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Madkill40

Phase 5 Beta Testers
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Everything posted by Madkill40

  1. I've only had the no damage of there was some lag in which case, was it really no damage? Or did the lag just make it look like a hit? Was I being accurate? Or inaccurately shit?
  2. Did UKill just obliterate bots for hours on a server?
  3. Players voting for a map that only half would get to play would probably rub some players the wrong way and most likely confuse them, if both the servers the players are split to/from boot into the same map then that would help otherwise 30 players will end up in a server just to be met with another vote menu which could undermine what you're trying to accomplish here. That's the only issue I can imagine that would even be seen as a real problem, but I find it quite minor in the grand scheme of things and could always be sorted after the initial take-off of "soft max players" which you should totally do.
  4. I tried really hard to get the minimap right but it just won't do what it's supposed to do as in it either doesn't fit properly into the overview map when pressing 'M' or it just doesn't align right to the players' position, it's incredibly irritating.
  5. You admit that it can be done but complain that it is too hard, so you want key structures to be massively easier to take down? If paradrops were added then you would need roof access to all buildings which... yada yada yada... You haven't thought about the other consequences of your suggestions, some of which have been debated before. [Possibly all] Since your reasoning is "it's too hard" that just says how little you've played the game and how unwilling you are to learn the game and how to play the game itself. I came into this thread expecting debatable tactics, not to read some mediocre whining about the games learning curve and how you don't enjoy a challenge but want to be spoonfed your victories. Would you like an achievement every time you place 20 mines? Or maybe a credit refund after dying in the first 5 minutes of using a Tier 2 or 3 character? Yikes.
  6. Increased Rocket Splash damage for Mammoth's would be nice as this wouldn't over power them but makes them more dangerous to an engineer or tech who isn't paying enough attention. It might be good to switch the rate of fire for the main cannons and the rockets around depending on how much the rockets' splash damage is increased by.
  7. I updated the CT Test server with the latest Frosbite myself. First time load of a new map will always be slow but I imagine Ruud's latest inspection of Frostbite will need to go over to reduce first-time loads. As for my lack of attendance reality called and required me to drive around my local area to return costumes from Location A to Location B, then to return other items to places at Location C, back to B, then to D, E, F & G. I returned home around 7pm and spent the evenin' with my missus. Shit happens. Next Sunday however I'll have a new Frostbite ready after I've gone through Ruud's remarks and yes, @DarkSn4ke, we will need to go through those 33 collisions as well this week.
  8. If the 7 people for this Sunday (Tomorrow) can show up around 5/5:30pm on TeamSpeak GMT we'll see who else is on and see if we can source the 3 people we need then and try to do this, if not we'll just play some RenX anyway
  9. I worry that you're missing the ice materials which are in the RX_package. I tried to copy the prefabs into the RX_Package but that didn't work so I'm guessing this is not the same as "Convert to normal actors". Additionally, may have been better to have posted this into the Frostbite_Redux thread instead. That aside, thank you very much for this with the images as well it is a massive help! These are the things I just have no awareness of until somebody such as yourself highlights them. All good! Once the theatre Production I'm tech'ing is over and done with Frostbite will be back on the agenda of updating. I've also got 32 collision issues as well apparently. Edit: If a forum mod could move Ruude's two posts and this post to the Frostbite 'Releases' thread that'd be very useful too.
  10. An EMP airstrike would be hilarious if there are Stanks nearby caught in the blast radius.
  11. 3 more for this Sunday and we can have our first CMG. Update OP with the map being tested as well as including a time.
  12. @[Dragon]cike I have reduced the following list down to the http://rxp-chi.cncirc.net/Patch5282b I am assuming "chi" means "China", so follow the above instructions and use the; http://rxp-chi.cncirc.net/Patch5282b ...in the 'ForceDownloadviaServer.bat' file and let us know if this solves the update issue you guys are facing.
