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Madkill40

Phase 5 Beta Testers
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Everything posted by Madkill40

  1. The only way I've found to fix this is to get out of the apache, let it sit on the floor until it is still, then jump back in and then it's fine. It's really weird, perhaps the Apache model needs looking into? The old Orca used to do this as well.
  2. Well if there are any server owners out there who feel their server doesn't get enough players this gives them the opportunity to host a [MODDED] RenX server to entice players into having a reason to join their server.
  3. I've refrained from mentioning this in the 'C&C Mode' thread to avoid derailing of the aforementioned thread and because it's a separate issue. Maybe a new 'C&C: infantry mode' specifically to cater to Infantry only maps which would work in a similar way to Battlefield in which you have a tick limit. If either team has 250-500 deaths then eventually people will no longer be able to respawn and this prevents an infantry only map from lasting until people quit or give up or get bored, this would eventually allow one team to destroy the other base because all occupants have been killed off. Building destruction would still remain as the key objective as is the way of C&C. Bodies would no longer disappear until a player respawns, this could also allow the possibility of reviving dead soldiers on the battlefield. This also means that infantry only maps would have their own infantry-only type of server and broaden the play-ability of Renegade-X and perhaps boost the playerbase. There are quite a few infantry only maps which despite the amount of work has been put into them have been dismissed because they don't coincide too well with the traditional style of Renegade-X. What are peoples' thoughts on this?
  4. Not sure how people will feel about this but to give the PowerPlant a bit more importance and as this kinda makes sense, if you lose the PowerPlant you lose access to the Nuke/Ion? No power, no superweapon.
  5. Devs are aware of certain issues for a minority of players and are working on it. However if you are having technical difficulties I recommend viewing the 'Technical Support' sub-forum before being so quick to criticize, if you had you would have found the solution to this problem. i.e. In this thread is the solution you seek, please go straight to Option #4.
  6. Just to defend Jeff's point, Hotwires/Techies having an automatic firearm such as an SMG (even an ssmg) was one of the main issues why purchasable firearms were removed in the first place remember? In-theory an ssmg would recreate that same problem as before. Upon reflection, I really don't want to encounter Jeff or boi/poi/whateveroi in one of my teams' buildings whilst I am a Patch/Mobius/Doza/LCG just to take an entire clip under the chin and die before I fire a single round. That just shouldn't be possible in the first place and it wouldn't just be them capable of doing this but they're just relatable examples. Oldschool Silenced Pistols plz. [or some knock-off double-barrel shotgun with a long reload time, whoops! I think I accidentally TF2'd] This aside, could Timed C4 ticks be considerably louder (perhaps not as loud as I originally suggested) but loud enough in you guys' opinion for an active defender to actually hear one within a reasonable distance?
  7. Refinery Destruction and reduced credit income: A harvesting tool in the items menu which allows players to harvest tiberium for their own personal gain. This tool would only unlock when the refinery is destroyed/non-existent by default. On maps such as Islands and Complex this could really allow players to ignore Refinery destruction cons, however these harvesting tools should really feel like a grind such as +4 gain every 3 seconds, +3 with each veterancy as players can only harvest for themselves after a refinery is destroyed you wouldn't want the entire team or even half the team trying to harvest tiberium which could promote a few players dedicating themselves to harvest for the greater good. There would still be a drawback to having lost the refinery but this does offer some leeway to the team without a refinery amd not every player will feel the need to rely on this. On other maps with a Tiberium field further from the base, Under, Canyon etc. This would be more difficult, but I am sure some players would find a way. The harvesting tool should be free, as it would be stupid to charge for something designed to provide credits. Additionally if this tool required a Tiberium_Tool_Node in the UDK there could be options for mappers to change the amount of credits gained every 3 seconds leaving the decision of gain down to the mappers, this would really broaden the effectiveness of such a feature and it could actually allow mappers to re-invent the infantry-only maps and there could even be small amounts of tiberium in safer places but with a reduced gain. Vehicle Drops: This is a tricky one as the winning team wants to feel the benefits of destroying the vehicle production facility but I would suggest that the MRLS and Artillery be added to the list of vehicles that can be dropped in, if it's possible to have a timer for each individual vehicle instead of a global timer that would be nice. i.e. Humvee/Buggy 90 seconds, APCs 150 seconds, MRLS/Arty 240 seconds. Any vehicle purchase made resets the timers for all vehicles. The heavy firepower of artillery based vehicles would help counter camping which leaves the other team forced to leave the base and the MRLS/Arty has light armour which doesn't just give the losing team the advantage of rushing in but it leaves a few offensive and defensive tactics open. Maybe include the Med (490 seconds) and the Light Tank (440 seconds) but really nothing past either of those. An effective comeback can still be made but the most savage vehicles i.e. Mammy, Flame and Stealth tanks are inaccessible which makes destroying the WF/AS worthwhile. The increase cost of vehicles after the AS/WF are destroyed is fair and does not need to change. Below feels slightly off-topic:
  8. Because only the source engine over-compensates with sniper-shotguns. But hey, so long as you can't get heavy impact headshots with a shotgun several metres away then it won't feel OP or broken. A mod/mutator such as this for a server is a cool concept on the whole "Why join this server over that server" front, so long as a server running it states in its name <Renegade X - [Mod] Left Handed> so players know this isn't vanilla RenX. This is interesting for server diversity. Good job!
