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sterps

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Everything posted by sterps

  1. I agree with Yosh, +1 for eco nerf. Money is too plentiful at the moment. Honestly, that's more of an issue that ties into the economy. Right now GDI players can get 1500 credits with their thumb up their ass doing nothing in base for about 5 minutes. Basically, Mammoths aren't even considered expensive now, so they're just spammable. Basically a +1 to eco nerf. I agree. However, if you compare the mammoth's missiles and their main turrent ranges, they seem to be traveling just as far. Whereas in original Ren, the missiles didnt travel as far as the main gun shells were. I'd say, the mammoth missiles need to be more stealthtank-ish and for Anti Air(perhaps locking), slower travel, doing more damage and having less range. As it stands, mammoths can shoot from base to base (Complex) with all weapons which is pretty far to me. They need a range-nerf on missiles aside from the economy nerf. This might be the case, but missiles did far more damage in original Renegade, more than their cannons. and I recall that they could shoot their cannons from the exact same place in the original complex as the current version. Also nerfing the missile range will make the mammy cannon fodder for apaches, which should not be the case, an apache should be cautious when engaging a mammy. Honestly comparing to the mammy in Renegade is a bad idea, as it was broken, and is why the medium was always preferred over it, and was almost always the better choice.
  2. Hi guys, First off, awesome work with the new Beta, keep the fantastic work coming. My question is in regards to the ingame music player. Are you guys able to add some classic Tiberium dawn and Renegade songs as well. All the more better nostalgic feeling while playing along to some of those songs. Two in particular: I AM - Destructible times Sneak attack ( On your feet) There a few more from Tiberium dawn, but i'll leave it with those two. Also will it be possible to import your own music? Thanks guys
  3. 1) Slight buff to Stealth Tank speed and range. Greatly improve rocket accuracy. Do not buff damage, rockets do enough damage. 2) Nerf apache or buff orca, to bring orca on par with the apache 3) Nerf Chem warrior damage 4)Fix Mammoth Tank 'not firing bug' 5) Optimise vehicle physics to not be as touchy.
  4. You shouldn't be so quick to compare Renegade X to the original Renegade, as Renegade was unbalanced in Nod's favour. Ardente you seem to be a Nod fanboy, and i believe you need to learn how to play as Nod, because Nod was never meant to be able to go toe-to-toe with GDI's vehicles. I'm also seeing people posting suggestions at balance by buffing a unit and nerfing another, which is a really bad idea. As a player that uses vehicles the majority of the time, i believe they're for the most part balanced. Most vehicles feel about where they should be at in terms of balance. I will agree, and believe the Stank needs some loving. Right now it's annoying to use mainly due to its inaccuracy, and to a lesser extent it's speed. Everything else feels fine about it, it's firepower, it's range, it's turning speed. Stealth Tank -Buff it's accuracy! Tone down how the rockets flail out in a wide arc when it fires, that arc should only be present for a very short distance after it fires, after which point the rockets converge and travel in a relatively straight path. At the moment the arc is way to large and causes rockets to often miss a target. Improving the accuracy of the rockets will also assist in firing and taking down enemy air units which some people appear to have an issues with when playing Nod. -Slight buff to its speed. Right now it moves a bit too slow and should move faster. The Mammoth tank is fine. What needs to be fixed with it, is the fact that majority of the time you either fire blank rounds or only one shell. It's very frustrating, and often feels like a waste of money. However i noticed that this doesn't appear to occur in a server closer to where you play and seems to be more associated with higher pings and lag. This also appears to be an issue with some other units like PICS and Railguns. So maybe this issue is associated with latency. Ardente you mention that the Mammoth is OP. Again you must be comparing to original Renegade, where the Mammy was very UP, and unless it had a good driver was pretty much useless. In Renegade X it feels where it should be at. You pay $1500 for it, i better get my moneys worth. Remember in Tiberian Dawn, only 3 units could out range the Mammoth. The SSM Launcher, the Artillery and the MLRS, and the latter two weren't by much. The Artillery is fine. The artillery in the original Renegade was one of the most game breaking units. For $450, it required zero skill to utilise, and you could point and fire shells across the entire map that pawned everything, shook your screen like crazy, kill any repair crews behind tanks with little fear of retaliation. Put a a techie behind it and it became near impossible to kill. Now get several of these and it was gg for GDI. This happened 95% of all Renegade games and frankly made things stale. Again, don't compare to Renegade. The arc should stay. I have to disagree with this. Without lock on, the MLRS will be useless at firing at air units, not to mention land units, it's easy enough for units to dodge the MRLS's missiles as it is using features of the map such as trees, rocks, cliffs, mountains etc, even with the missile speed buff and lock on. I really don't see how by removing lock on, the MLRS will still be effective at shooting aircraft, considering air units can move in three dimensions. I need to fly around in air units more to get an idea how their balance feels. I know the speed buffs feel good. I also remember the apache was very powerful in B3. I can't really comment too much on the infantry balanced, as i haven't had the opportunity to use them much. Though i can say Chem warriors feel a lot more powerful now, maybe OP.
