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Everything posted by Quinc3y
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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.
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Fort was the best game by far, the others just boring vehicle spam. Shoutout to Jarzey the camper, Denuvian the tanker and Minji the sniper, best players on my team.
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I am not sure about it, but we can try.
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Alkaline, you must be trolling, man.
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Destroyed Airstrip/Weapons Factory vs Hand of Nod/Barracks
Quinc3y replied to boxes's topic in Renegade X
Aside from the obvious and very much needed increase of vehicle limits, a quick solution would be to increase vehicles' damage vs. infantry. Especially those of guns like med's or arty's. This would make driving a lot more comfortable. -
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.
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Just LOL @ Alkaline, you cant be serious in this thread...
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I won't be there either, going to visit some European wilderness... aka Warsaw
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Thanks for the recap Jarzey Yeah, I think the games weren't that great. The teams looked balanced though, especially after the first swap. 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.
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Yeah, really wp 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 Whiteout often produces some really good games. A good, dynamic map when the teams are balanced.
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I support Gliven's/Henk's/Denuvian's idea.
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We played to win Walls Nothing much happened for the first 30 minutes, just fighting for the plateau. GDI was doing better though and killed a few Nod harvesters, building up the point advantage. With about 10 minutes to go Nod was 3k points behind and tried flame rushing, stank rushing and rocket rushing. Only the rocket rush accomplished something and damaged our ref to ~30 health, but that didn't help and GDI won with a comfortable point advantage. Lakeside GDI lost the first harvester and that probably cost them a lot. Nod rushed first, apaches moved on ref while SBH nuked the WF. Meanwhile 2 technicians used the opportunity to sneak in to barracks and destroy it. Next apache rush badly damaged WF and the third one finished up both ref and WF. GDI tried to orca rush twice and tried to get some vehicles to field to kill our harvester, but they didn't really accomplish anything, all of Nod buildings remained with full health. Whiteout During the initial harvester fight, 3 flame troopers managed to get to WF unnoticed and destroyed it. GDI responded with a full team rocket rush, but since Nod controlled the comm center, they knew what's coming. Still, the firepower of 18 rocketmen/gunners proved to be enough to kill HoN and badly damage Nod ref. Not that it mattered, since 1 or 2 artilleries destroyed what was left of GDI base meanwhile Field Nod controlled the field and comm center for 80% of the game, killing probably every single GDI harvester. First, WF fell to 2 technicians (the comm center helps a lot with infiltrating as well), then GDI PP fell to a stank rush and GDI surrendered. Being unable to control the field, GDI tried to rush through the tunnels, but the comm center absolutely denied every their attempt. This game was all about this tech building. ~19v19, 3-1, GG.
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My first one finally http://i.imgur.com/pjE5YzU.jpg scoreboard: http://i.imgur.com/2xFZLeW.jpg Not gonna lie, this game was a pain...
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http://renx.wiki/wiki/Guides_and_Tips
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L2p Jeff, even jpj had better KD than you
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Yes, burn this map. It deserves it.
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LOL I vote for this one I won't be on the PUG invited to a party... damn, stupid parties
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My feedback on the new/updated maps! Crash Site my rating: 5/10 It is better than the previous version. I like how orcas were removed and the new design of the GDI base & addition of base defences. The biggest problem right now is that the map is advantageous to GDI. Guard towers >> turrets and GTs block off GDI base almost completely (only GDI ref is vulnerable to techs, also barracks but that one's extremely hard), while turrets are almost useless against infantry. Also, even though orcas were removed and there's no reason for ramps to buildings, they still are there, which also benefits GDI since HoN and airstrip are especially exposed to hotwires. All games I've played so far on the new map (I think 4) were won by GDI and all decided by sneaky hotwires. That's because of the choke points in front of each base, which makes it difficult to do anything with tanks. So solo sneaking is very effective. There's also still a couple glitches/places where you can get stuck, I can post them elsewhere. Arctic Stronghold 3/10 This map has potential, but still a lot of room for improvement and as it is now I don't like it. The vehicle area isn't designed very well. The lower level is big, but tanks don't really go there since there's nothing worthwhile down. Harvesters and the EMP cannon are on the higher level, and this is where all the tanks concentrate, which makes this map very tight for vehicles. The infantry path is long, pretty straight forward and you can only infiltrate the refineries. Which means 1 person camping can deny all sneaking attempts by the enemy team. Plus, that 1 camper will also block all players that would try to infiltrate enemy base while their base defences are offline. Finally, the EMP cannon... this thing is so bad I don't know where to start. After playing like 7 games, I still can't fully figure out how it works. 1) how to fire it? even when the light is green, I keep spamming E and it won't fire. does it fire automatically when charged? 