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Madkill40

Phase 5 Beta Testers
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Posts posted by Madkill40

  1. I really like the look of this map, if you're unsure with a minimap get in touch and I'll try to find time to make a minimap for ya :D 

     

    Regarding pathnodes, you'll find them in the content browser - not in the main tab [I currently forget the name of the tab] but just drag and drop the "pathnode" from the content browser onto the map, put them a Mammoth-Tank and a half apart from each other and just make it basic for now. Then just "build paths". AI should then be responsive so long as they can each reach the enemy teams' base 

    Be aware of any 'lights' that have 'dynamic' anything enabled, unticking the 'dynamic' properties in any of the maps' lights should help with optimization - there's also A lOt Of GrAsS - find some particular areas to have a meadow-amount of grass and other areas could do with just patches of grass instead of a whole field of grass :)

  2. I'd rather be a good lil'moddy and use the Commander powers to in-game'style tutorial for players per round, essentially the ones on my team would be getting informed of stuff - by making it interactive creates a more enjoyable learning experience.

    However, trying to teach somebody who doesn't ask is typically difficult information for them to absorb, everybody learns differently etc.

  3. Not having an FX CPU fixed 64bit issues for me. No more lagspikes on the PT and have not yet had the soundbug either whilst running 64bit.

    UE3 really churns away at a single-core and boasted multi-core processors seem to struggle compatibility-wise. This is nothing new, but its safe to say upgrading away from an FX CPU confirms this, as a (pricey) solution

  4. On 7/14/2020 at 11:23 PM, Riou Insuiko said:

    That way it will be easy to identify who is doing it and much easier to contact that person to try and explain to them the general strategies of mining.

    This is so heavily dependent on approach and I don't think somebody else's poor approach should deny your whole idea to prioritize the warning - however bear this in mind that some people think explaining involves an unprofessional approach which usually includes slurs and demotivating assholery. So all players would need to ban that player before the overminer if it comes down to it. ^_^ 

    On 7/14/2020 at 11:23 PM, Riou Insuiko said:

    Or, if you are ignored, making it even easier to pinpoint who is doing it and encourages the rest of the team to actually vote when it comes to banning the miner, since they will have received the same warnings each time that player has overmined.

    Some players could be replacing building mines and gets banned for overmining, despite having to deal with the real overminer in their own player-like goodguy fashion.

    But "pinpointing" could just mean that any mines placed over the limit could appear as a transparent Proximity-C4 mine on the overview map (NOT THE RADAR, unless they're forcibly linked then scaling them is as important as the translucency) 

    That way players can see where the over-mining mines have been placed on the map. [Which will lead to a steadier debate and an ease to communicate 'mine etiquette & strategy'] which will also require discipline towards what exists already, poor approaches from players' idea of explaining something involves demotivating language. Always be professional when explaining anything, its good practice and a transferable skill. ;) 

    On 7/14/2020 at 11:23 PM, Riou Insuiko said:

    In addition I think that the team's commander should have the power to remove all teammate's mines manually if desired. Say there is 1 mine poorly placed but 4 others at the proper place outside of a building. Rather than removing all other mines, it would seem ideal if they could right click remove said mine. Right now the choices are to remove everything else or make the person who placed the mine disarm it (which is much harder than it sounds).

    The teams commander can remove any mines not placed in or on a building. :)

  5. 15 hours ago, DoMiNaNt_HuNtEr said:

    You're excused. But lets be real - shit talking has existed forever in not only videogames but in every competitive outlet, like sports, betting, racing, boardgames, whatever, everything. No amount of SJW wishful thinking on your part is going to change this.

    But I like the rest of your ideas, especially the more noticeable player map marker one and the battlefield style turret icon to show you which way you;re facing from the tank chassis.

    Could you like, not de-rail the topic with unnecessary adlib? 

    You're not currently in the game right now, you're on a forum.

    Additionally, "shit talking" otherwise referred to as "Banter" is expected in any team Vs team game - however depending on your definition of the term can vary how much the "shit talking" is just an excuse to be a piece of shit.

    But seriously though, this appears off-topic.

    On 6/20/2020 at 9:52 PM, dabigma said:

    - sometimes i would like to play without gamechat enabled - i dont know if its possible.

    But if you need to know where specifically the beacon has been planted and somebody is trying to inform your team and you... aren't you going to be blind to anything the voice commands don't quite cover?

    • Like 1
    • Downvote 1
  6. I've wanted a mortar in this game for a long time, but not on a vehicle - as a Gunner Alt.fire 

    19 hours ago, N4CR said:

    Infact if anything, MLRS needs nerfing for being able to curve missiles so much...

    Steady now, MRLS' have only just become useful again and they're not the easiest to aim with without lock-on. 