  5. Try using the ingame console to exit straight to the desktop. @Cronus, lower you gfx settings, like AA an textures. If it doesn't do anything maybe it's time to upgrade. Both mentioned gfx cards are old and would be degraded over time.
  6. I know this was an issue in previous Betas, however this bug appears to be more prevalent now. I find that it frequently fires one or even no shells. It's very frustrating and i hope it gets fixed soon.
  7. This would explain when tank rushing the obelisk, you still get shot by it right next to it. Which is annoying when rushing.
  8. I like some of the changes, but some i'm not convinced others are good changes, and I agree with the majority of what has been posted. - the EMP grenades disabling mines is a silly idea that's just going to bring SBH cheese to a whole new level. GDI already have a hard enough time dealing with SBH nukes and keeping them out of their base, Precision and strategical placement is needed to mine against them. But this is nullified with this change. -nerfing points for beacon disarming. Why? A substantial points reward should be given to the team that disarm a beacon, and the other penalised. Careful decision needs to be chosen when deploying a beacon, this negates this. -laser chaingun is already OP now, and you're giving it a buff. Not sure if this change was needed. Also: Has there been any attempts to rectify vehicle clipping, like stanks driving through and underneath Mammoths and medium tanks? Vehicle explosion freezes, any headway on this issue? I rarely get these since i upgraded graphics card, but it seems numbers of people still experience these. Will there ever be the ability to give control of your vehicles weapon to a passenger if you're the driver. Original Renegade had this when you pressed 'q'. I used to use this especially when driving an APC.
  9. I think the Laser Chain Gun is OP...
  10. Before this is released on steam, the game needs to: -Have it's remaining bugs ironed out -Any balance issues sorted. -a bit more content. When this happens, a release on steam will do this mod well. Save some of the content as updates, this way it shows the mod is being actively updated. A release on steam now would result in a BETA1>BETA 2 result. Dwindled player base.
  11. As a long time C&C fan, i've been playing the original Renegade since the day it was released back in 2002, and I've got to say, personally i really enjoy Renegade X, more so than original Rengade (More so the latter days). I completely agree that it was awesome with the initial player base, though I'd say most did leave because of the crashing and bugs. Remember, a large amount of marketing was done for the release of BETA 1. Virtually none to little was done for BETA 2 and BETA 3, i think the reasoning behind this was due to waiting till it's more stable. If this mod does get released on steam, i'd like to think player numbers will increase greatly. As for players not returning, some probably want to wait till a more stable version, or they just don't know about BETA 3. Generally i'm finding people are learning how to play better, and more challenging games are coming to light more, indeed i can't run into buildings as hotwire as often these days. Though as Yosh said, a lot of the player base is new, so they'll need time to adjust and learn how to play Renegade, i do recall noobs being noobs in original Renegade even up till i stopped playing earlier this year. I'll disagree with you on the SBH's, there definitely has been an issue with SBH's compared to Original Renegade, stealth in general is much easier to see in Renegade and from greater distance also. I agree with walls being played too much however. As for the new items, i rather like the new features ( EMP grenades and AT mines i'm still deciding on). Airstrike fit rather well, help break up sieges, they also fit in canonically from Tiberium Dawn. The new features keep the game fresh, and add a bit of new strategies in the mix. I completely disagree with your statement about Renegade's balance being perfect. In actuality, it was no where near balanced. Artilleries were very OP, put several techies behind them and you have an almost invunerable unit that has global map range, massive damage, crazy spread damage, high rate of fire. Indeed almost every match you played in the second half of Renegade's life was pretty much Nod camping up with artilleries, and GDI trying helplessly to break through. Many of GDI vehicles were rubbish and needed proper balance. Not to mention most infantry were barely used. For me, i got sick of the same strategy being used every game, Renegade went from having completely fresh games that were different from the last ( in the early years), to the same strategy utilised every single game... and that's repetitive, which is boring. I can't go back to playing Renegade now, as i personally find RenX balanced better. And as for the old players crossing over. You'll find several of us have, though there's a great number that refuse to give it a go, or just don't like it. Have a look at Jelly or the Renegade forums and you find some of them. If you can get them over here, you might see some better games. Good luck with that though.
