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Madkill40

Phase 5 Beta Testers
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Posts posted by Madkill40

  1. 6 hours ago, Handepsilon said:

    Madkill,  may I ask when was the last time you tested Firestorm? That was already a feature in like... a month now. Granted they're still barebones and at one map glitched out, but it works otherwise. I'll let you know hoe to use it later tonight if you'd like

    A feature like that in RenX might be worth considering

     

    PS : No offense on that first remark btw. I was just genuinely curious

    Probably about, last week? Or the week before... 

    I read the changelogs from time to time but a lot changes. Something like that can be easily forgotten about when its unused. [Considering not every test is a full team Vs team playtest.

    I try to make it to test where possible but work-days tend to get in the way and on other days where I could make it testing was cancelled or moved to the Sunday which is a day I'm typically at work from 7am - 6pm. 

    Altho in the coming weeks my current job I'll be saying bye bye, which means more test for the test-gods.

  2. On 5/30/2021 at 7:01 PM, isupreme said:

    Too bad there is no game mechanic that compels them to learn its use.

    If there was one interactive feature with the overview map it'd be for players to 'beacon' points of interest, they wouldn't show up in-game but the minimap/radar at the bottom could 'ping'. Cooldown of 1 minute per player. e.g. Hold down LMB for 3 seconds to ping a 'point of interest' on the map.

    Might be something useful for Firestorm if not for RenX 

    • Like 1
  3. On 10/28/2020 at 1:15 AM, roweboat said:

    I think it's a crime that Valley is on this list but Fort isn't 🤣

     

    Walls will win

    And yet Valley is on there despite the fact that it hasn't been in rotation for years. [and was the most short-lived map in RenX's history]

     

    All in all, there will come a point where 'map packs' are likely required again thus bringing back some of the oldRen charm :P

    • Like 1
  4. 1 hour ago, Agent said:

    The lack of communication only exacerbates my concerns that leadership will decide to further violate agreements. I do also feel that current, former, and future team members should be informed of affairs and developments, since I have no way to know how informed the team actually is of current leadership decisions.

    I'd imagine those who terminate their membership willingly and those that are terminated differently result in different reactions regarding post-team membership? 

    1 hour ago, Agent said:

    I have sent Fobby 40 direct messages, spread across 7 different days, in addition to the group chat messages

    That comes across as harassment and probably made the end result worse for yourself in the long run.

     

    I do think that termination of being a Phase 5 Beta Tester is somewhat unfair, however given the circumstances of your termination there might be some underpinning factors which you have not been honest about within regards to your issue(s) here. I, however, will not make assumptions about what the underpinning factors might be.

    • Like 1
  5. You could also be considered petty for posting this publicly rather than speaking to them as a group directly?

    On 7/20/2021 at 12:52 AM, Agent said:

    I'll move on from the topic for now, however aspiring developers should be aware of how predecessors are treated.

    This especially comes across as trying to 'shake the tower' as it were, be it intentional or not, by besmirching the team as a whole when one user may have just made a mistake. [unintended or not]

    Just wanted to point this out. As you are a former developer you're well aware how digging up past drama [as correlation or not] can be damaging to the community. 

     

    But hey, your 'Former Developers' is there, as it was when it first appeared so I assume this was just a 'blip in the system' right?

    • Like 1
  6. Since Official Release Changelist:

    • Vehicle paths have been modified to enable smoother combat
    • Endgame Cam has been rerailed
    • New Minimap
    • Port has had boxes moved and has been modified
    • Lighting has been modified
    • Optimizations have been made
    • All static meshes which should have collisions have collisions
    • Floating light-fixture static meshes have been moved/deleted
    • Vehicle rosters now have the *Raider Buggy & HMRLS
    • HMRLS can now travel across the water by the tib fields
    • Character rosters now have the *Armoured Sydney and Mutant Raveshaw versions instead of original
    • GDI and Nod Bases, as well as their main entrances, have been relayered
    • Tiberium tickrate and income has been diminished drastically
    • Base defences have been modified
    • Two Obelisks outside the Temple of Nod now have their actual pointy red hats
    • Fog has been reduced in places

    413734238_NodBase.thumb.JPG.73aa19c54df28e17feaa3ab23a8f4264.JPGScenic.thumb.JPG.c2bf99dfa89d802d4ee0e6fa403583db.JPG1049456134_GDIBase.thumb.JPG.8a1881640c77a6dc54ec9a72cd767f0c.JPG

  7. CNC-Chomp


    Welcome to an experimental Objectives map.

    Each team must destroy the other teams' Communications Center before the other team succeeds.

    Empty vehicles [that do not respawn] are in both bases. 

    Bases exist but only the Comm C. structures are 'Significant'.

    Map Info:

    Nod & GDI have attempted to create a small outpost on another island somewhere within the pacific ocean, Nod have currently had their Airstrip taken down but both factions require communications enabled for further reinforcements to secure the area. Keep your Communication Center alive whilst also ensuring the enemy Communication Center is destroyed.

    TBD: Figure out how to stop the Communication Center structures don't take friendly-fire and also be repairable.


     

    • Thanks 1
  8. On 5/27/2021 at 4:13 AM, isupreme said:

    Like there is not enough happening in the game developement...

    And Like we do not EVEN mention the improved Arrowhead indicator for locating oneself....

    .... But could we maybe consider in the far future.......   Making the Buildings Of The Base look more distinctive on the maps?    Maybe using the team colors to highlight them?       It would be great if it included a symbol to help new players get oriented.    It might help them understand that Keeping The Base Safe....  is  Plan A. 

     Keep up the work......

    I did a rough draft of this with one of the Toxicity minimaps, mostly to indicate where the TeamSilo's were. 

