Jump to content

Quinc3y

Moderator
  • Posts

    286
  • Joined

  • Last visited

Posts posted by Quinc3y

  1. @Boomer I disagree about Eyes :D

    The Sunday PUG was a nice experience in overall.

    Less people means better communication and being able to "control" your team better as the commander, which is nice. But yes, as Boomer said, infiltration is very easy. A record amount of buildings died to hotwires/technicians.

    Then again, if you are sneaking, you are not defending and not participating in the vehicle fight and your team can be overwhelmed. This is what happened to us in the first game (Tunnels). Too many people (2) went sneaking (even though I did not ask them to) and this was one of the reasons we got destroyed quickly. In other words: sneaking in low-population games is high risk-high reward.

    I feel my team could have been more disciplined, especially on the last map. The plan on Fort was 3 guys sbh nuke, 1 person camping HoN and 8 other people: tanks, raveshaws and repairs. The sbh nuke worked, but in the meantime we lost airstrip and hon. How on earth when I ordered 9 people to defend & take field? I guess because some left the base to do their own stuff.

    But anyway, I had more fun than on Saturday. GGs.

    • Like 1
  2. @Gliven The only real possible use of the backwards driving glitch is Nod APC rushing on Under. If you drive normally, you can only reach AGT, but if you drive backwards, you can reach WF & ref.  But yeah, this one is not a big problem to me.

    @Agent I see that this is a game, but at the same time it is competitive. Most of the times I play to win and some of these glitches are game changing. Imagine the frustration after you manage to sneak into HoN after 30 minutes of trying and then you run into invisible mines in the floor. Or: a close game where both teams try hard is decided by a nuke that is partly blended into a rock and you have to stand still while disarming, which results in the disarming people getting sniped. This is "intentionally ruining other people's fun" - in this case, the fun of the people that are playing to win.

  3.  

    Thank you for all the quick responses!

    22 hours ago, Fffreak9999 said:

    This can't be moderated, as the game is what causes this, not the players.

    I don't really understand this sentence. I can see that some of these glitches cannot be (easily) fixed, but why can't they be moderated - as in prohibited This question applies to many of the points you made, fffreak.

    Also, I personally think that every beacon that is placed with the intention of being blended into textures (and the same with proxy c4) shouldn't be allowed and should be disarmed by mods. Even if you can technically disarm such a beacon with a repair gun/tool, sometimes it's extremely hard, because you can only see its top or whatever. Once again, it's the intention that matters. Just a suggestion for admins to consider.

    22 hours ago, Fffreak9999 said:

    - Walls: entering Nod base with tanks by jumping the wall on the airstrip side - GDI also faces the same issue with NOD units doing the same.

    How? You can't do it on GDI side afaik.

     

  4. lol. I think that adv. engineers are the most powerful & versatile units in game. They are of great strategic value and even more so if you are not able to buy them anymore.

    I like hunting for the last hotwire/tech. I like how you need to deal with the lack of mines when you don't have a hotwire/tech in the team anymore. All this makes the game more interesting. This is why I think adv. engis should remain unique and not purchasable after destruction of hon/bar.

    • Like 1
  5. So we all know that in Renegade X there's a lot of debatable plays one can pull off. Some of these are considered glitches and are illegal on all servers (getting vehicles on infantry-only zones) while some are tolerated or even considered natural (jumping into airstrip tower on flying maps).

    The examples I gave above are kind of extreme, but there's a lot of actions that cause confusion and their legality depends on the server/admin of the server that you ask/the mood of that admin. 

    So, to sort things out and to prevent myself & other players from whining that the other team should not have done this or that because it's a glitch, I'd like to request that a CT admin (or maybe even make a game-wide rule set for that? Idk if it's realistic) clarifies all the controversial actions and states which are allowed and which aren't.

