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Madkill40

Phase 5 Beta Testers
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Everything posted by Madkill40

  1. Perhaps ensure both AGT and Ob can reach what flies too high over the buildings near their respective bases.
  2. You just gotta leave the thing runnin' and then the server don goes an appears in allz gloryholes.
  3. One side of the road should be big enough to fit a mammoth tank, that's your scale.
  4. We can only discuss politics if the candidates involved know how to have a civil discussion. Plus, nobody will defend them so this is more of a "talk-shit and post funny vids" thead.
  5. We can only be fair if we count maps in the official rotation.
  6. The Weapons Factory produces faster than the Airstrip, doesn't it?
  7. To 'reskin' Renegade (bye bye original Ren based maps), the buildings would have to change, all vehicles in shape would have to change, their names change, character name changes, the tiberium changes and so on, then you could release it on Steam for free leaving EA unable to prosecute. If you charge money to get the game then there could still be issues because moneymoneymoney. I don't see re-branding Renegade-X as a practical solution as a way of getting more players, the word 'Beta' is a bigger issue for some players so there's still a publicity push there but that should come after there are enough new maps to play in order to tackle the "Too repetitive" issue, these seem like bigger and more practical solutions. Beyond these two issues there is an undesirable issue with the attitude of the current playerbase. Players trying to learn the game cannot learn the game properly when buildings die within 5 minutes, telling a new player who is trying to learn how to play Renegade-X to go play by themselves on Skirmish is douchey, to assume every player knows what they're doing clearly gets the better of the more experienced players, all experienced players could do with being accommodating to the less-experienced players. (i.e. Don't base kill on Marathon until 15 minutes have passed and give advice on what to do OR play on the AOW server so new players know that Marathon is a 'safer' environment) This could expand the playerbase a bit more. Typically, whilst the newbie players are tanking it out the experienced players are just infiltrating and destroying the left and right of a base by complete surprise, every once in a while this is fine but every game? I miss the eventual pushes of old Ren. Another issue with the attitude of the current playerbase are the EU players' attitude. EU players should quit bitching and whining when the USA players want to move to the USA server around 1am(GMT), EU players refusing to cooperate hurt the Renegade X playerbase, you're isolating the American players who, funnily enough, don't want to play with a high ping -all the time- A USA Prime time focus by filling the USA server after 1am(GMT+0) could be done if the EU players migrated to the USA server, this would at least keep Renegade X consistently played for longer than 7 hours a day and might even expand the playerbase a bit more. TL:DR As much as I enjoy a good bash on EA to assume the most time-consuming task would increase the playerbase is impractical, there's no certain way of knowing that it would work, it is even more impractical to avoid easier and less time-consuming methods beforehand. The word 'Beta'; How long until Renegade X can stop being a Beta? New maps for less repetitive games, should come before removing the word 'Beta' Filling USA server after 1am(GMT+0) [Temporarily] AOW Servers should be 'Hardcore' whilst Marathon servers should be 'Casual'
  8. If you try to make money off of these you may get hit by EA's lawyers. I really want that Temple of Nod and the ConYards as scenery in maps.
  9. If on Lakeside a little kismet could go ahead to just allow transport helicopters, that'd be nice.
  10. So it counter-balances the Orca suggested changes which I also suggested as a basic suggestion list of overall suggestions of which to make balance changes for the two aircraft in question. There doesn't seem to be much of a strategic possibility in fighter-craft taxi, the Transport helicopter exists for a reason and an Orca/Apache being able to ferry a passenger makes that 9 Orca/Apache rush with 5 Hotwires/Technicians a lil'overkill on Walls, on Lakeside you can ferry 5 people across the refinery side in less than a minute, whiteout delivers that hotwire/technician 'strategy'. This all just feels like it takes away from the actual passenger-based vehicles. (Trans/APC) These quotes aside, removing lock-on and having faster rockets would be fun.
  11. I'm curious how differently Tunnels would play if the Weps/HoN switched places with their respective teams' Refinery's, artillery targets change but infiltrating the bases to take out the Nod/GDI economy would become an easier goal, if one team tries to arty/MRLS then the other team has a chance to counter by attacking the Refinery instead of the more crucial buildings.
  12. Walls without flying units would play out a lot like Volcano, only GDI would have an easier bottleneck.
  13. Increase damage of rocket-based attacks against Orca/Apache or nerf Orca/Apache armour so 3 rockets can kill an Orca/Apache, making dodging rockets more important. Nerf building damage for Apache and Orca rockets, Nerf vehicle damage for Apache MG, Nerf infantry damage for Orca MG, Increase infantry damage for Apache rockets, Increase vehicle damage Orca rockets, Decrease reload time for Orca rockets by 1 second, Decrease reload time for Apache MG by 1 second, Remove passenger for Orca and Apache, Increase Orca rocket range,/Decrease Apache rocket range, Increase Apache MG range./Decrease Orca MG range.