  13. That's a very good point, as I understand there is a small penalty to being killed when you are doing well but what is the current penalty to menu/console suicide at the moment? If a player suicides do they have a 10 - 15 second respawn time? In original Renegade you lost all your credits if you suicided, which though was ridiculous (especially if you were actually just stuck somewhere on the map) and it's good that doesn't exist any more but because that exists in RenX a lack of penalty for suicide is kinda ridiculous. Maybe a deduction of 100 credits for a menu suicide as well as a longer respawn time? The amount of times "Everybody suicide and get back to base" is a really weird tactic, a player killing themselves by explosives should just have a slightly longer respawn time with no credit penalty. That being said, I think a player which destroys their own vehicle with explosives should suffer a 90 - 240 second vehicle penalty when purchasing another a vehicle just to hinder the bullshit "Get a humvee/buggy and suicide bomb the other teams vehicles/base defences" as this tactic is reaching the point of absurdity when there is no penalty for it.
  14. I like this. To add onto this if a recruit kills an elite using a t2, that recruit should get a x3 multiplier VP score. A vet gets x2 multiplier VP score for killing an elite using a t2. elite killing an elite using a t2 gets the normal VP score. Just for a little bit of balance. This would be on top of the current VP scores and multipliers that exist already.
  15. I could imagine the head of an avatar would be the part which reaches that bit taller than the Titan. Scorpian Tanks... Meh... I'd say the Venom would be more interesting as a replacement for the Apache. 5 second beam that does 12 damage per second with a fire-rate of 4.5 seconds. Heck, that'd be a great Apache replacement. More importantly, don't worry too much about the texture for this Guardian APC model. I'm sure many are eager to see the finished model.
  16. You should care, it is vital to be aware of your surroundings. The whole map in the minimap compass as an alternative although nice seems impractical, whereas in the RTS C&C the whole map in a small square made more sense in the RTS because it was more practical as you needed to monitor everything and to be able to click anywhere on it and jump straight there made it more practical. (In all, useful) Just like pressing 'M' lets you see the whole map when you need to, compressing that down into the compass? In Dungeon Keeper you could have a zoomed in view and a full view in it's little square compass as well as an overview on a separate panel. For RenX would it even be possible to for example press '.' and change the RenX minimap as it is now to a global view? Pressing '.' restoring the RenX minimap back to local view?
  17. As a suggestion it should be the same height as a Titan.
  18. An Avatar is incredibly ambitious.
  19. It'd only be on maps with a PowerPlant such as Walls, Glasses, Under, Goldrush... Maps without a PowerPlant would not suffer from this. Outside C4s can be deadly to a building from multiple high-vet players.
  20. These were the two mods I followed for the longest of times back in the day, old reborn before it was redone (and redone again) was bizarre it was ever abandoned in the first place but it just took too long to get redone (x2) that by the time it was at a state of being released it had been 10 years and games had moved on. I'll still play either one nonetheless, I like being a harvester on APB.
  21. European players do need to stop complaining on NA/SA based servers when our NA/SA friends decide to play on a server which is better for their latency as this has discouraged NA/SA players from being able to enjoy Renegade-X, which has prevented the peak hours from expanding to suit all players from all places in the world. It is understandable that they do not want a server to be split in population but EU players in-particular need to start accepting compromise for everybody and not just themselves.
  22. I tried this once before and it was a bit of a headache and it is also unfair to throw it on people. In hindsight people who take part in the Sunday PUG could quite easily sign-up to the CMG (Custom Map Game) if they have a spare 90 minutes before the Sunday PUG takes place. Just to make this more official and for more clarity please refer to:
  23. Greetings folks! We are looking for people to take part in gameplay testing for custom maps which are nearing an official release, these map tests are to take place on a Sunday before the Sunday PUG however these tests require a minimum of 10 players to get an effective gameplay test. CMG helps mappers suss out potential issues in their maps before an official release can be made. But we need your help! If you can spare 60 - 90 minutes of your Sunday to help support new maps for Renegade-X then please feel free to sign up and help us out! Note A: A CMG will only take place if the minimum of 10 people is reached. Note B: The ConstructiveTyranny TeamSpeak server will be used for the duration of these events. Note C: 5pm GMT+0 i.e. UK time, please base your timezone according to this one. First CMG Map playtest will be: Server Name: Constructive Tyranny CMG March 5th: Hohndo 12th: Hohndo 19th: Hohndo 26th: Hohndo Please use the below format when signing up to this event, sign-up Format: Forum Name: In-game Name: Date(s) available:
  24. Doza is bad at running through tiberium without getting hurt.
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