  9. I hate you for bringing this up, we were so close to victory. :'(
  10. It'd be nice to have the 'V' key unlock the vehicle from the camera so a player can look in a direction without their vehicle turning/pointing in that direction. If you permanently unlocked the camera from the Orca/Apache you would no longer be able to turn the aircraft.
  11. If a player on your team uses an airstrike, the rest of the team has to wait a certain amount of time before another Airstrike can be used. If you feel this range of time should be increased then I suggest making another thread about it. In other news: Ukill has made a mutator which removes the second Timed C4, as a gameplay test it would be interesting to see how much of a change this brings to a standard game of RenX at least for *a day, maybe we could use it for just the PUG? Or apply it to one of the CT servers for a day? [If the latter an IRC-announcement would need to appear for a few days beforehand to inform players so they don't assume it's a bug] For those who think this will make RenX better/worse, let's give it a try before any permanent changes are made to the base game. The usefulness of mutators.
  12. Guys, just state which of the four dates so I can fill the list. @Ryz @Luhrian
  13. Could you just release it as a packaged asset in that case anyway? You'll still be credited for it, no one is going to be able to take that away from you. If it's for maps with AGT/Obby anyway *cough* Frostbite *cough* would certainly love you for it. That way any problems with it will be refined before it's used in one of your own maps.
  14. Anyone that may have tested the much older version of Frostbite is in for a surprise, the map has changed drastically indeed. Here's the list so far: Availability for Testing. 5th: Henk Hohndo DarkSn4ke Illumzar 12th: Madkill Henk Hohndo Luhrian Illumzar 19th: Madkill Henk Hohndo Luhrian Illumzar 26th: Madkill Hohndo Luhrian Illumzar C'mon folks! Sign up, sign up, sign up! For Chicken Kickin- I mean, Custom Map Playtesting!
  15. I tested the latest version on the CTCM server and it is certainly an enjoyable and playable version, I am sure Try and yourself ( @DarkSn4ke ) will find areas to climb to that are not intended and hopefully those are the only kinds of issues I can expect. The bots certainly had an enjoyable time, harvesters didn't bug or glitch once, there are numerous accesses to both bases for both infantry and vehicles, the Obelisk has never been so scary and the AGT has never before been so effective , spots for MRLS and Arty's to fire from towards the bases is limited but easily accessible to be countered by enemy vehicles and especially infantry. Infiltration of either base is very possible, as always for Nod you must kill at least one GT to get access to the GDI PP meanwhile GDI have a long way to go to access the Nod PP and you will definitely need a Hotwire for the job. [Because the engineer's repair gun's range is too short for what dastardly trickery I have pulled in this map] Before the majority of the final touches are applied [Environmental decorations & Weather] it would be good to have a decently sized playtest to see if there are any crucial balance issues that need to be sorted, I worry that this map may favour Nod more than GDI but the real strength of this map for either team are the AGT and the Obelisk so PowerPlant's are quite crucial for success. I can think, analyze and be critical all I want but all I have are theories of how the map can play out. Gameplay test is a yesyesyes.
  16. If you have exhausted options 1 & 2, please refer to the new option 3.
  17. Do not exceed the file size and the forum should automatically resize your image to fit.
  18. That's a bridge better crossed when we come to it, one change at a time to better understand any further issues because 1 engineer already takes a while to disarm a Timed C4 and engineers are quite slow. This one change could make all the difference and given the way this thread has gone it would seem to appease everyone to just increase the Timed C4 volume ticks/beeps. Pros: Less adjustments for Yosh, H/T keep their 2nd Timed, defenders have a better chance, infiltration isn't entirely nerfed Cons: May require further adjustments to better balance infiltrators Vs defenders. And maybe remove the headshot multiplier from the heavy pistol as well? Why do sidearms even have headshot multipliers? If you're in a support role they're good to deter attackers enough to escape them, why have that added offensive bonus to a sidearm? [Just curious]
  19. February 5th, 12th, 19th, 26th. To anybody interested that would also be available on any of these Sunday dates please put your name forward for whichever date you will be available for map testing, please leave your response regarding your availability in BOLD. [Like I have done below] If 10 or more people are available for at least one of these dates then that will be the chosen date for this playtest. I am available on the 12th, 19th and 26th. I will update this list below as people post their availability.. Availability for Testing. 5th: Henk Hohndo DarkSn4ke 12th: Madkill Henk Hohndo 19th: Madkill Henk Hohndo 26th: Madkill Hohndo
  20. Peoples' gripe tends to be if you snipe too often it's kinda your enjoyment over theirs, which if you consider you could probably have a more satisfying time using less sniper units to kill them anyway. Your point still stands nonetheless but when you kill folks with such ease (because they refuse to admit they make themselves easy targets) they're bound to get mad because they're doing so often.
  21. The heavy pistol does considerable damage on it's own without HS damage, as it is a pistol it not doing HS damage seems acceptable simply because it has a higher base damage anyway and it's also a sidearm. As nice as a 2nd purchasable Timed C4 would be it seems the only way it'd be possible is to allow any/all units to purchase a second timed C4 via the items menu, in which case make that second Timed 700 Credits. (100 credits short of an Airstike) I still recommend increasing the volume of the Timed C4 'Beeps' for defender purposes because otherwise the game will feel stupid and broken due to the fact that you don't know you've been infiltrated until you lose a building, which is a stupid, inconsiderate and unfair penalty to defenders against infiltrators who have the easiest time because they rely on human stupidity which no game is ever short on.
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