    The issue with a Arty/MRLS being able to have a mortar-like trajectory is the fact that most maps would pay the price as a lot of walls/cliffs/obstacles that typically obstruct fire would be rendered useless Vs ground vehicles. 

  7. 17 hours ago, isupreme said:

    hold Q on a friendly player for 2 seconds so the console opens up with "/donate <name>" already filled out.

    Hold-Q whilst pointing at a friendly or enemy player to enable a few passive options.

    Player is presented with an option depending on target.

    1. Tip Ally [If Friendly] / Create Priority Target [If Enemy]
    2. Tip Allies [If Friendly] / Create Priority Targets [If Enemy]
    • Tip Ally
      • Option 1 through 9
        • 1. 100
        • 2. 150
        • 3. 200
        • 4. 250
        • 5. 300
        • 6. 500
        • 7. 600
        • 8. 750
        • 9. 900
    • Create Priority Target
      • Option 1 through 9 ^ 

    Allies/Targets is based on allies/enemies within proximity to you, (radius is the size of a Mammoth tank in diameter if a Mammoth tank was a whole circle) the same values 1 - 9 remain the same but vary as a multiplier depending on targets. 

    And of course, this popping up shouldn't affect the player's ability to do anything - I figure 1 - 9 as options for value would be better than literally having to stop everything you're doing to type in a value

    • Like 1
  8. 1 hour ago, SinisterPoem said:

    instead of their shitty attempts at shooting air with tranny gatlings.

    Fuck you, they're trying to help. 

     

    Instead of some exclusion tool rigged into the game, I'd rather be able to flag one additional team mate to be my No.1 priority passenger, so if I'm in a humvee the player I've select as No.1 priority or I suppose as a subjective 'VIP' - will always have the ability to jump into the humvee and remove a player loitering in my one and only spare seat.

    With team work, (if there are 5 of you) you could individual set one another's priority to each other and thus all have a spot in a Tranny/APC. Maybe not, depends how it would work via the backend of the game. 

    A priority player per-match option for the 2-player vehicle rides would be handy 

     

    OP needs to chill out regarding players using the guns of a Tranny, especially if they're new players - take it as an opportunity, in a way which enables a decent experience rather than some hostile spammy one

  9. 20 hours ago, roweboat said:

    Obviously the vote kicking system needs some work. More specific choices should be available for...

    But definitely make vote-kicking team only.

    And if anyone thinks being unable to kick an AFK'er from an enemy team should remain optional among both teams is automatically suspicious of being one of those who vote kicks somebody for kicking their arse

  10. 3 hours ago, isupreme said:

    What about AFK?      :   lets make AFK kicks separate and clearly noted as AFK vote.

    If the votes are team-based then kicking somebody for being AFK requires less votes and is self-moderated by each team, instead of both teams. 

     

  11. 2 hours ago, Sailarc said:

      and, why a player can vote kick opposite player?

     

    That's actually a really good point. 

     

    You should only be able to votekick a team mate - not the opposition. 

    Votekicks should be Team-only. @Fffreak9999 Quick!ToThEcTcAvE!!

    • Like 1
  12. 5 hours ago, Gex_str said:

    Fun fact: we already have one as a loading screen from Desktop to Main menu

    20190606160219_1.jpg

    Sorted.

    New menu object please, just this. It can serve as information. 


    PGoal, for in-game on first join of bound to an F--Key ... could create a fancy-cool EVA introduction video as an overlay -  player gets prompted, each individual segment of information in this image could pop up C&C style, maybe with an EVA/CABAL VO thrown in. [Would be better a alternative to the menu or first join BOOMINFOMATIONHere's how to play]

    However, a new main menu page with this image on display would be an additional/solo quick-solution - It could save your team and yous' base some day

     

    • Like 2
  13. If you've never played RenX before but have 2,000 hours on CS:GO and are pretty damn good then that skill is still transferable to some extent, you'll kill all in your path even if you don't understand why you're the only one in the enemy base killing the same 4 enemy players.

    RenegadeX needs tutorials, its a lack of knowledge of how a match should play that imbalances a team - not necessarily/solely individual ability

    New players need to know the what's and why's, they can't just be expected to find the answer easily during a match all the time because once you lose a few buildings/rounds in a row its very off-putting and no amount of auto-shuffle system is going to solve this issue. 

    The fact that RenegadeX doesn't have the most informative how-to-play splash screen that the original Renegade had is where RenegadeX is failing new players.

    We need this. Not necessarily as a loading screen. But at least as an option on the menu so players can have the slightest idea about how to play the damn game.

    this.jpg.a76fad6bbe0bddf190103d71a7fc42bc.jpg

     

    Edit: Hekk, something like this could pop up whenever a player joins a server (but not after every change of map)

    • Like 1
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