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Madkill40

Phase 5 Beta Testers
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Everything posted by Madkill40

  1. Changes were made to make the land more versatile and to make more intention from the central entrances, a lack of seeing the map played concerns me slightly however
  2. Ah bugger, that is going to be really infuriating for anybody nearby should a player exploit this
  3. It comes when it comes, so long as it comes eventually then all can be happier. Thanks Edit: With that being said, is there a specific .ini file within RenX with a line regarding which audio output device the game uses? If at this point it is possible for the end-user to tweak it then that'd be very handy as a temporary measure.
  4. Regardless of the outcome of the poll this should not be mandatory for every server to follow, make it a server-side option. It doesn't matter if every server enables it, the principle of allowing a choice is important.
  5. Why do lag spikes on the PT screen disappear when the soundbug activates? This is still a thing. Maybe just put an audio device setting in the settings menu- let the client specify which sound device to use for the games' audio output that way the gane can never be confused because for all we know it could be Windows 10 being a cocky bitch
  6. They can and shouod be compared by way of effectiveness, the arty is still more effective in a head-on fight with other vehicles unlike the MRLS which is better as anti-infantry unless it is ignored by other vehicles. Slowing the rocket curve hinders its close range ability but I can already see the abrupt U-turn symptom becoming more frequent if its rocket curve is reduced. Ideally and instead of reducing the turn-rate (or as well depending on reduction) if the MRLS hasn't locked-on to a target the rocket shouldn't follow the cursor directly and should, after some travel time, deviate off its intended course in a random direction, if it goes in a random direction towards the floor or a static mesh it has a lifespan of 2-3 seconds before it explodes anyway if no contact is made This should, in-theory, result in more misses unless the Nod team is densely packed together which would result in an expected blazing doom
  7. Whatever allows a rocket to do a sudden U-turn just after a corner may want to be ironed out as that is a debatable oddity, which may actually have a higher chance if the turn-rate is slowed down depending on how a player attempts to curve a rocket.
  8. Tip for tackling MRLS/Arty: Charge them and swerve. MRLS' having a rocket curve advantage is so handy for GDI that it makes the MRLS a useful vehicle again and it only infuriates Nod players who camp behind corners. So the Nod Obelisk can be hit by the MRLS on Under/Field, that's not an easy curve to make and IF it isn't possible to get to the MRLS to destroy the bugger then there's clearly more than just an MRLS to worry about at that point in time. The same way an MRLS can curve rockets to kill reps the Arty can arch shells to kill reps too.
  9. Not sure if its CQC related or something changed in a patchnote but the MRLS rockets are amazing - I like being able to down close encounters with an MRLS like the Arty can and I can still get away with rocket curls, its just that little bit more difficult to get the right angle which is a challenge so - that's all good in my book Still able to kick ass with an MRLS, even if I'm just harassing an area preventing Nod from getting closer - yet somehow getting that +1 VP veh damage and the odd kill
  10. On Tomb there is a hawk sound effect which activates by the GDI Guard Tower, taping any directional key triggers the Hawk. Tapping in the correct combination allows you to remix the Hawk sound effect on this map, may want to sort out the Hawk sound effect @TK0104 unless its a game issue
  11. Heck, the gimmick of that map is worth salvaging whereas the map itself would look less out of place in Counter-Strike: Source
  12. New SDK is ready for download..?
  13. Having to overclock to run RenX? Not an ideal solution imo.
  14. So the advantage goes to those who can hold off their opponents in infantry combat - the radar giving that distinct advantage of knowing where the incoming enemy infantry are? I'd just leave very few corners to hide behind near the Comm C. so there isn't as much a disadvantage for the opposition to take back control but - not my map so imma stfu
  15. Lets prefab them lazer walls plz
  16. FarX? RenCry? Midway RenX? I'm going to have to try this map eventually me thinks
  17. Its not necessarily the easiest vehicle to actually get the kill on infantry with, MRLS's can't lock-on to infantry - but they can avoid nasty "Camp around the corner" tactics. Nod get suicidal flame tanks and Lazers in case of corner-camping
  18. But don't reduce Arty splash? How biased
  19. Best ckrit aimbot ever. 10/10.
  20. Just set the map up in a Battlefield way, [vehicles ready to take on the ground] it'd be like Planetside but limited but everybody spawns via paradrop and its last man standing. Paradrop spawn would be random, but just put players high up and let them fall until they hit space bar? FFA or Last man standing, would be neat
  21. And you never will!!!! But! We could start a riot... Peg Epic to clash with EA and acquire exclusivity of RenegadeX!
  22. I wonder about the 15 "Others" ... lemme guess, pug?
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