, althought I expected Mesa to win in that case. Fair enough, we almost took out the ref with the very nice rocket rush.
  15. I precisely remember saying "I think you can infiltrate our ref via backdoor with only activating one mine" at the start of the game. @Ryz Show this to Machete please so he doesn't use this mining technique
  16. Think it was called out on discord as soon as mines went down, but 1) on Goldrush HoN is far and unreachable with vehicles, 2) most of us were busy in the field, 3) it wasn't just a lone hotwire, but 2 sydneys, which are much more of a challenge.
  17. Despite the score being 3-0, teams felt pretty balanced and if our defence was more strict and we had some more luck, I think we could have won each of the 3 games. Decent PUG.
  18. Yeah, your team played well @TK0104, don't blame yourself. It was a good PUG.
  19. Nice one, but not as good as the Lakeside game a couple months ago, because this one wasn't really close it seems
  20. Hmm, could be. I can try to make it for 8 p.m. cet (the usual pug time)
  21. Well saturday evenings have been kinda difficult for me recently. Next saturday I will go out with friends and depending on when I come back and if I come back sober enough, I can play. Friday/Sunday idk yet. Anybody else would be up for it or just me and Gliven?
  22. Hey! I would be if I were home.
  23. It's worth mentioning that 2 LCGs killed GDI PP while we were busy elsewhere, that's what started our fall. Other than that I think games were good and close. I think team Ryz's base defence was kinda bad. On tunnels, I saw an officer and a humvee scanning the GDI base. Despite that, I managed to take bar down to 7 health solo and literally 1 minute later lava finished off WF that was sitting at 50 health. That shouldn't have happened. Same on XMountain, we won thanks to infiltration. I had no trouble at all entering Nod base and eventually I destroyed a building on my third attempt, when I had some luck (and Jeff) on my side.
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