    To list some of such:

    - flaming humvee/buggy

    - flame tanks firing through the back of barracks

    - invisible remotes on a stank

    - hiding beacons inside the lights at the end of airstrip

    - driving some vehicles (like Nod APC) backwards down the hill for highly increased speed

    - invisible (thus not disarmable) mines at HoN MCT on some maps

    - partly invisible (disarmable) mines at HoN MCT on some maps

    - climbing building stairs on the outter side of the railing

    - placing beacons that partly blend into the walls of GDI PP (still disarmable)

    - same as above when you blend beacons inside no-collision rocks where you can only see bits of them - there's a spot like this on Snow next to WF front door

    - disarming beacons through the wall of a building (can be easily done in WF)

    - Walls: entering Nod base with tanks by jumping the wall on the airstrip side

    - Whiteout: infiltrating Nod base by walking out of the map (https://youtu.be/7AtBrmhozjw?t=826). I think there's a similar path to GDI ref as well.

    - Gobi: b2b sniping

    - Under: jumping on top of Nod PP

    - Complex: hitting HoN from just in front of the GDI base (central part) with gunners/rocket soldiers/MRLS

    And there's probably many more that I didn't think of here. Also I didn't list the ones that I consider fairly obvious (like b2b airstrikes on Islands).

     

  6. I'm all in favour of the surrender system. Maybe the voting could be longer tho, because sometimes people miss it.

    But what is worth mentioning here is that the veterancy system is reponsible for more surrenders.

    Right now the winning team becomes stronger as the game progresses, making comebacks much harder. Especially if a team loses a building in the early game - then, with the increased veterancy gain that was introduced recently, the team that destroyed that building will all be veteran almost immediately.

    When you are a building down and the enemy team has their whole base left, the only real chance for a comeback is to sneak in. That's because you can't overpower them and you can't commit too many players in the losing team to a rush, because the enemy - which has the veterancy advantage - will crush your base when you're rushing.

    These are the downsides of veterancy, which all in all I'm positive about. Maybe decreasing its gain rate would make games more interesting.

    Not to mention that some choke-point maps are almost unwinnable without HoN/Barracks. Try winning Xmountain when you can't buy specialized infantry and the enemy has their whole base. Or even Walls.

    • Like 1
  7. 1 hour ago, CampinJeff said:

    Not a necessity, but you can fool enemies by standing still in front of purchase terminals with your c4 on the mct

    lol, that sounds hilarious. I don't think it would be effective though.

    @topic

    That would certainly make spies much more powerful, since any spy with a rep tool would be able to destroy enemy building. Spy engis would be able to do so within 12 seconds (2 refills for remotes... 1 refill every 6 seconds if I'm correct). Spy engis would be too good imo.

    But right now spies aren't very useful. Aside from SBH spy that is great on every map, the rest of them only make sense on maps with base defences. So maybe some kind of spy buff would be needed.

  8. , Gunners are a better option at the start of a game than MRLS

    Donating best tankers for meds >> Gunners > mrls. Mrls really doesnt stand a chance in the early game in this patch imo, only later on when they can be covered or for rushing.

  9. Thanks for the recap Jarzey :)

    Yeah, I think the games weren't that great. The teams looked balanced though, especially after the first swap.

    Arctic Stronghold

    Actually, the Nod PP was finished by another gunner rush. We did 3 in total and the 3rd one finally had enough damage & suprise element. Another fun thing was that, after PP went down, I infiltrated your base with a gunner and killed HoN solo (except for the last one hit) while your team was busy defending the Obelisk.

  10. Whiteout:

    Probably one of the greatest whiteout games i've ever played, no hon, strip heavily damaged, 2 stanks and an SBH did magic and destroyed the bar and wf simultaneously

    Yeah, really wp :D I was expecting a stank rush since this was Nod's only chance to turn the game around, but I thought I will snipe some more special characters first and patrol for stanks later... proved to be too late.

    Honestly, you got lucky with that SBH nuking WF at the same time as you stank rushed. But fair play to him, he kept that SBH for about 15 or so minutes after losing HoN and if he was sitting by our WF all this time waiting for an opportunity to nuke, then really wp by him. At the same time, we also probably got lucky with killing the HoN - was killed solo by a guy whose name I didn't see before.

    That game also proved that comm center is not only op, but also imbalanced, since it favours Nod. We as GDI couldn't do anything when you were controlling it, while you could still successfully rush.

    GG :D Whiteout often produces some really good games. A good, dynamic map when the teams are balanced.

×
×
  • Create New...