     

    It's amazing how many players must not press the 'M' key at all.

     

    But I also used yellow and red text, rather than the icon. 

     

    Its a shame the UI icons don't always line up with the minimap, despite the minimap itself being very accurate. 

    Just can't trust those UI based radar icons sometimes 


    So you just want to be able to tell the buildings apart by looking at the minimap? Coz... idk how you can confuse'em. 

    Any examples?

  9. On 5/28/2021 at 8:51 AM, CoreDefender said:

    They were already in both team's bases before, the only real change would be to make them significant :)

    When the TeamSilo is 'Significant' people confuse that for the Refinery. Because in their infinite wisdom, a particular dev thought the same symbol for both made sense... [Unless that has actually been changed] 

    And Rep. Facilities I just forgot already existed.

  10. Changes: [Oh Boi]

    • GDI and Nod bases have been rearranged [infantry travel time between buildings reduced, massively]
    • Repair Facilities added to both bases
    • Vantage points against the Barracks and Airstrip accessible from two point via the middle of the map
    • Refinery and TeamSilo tickrates reduced
    • Full Tiberian Sun arsenal can be purchased on both teams. [Wolverine, Titan, HMRLS, Recon Bike, Raider Buggy & TickTank]
    • Less turrets
    • Less towers
    • Infiltration to all buildings is now easier
    • TeamSilo's in both teams' bases
    • Mine limit increased to 24
    • Vehicle limit increased to 17
    • Misc changes
    • Travel time as infantry between bases? Reduction not possible
    • Minimap TBD.

    - \ - \ - Map requires testing - / - / -

  11.   

    On 8/11/2018 at 9:02 PM, Fffreak9999 said:

     

    Team 1 Commander: @Davidbeast

    Team 2 commander: @Xeon Wraith

    Score: 3 - 0 (Team 1 wins)

     

    Match 1: Complex

    Victor: Nod / Team 1

    Demo Download Link: Complex PUG Demo 11/08/2018

    1.thumb.png.27eeabc262723eb1546ead726f70b475.png

    Both teams contest for silo, GDI manages to infiltrate HON but fails to get an armor break. Nod rolls out with artys/lights/flamers, GDI with Meds, MRLS, and later mammoths. Both fight for field control for the majority of the game, with Nod having the upper hand most of the time due to raveshaws being uncontested. Airstrip gets chipped down to 40 HP from a buffed tank push, while all of GDI's buildings get armor breaks with Refinery taking the most damage, at 21HP. Eventually a Mendoza destroys the GDI Refinery from the outside with a little arty support. GDI tries one last push with an offensive buff, but fails to do any significant damage, and Nod snowballs to victory.

     

    Match 2: Islands

    Victor: GDI / Team 1

    Demo Download Link: Islands PUG Demo 11/08/2018

    2.thumb.png.e276bbb35b9998e72e7389b09aec0e93.png

    Neither team ends up infiltrating each other's base at the start. GDI rolls out with Gunners, 1 MRLS and some hotwires while Nod gets Arty/Tech/LCG. Nod pulls out on top in the first engagement, but fails to armor break the GDI Ref. Meds with Sydneys push out, and a back and forth battle for field control ensues with no buildings taking any armor breaks. GDI eventually locks Nod in with a massive ball of tanks, and destroys the Nod ref. An Ion at the end of the strip with tanks hitting HON sealed the deal. Nod attempted an SBH nuke with outside C4 on WF, but ended up getting caught.

     

    Match 3: Field X

    Victor: Nod / Team 1

    Demo Download Link: Field_X PUG Demo 11/08/2018

    3.thumb.png.df0a10a6911cbcfebcd00a0ea792df69.png

    GDI attempts two consecutive Grenadier rushes, both fail to get an armor break. Nod's Rocket rush ends up running into GDI's second grenadier rush, and fails to get an armor break as well. GDI however loses their harvester, while Nod saved theirs. With the extra funds, Nod is able to hold field for nearly the whole game minus one med push that reaches the Comm center and slightly past the upper bridge, but falls apart due to lack of repairs. With low credits, GDI is unable to contest the field, and also cannot contest Mendozas camping the tunnels. WF goes down from artys, and GDI surrenders. 

    Turn this into an info sheet and also part-bot for the more obvious lines.

    The rest is on Each Commander to fill out and once both Commander's forms are reviewed, one button confirmation for the reviewer = bot auto posts into this thread. @Agent

  12. 5 hours ago, Leader Bee said:

    Just a quickie; is there any instance that i would want to use the sbh smg when the laser has infinite ammo? Its not clear if the smg does more damage or has some kind of different profile that would make it the preferred choice in some situations?

    You can shoot a tanks repairs and the tanker won't even realise their reps are dead (or being attacked) until after they've just slated their own team for 'abandoning' them in the field

    • Haha 2
  13. Errybody within range of a pedestal beacon should have those 2-3 seconds of shake n bake. Then cut to EndGameCam. 

    The nuke skeletons everybody with radioactive agony, but in a visual sense. [Hues and distortion for playercam, yey]

     

    Makes the Pedestal Beacon visually more worthwhile and satisfying. <Swanson

     

    Players friendly with the PedBeacon got a close up look of them too. Settings > Enable Gore, to have or not.  

  14. On 4/3/2021 at 4:36 PM, slashes said:

    cheese map under is already in there with ya able to walk from tunnels to power plant  but this time in 1 single go instead of ya getting killed by ob and agt trying to do that. in the original the ob would kill ya if ya dident stop halfway and crouch for gdi it wasent possible alone because agt hase auto aim of death

    Unsure of Eyes/Outposts. But map exploration needs to be approached a lot differently in the community that's for sure

    • Like 1
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