2) how does the charging time work? is it independent or team-individual, as in, do you have to wait every time your team captures or not? 3) i'd love to see which team controls it so that during message 'base defences offline' I know which team's base defences.... Also, I feel like this map doesn't go well with the EMP cannon. There's only 2 entrances to each bases (one for vehicles and one for infantry), so even when the base defences are off, you can't really sneak in the enemy base unnoticed. The base defences are only off for 30 seconds, which means you can't reach buildings that are far away like the Power Plants or HoN. The only thing you can do is rush in for the AGT/ob... which doesn't have the suprise element at all and 9 out of 10 times it leads to losing your tanks. As a result, the map is decided by campers and better tankers. Thanks to veterancy, the team with better tankers will usually win within ~40 minutes. I can only imagine how much of a campfest this would be in the previous patch, without veterancy. Tomb 9/10 Honestly, the new Tomb is the best map in Renegade X right now imo. It's balanced, interesting (a lot of tactics work, a lot of units are useful), no glitchy/ugly spots (or maybe I just didnt find any bug yet ), there's no silly choke point that you can camp like on most maps, 2 vehicle entrances to each base... beautiful. Well done Thommy. Gobi 2/10 Terrible. It's ridiculously small, basically allowing b2b. There's no tactic that would work except for mass tanks and kill enemy harvester and the vehicle area is very boring. The team with better tankers always wins. As GDI you can't sneak in, as Nod only with SBH and stank and only if you're really lucky. Should be removed from rotation if you ask me. Field 6/10 Sooo much better than the old Field. The problem is the extremely powerful communication center that lets your team fully control the game. This map is now purely about controlling the vehicle area and the CC. No more fun tunnel rushes, since they won't work if you don't have the CC. Better tankers & better organized team will win this map, but since the vehicle area is nice and more balanced now, I don't mind it as much. Fort Only played like 2 games so far, can't say much. I like how both bases are spread out, can be interesting. But I don't like the choke point at the entrance of each base, can be easily camped. I won't rate it for now, need to play more.
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May add that. Please, this would help a lot, especially for commanders. Actually, it would also be nice to see the ranks of the enemy team - it's not like it's a secret, you see them in the game anyway. But being able to compare the ranks of both teams would help to see the progress of each & calculate the odds of winning. Never happened to me.
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Tbh I'm not feeling entirely positive about veterancy and see place for improvement and yes, as Newbie said, the Communication Centre is extremely powerful. I will give more feedback and write seperate posts on both of these once I play a few more days.
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Thanks for the nice recap, Jarzey Fun fact: while HoN was being destroyed, I was a tech inside WF with C4 on its MCT. I got spotted and, seeing that HoN was dead, I ran back to my base and made it to the terminal with 1 hp. Then I refilled and infiltrated again, used the chaos around WF to my advantage and killed the barracks. 1 hp. These are the details that often decide the game.
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I'm not an expert, but I think these cases aren't fault of the refill crate/airstrike, but the cloaking system in general. It is glitchy, sometimes even when you buy an SBH from the terminal, it won't cloak. I feel like it is a rare bug though, usually cloaking works as intended.
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Well, you insisted to play this map! I would have preferred another map, even if it would have been to our disadvantage. That is true But the choice in the end was Tomb vs. Under and even though I think Tomb is a much more interesting & balanced map, I didn't want to choose it because of the glitchy Nod harvester that keeps getting stuck. We've been through that on PUGs already...
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It was Newbie. Honestly great PUG. Lakeside Apaches & orcas action throughout the whole game. First apache rush failed, GDI answered with an orca rush that destroyed HoN (damn windows). Next apache rush went via the ref path, but went for barracks which fooled GDI and let us destroy the latter building. A few apache/orca rushes later, WF was damaged to 30 health and Nod refinery fell. After losing ref, things started looking bad for Nod that was also far behind in points. So we went for a rocket rush - the only tactic different from the usual apaches/orcas - and suprisingly it worked and we destroyed WF. So it was 12 minutes to go, airstrip vs. refinery and GDI was far ahead in points and having like 3 hotwires and 4 orcas camping their last building that was mined to the full. Looked like nothing we could do, but we lucked out and got a sydney spy. So we rushed as a whole team in apaches, sydney throwed that crucial EMP, and remotes on MCT destroyed GDI refinery. Whiteout Nod won the harvester battle, but GDI defended from the initial arty spam by donating each other and getting 4-5 meds straight away. A lot of our buildings got their health damaged though and Nod had a ~1k point lead during the whole game. No team had a big advantage during this game and both tried rushing. MRLS rush damaged Nod PP down to 30 health, a chinook damaged HoN down to 80 health. Still, Nod managed to hold on to the point lead until the very end and while we were already assuming we lost and discussing which map to pick next, with 5 seconds to go, 2 hotties infiltrated Nod PP and destroyed it with remote C4s, getting us on a 41 points lead... just omg. Walls Once again no team with a big advantage, balanced game. What decided it was GDI getting an SBH spy and Nod not mining airstrip tower properly. The spy planted ion inside the tower while orcas rushed. Airstrip fell and meanwhile 3 stanks damaged barracks down to 20 health. After that Nod tried SBHs, but GDI was defending very hard. Finally another orca rush destroyed ref and we surrendered. Under Nothing to see here... GDI dominating the field with meds while leaving 2 people back defending. Nod surrendered after 20 minutes of this borefest. 3-1, ~13v13. The first 2 games were truely epic. GG.