  14. Mines on infantry bottlenecks do cause a lot of surprise, but with EMP grenades they only really work in infantry bottlenecks the once and it is hard to remine those places after the first time, given how easy it is to infiltrate the bases the only practical place for mines has become the doorways. [SBH would easily avoid mines on most maps and get into buildings and we know how quickly 5 SBH can kill a building] Green radar blips to indicate mines and the mine limit better integrated into the UI seems the most minimal but visually aiding of changes which only benefit the entire team, more specifically the active defenders, which is good because 30 seconds is a short time to have when trying to guess which building the mines have gone down in, making this harder for a solo infiltrator but not impossible.
  15. A long game is good usually when the buildings are all still alive, forcing yourself to endure disabilities for too long can become grueling.
  16. (Other) The modification to the UI to visualize that it is in fact procedural; game integration of minelimit and points of interest.
  17. Dude, if all CNC-Glasses requires are collision fixes, a minimap and a loading screen then if it's okay with you I could finish the map up for you? Then in 2 years you can have something more fantastic or a renewal of Glasses.
  18. I will definitely be for the full length PUG this time. [Wooo]
  19. There are two parts to every team, everybody knows the offensive part in how to attack but not many stick around in the base to know how to defend which some people remark as an easy task, hating the defenders that fail put people off this game. As it stands, RenX has to break the game by relying on a silent number potentially going down, but a increased volume for disarm sounds won't quite fix the other problem the mining system is facing. In addition to an increased volume with the disarm sound effect perhaps give mines a very small symbol for the minimap so your team can see their teams' mines and more importantly where they have been placed, green for both sides to create some minor difficulty in recognizing changes. Timed C4 is 30 seconds, if you cannot hold your own for 30 seconds then you're infiltrating wrong. (And typically, this sets up solo-infiltrators to fail if they cannot hold their own, which is a difficulty curve required for RenX) If both of these came into place then we could remove the 'mine limit' from the UI, mines could then still retain their limits only instead text will flash on a users screen, e.g. "Mine Limit Reached! [24]" when he or she tries to place the 25th mine, this mine would automatically disarm itself upon drop. These changes make the mining system feel more interactive with the game itself. TL:DR No damage modification, no entirely new entity, no monetization for the purchase menu, no overhaul of the mines' mechanic. Just an increased volume for the mine disarm sound effect and small green blips of where the mine is on the players radar, it'll be hard to notice but it removes the broken guessing game and gives both teams a fair chance to disarm the mines. Example of blips attached to post;
  20. I can actually fully attend the next PUG.
  21. If a mine explodes, that is a bad infiltrator. If a mine is disarmed, that being the mine disarm noise is modified to be louder and can actually be heard from a moderate distance, then a 2 second sound effect that is ignored boils down to bad defending instead of whatever excuse you peanuts keep coming up with. Just to make it very clear to you I am literally referring to the noise the mines already make when disarmed to be turned up a few notches - this at least gives the defender a bit more to go on, by hearing the the mines going down from a distance this can eliminate two buildings from inspection at best, this also reduces the infiltrators ability to destroy a building -BY THEMSELVES- a window of opportunity instead of a door. Do you have any idea how inane it is to guess which of the 3 - 4 buildings where mines have been disarmed? In which case it can take longer than 30 seconds to locate the correct structure at which point you are making defending near-impossible, when actively defending a base boils down to either a good guess or convenient luck is where the line should be drawn, so lets up the disarm sound effect of mines to be heard from beyond a building because lets face it they're placed mostly in doorways and they always sound like they're disarmed through concrete even though you can be literally around the corner of mostly metal buildings. [Let that sink in] What's wrong with the mining system is a defender has no clue other than a good guess or convenient luck against an infiltrators most of the time, the issue is not randoms trolling the server, it is a lot of people not admitting to failure and not admitting that they did not actively defend the base. Ask yourselves this, how many times has the person who quickly talks shit about mines is commonly not in the god damn base defending? This bullshit pandering of trying to promote a new system to people who won't admit to failure is just wrong. Increase the volume of the mine disarm sound effect and be done with it. Mining system fixed. The end. Example of hearing distance: If I am outside the barracks sandbag walls on C&C Walls I want to be able to hear a very faint sound effect of mines being disarmed at the back of the Refinery. That's the maximum distance players should be able to hear mines being disarmed, so lets start there and slowly work it backwards if that makes it too easy to defend. [It won't, because the root of the problem is still people not actively defending the base when they should which will be highlighted moreso if this MINOR CHANGE is made] /thread
  22. Lets replace mines with something else that has to be placed by a player, because that helps the argument of accidental newb abuse... Here's something that could actually help and doesn't require much dev-effort, make the mines' disarm sound A LOT louder. Make the mines' explosion sound effect A LOT louder. Then we can stop blaming mines and just blame the players for not defending their own god damn base.
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