  12. It's been a bug since BETA 1, but still is annoying. Stanks can drive underneath tanks and fire at the tank from the inside. In the case of the mammoth tank, it can stay underneath and destroy it without taking any damage. This is really annoying. Two suggestions: Either stop them from going underneath, or give mammoths the ability to crush enemy tanks that go underneath.
  13. WOW THE A-10 IS WICKED TO FLY!!!! Someone needs to make a map where you can purchase these and fly them!
  14. I've had time to play this for a little while, and i gotta say, I'm happy with how smooth the game is running, no crashes, the balance between the games is great, better than renegades balance now! Good work guys, can't wait for what's in store next!
  15. Arty is the most powerful vehicle of Nod, I don't tink it needs any more buffs. (the only vehicle I use sometimes) What needs a buff is the Mammoth. Make it faster like it was in B1, increase regen? dunno, its just useless now. (the +range, +blast is not enough) Completely agreed. The Mammoth is currently very clumsy and useless at the moment. It definitely needs a buff around it's three speed attributes. The arty didn't need a buff, and if it's going to keep it's splash buff, it's inaccuracy should be increased also
  16. Will be interesting to see how these changes play out, especially how infantry weapons have been buffed. Will be good to see how this plays out. A couple of things that concern me. Mammoth Tank - Needs a speed increase, turn rate increase and turret rotation speed increase. With all the range increases to units and weapons, mammoth tanks are going to have an even harder time trying to hit targets than before, and their clumsy speed doesn't help. In both Renegade and C&C 95, mammoth tanks moved faster than they do now in all three above mentioned aspects. Also the range on the Mammoth tank IS meant to be superior than both than light tanks and medium tanks, yet in Renegade x, the Mammoths range is equal to the medium tank. - The airstrike will still be useless, these changes aren't fully addressing it's issues. - The artillery's splash buff, i'm not sure if it was needed.
  17. Star Control 2, one of my all time favourites
  18. Honestly I don't really see this as an issue. This would be tedious to do quickly and effectively in a big game. And any spy in their own right wouldn't want some tagging along behind, it'll give the spy away immediately
  19. That's why i said a 50% buff... 50% of it's current damage (which is half), then added on top. That still shouldn't kill arties and MLRS. This would assist in breaking tank concentrations up more and not be the 'end all' for tanks, but just damage them a bit more. The spread damage of each shot is very little now and damage buff would balance this. Well that's the point isn't it, to not hang around an airstrike when one is incoming. If you stand around in the field or battlefield, your likely to be sniped in one shot, shelled by a tank or just flat out killed. Point being, you shouldn't stand around in one area for too long in any situation. At the moment, airstrikes are doing a lousy job in assisting in breaking sieges... Infantry only sometimes receive damage, you can stand in the middle of an airstrike area as any infantry with the possibility of coming out unscathed. Tanks don't even flinch from them, and their damage is quickly repaired. I'm in agreement with what R315r4z0r is saying.
  20. Since the nerf, airstrikes are next to useless. I never buy them anymore, and they're definitely not worth $800. I agree they needed a nerf, but they were definitely nerfed too much. A friend and I ran some tests after the patch by grouping all of GDI's vehicles in a bunch, and all of Nod's in another. We then took a turn to airstrike each others vehicles, with ourselves amongst the vehicles as a hotwire/techncian. The only vehicle that was destroyed was the humvee, not even the hotwire or technician were killed. The buggy, arty and mlrs had below 50% hp. Where as the rest, had quite above 50%. The mammy had 75% and the flamer 82%. You know they're useless when a player uses an airstrike on a group of attacking vehicles, and none of the vehicles move and repairers just take cover in vehicles, because they receive little damage. When the airstrike is over, the little damage is quickly repaired. What I'd suggest is keep all changes, but give the airstrike a damage buff of 50%.
  21. I'm still around... and i usually try to sit in games.on.net for a while before giving up and going to another server. Just need more people...
  22. I find it's a lag issue. Sometimes it fires 3 shells... Other times it wont even fire shells or rockets and reloads anyway
  23. I believe the only thing that needs to be changed with sbh and stanks is the distance at which infantry and vehicles see them. In Renegade you could definitely spot stealth units from further away. I have had games in renegade x on walls and whiteout where I led 7 stanks into their base passing right next to 5 vehicles in different locations along the way to the GDI's base. Not one stank was spotted. We killed the entire base. Sbh are even easier to evade detection, I can run right past enemy inffantry and not get spotted sometimes. In renegade stealth units were more careful to not get spotted. If this was amended I think the situation would improve. That being said, nothing else needs to change about sbh, nuking was the same in ren. And valor for the last time, artys have not been nerfed. The arch is a characteristic of artillery, after all artillery is an indirect method of firepower. Renegade contradicted this and contributed to them being OP
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