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Fujiwara Chika

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Everything posted by Fujiwara Chika

  1. Since when did you guys switch the PUG to Discord? Took ya awhile. But now that you have, may I be allowed to join back again? I've been on hiatus from this game for awhile. Currently re-downloading it. Hopefully things are still good not just ingame, but for everyone who I knew.
  2. The problem, indeed, lies with the quality of defenders on a team, not the mines when it comes to sneakers. I am confident that if someone gives the time to routinely check mines and buildings or just outright camp, the situation would go well most of the time. However, due to being a camper, I do know how arduous that line of duty is and is honestly quite boring. Sure, mines might be detracted from strip to properly mine the HON, however, in doing so, the HON should be well-defended. The problem in this case WOULD be the strip if it wasn't such an easy building to defend due to its small size. Lone sneakers aren't as much of a problem as you would think. In this situation, the main problem would be an organized strike of flyers and droppers. Now this is where the lack of mines truly come into play. Whereas GDI's buildings are all but walled off because they have tact, HON and strip are windowed and mass amounts of units dropping from aerial vehicles can easily get in. Even if some die, quite a bunch will manage to come in unless the defense is centralized. I've seen two-pronged assaults happen and trust me, it would be hard with the mine limit to defend due to Nod having to spread thin their forces. An example would be a chinook at HON loaded with troops alongside multi-orcas at strip with an ion or two placed at either buildings on a map like Walls. Scary shit. As for those who say that Nod buildings would be an indomitable fortress with excess mines if a building is destroyed, the same thing would apply to GDI, would it not? In fact, more so due to the walled off nature of their buildings. There's a difference between walking through an open door with an explosive trap visible before you and walking through a closed off entrance, unaware of what lies behind. Additionally, disarming those mines would be a painful task for both sides regardless. In the end, I think that while schrott might be somewhat right about his viewpoint on the mines, he's attributing it to the wrong threat.
  3. Huh. I sometimes have a problem where if I destroy a building or do something actually good/useful in a pub, I disconnect immediately after only to find the server completely filled, as I am unable to return.
  4. As shown here, according to scale, it is only about as big as a building. If not, slightly smaller. So, that should aid in reducing the size issue. As for how it works, though. The MKII seems to have powerful railguns on the side which I believe, their projectile could be modeled somewhat like the PIC beam, only larger? In addition, it has rocket launchers mounted at the back of its body as shown. These can be used to engage long-range targets. Meanwhile, there is a gun turret at its chin which, I think, can rotate around to deal with closer, fast moving enemies that are generally light units. SHOULD there be a chance that the MKII is implemented into the game as a unit, however, I suggest to have it require multiple personnel on it in order to properly and efficiently wield the vessel. Different slots for players to take control of individual armaments onboard as well as a driver slot. This will make it less OP, in that in exchange for massive powerful, all of that power is wasteful unless all of the drivers and turret manners work together well in coordination. This will increase teamplay to a small extent. Imagine how it'd go down in a PUG.
  5. I have a friend outside of this community who, if he commits to it, can make a script and blacklist this DDoSer, taking him out the moment he tries to do anything. Though, I doubt I can convince him to help since he's rather apathetic about RenX.
  6. I believe that it actually is related to the glamour of it. Few people want to camp or set up defenses around the base, as they consider that boring - the waiting game. They want to go outside, fight, die, enjoy the action. This is more so in public matches where people tend to care less about winning and more about having fun. However, even in PUGs, there are those who want to be in the lead, to be entertaining themselves with the game as best as they could. And that's quite respectable. For me, I know I suck as a player doing that, so like you, I main defense. I don't think it's wrong to defend, but I'm just saying that it's not for everyone. There's a reason why base defenses are beloved if it's a structure on your team; it usually frees up more players to go out and have fun with others, whether it's shooting up in the field, or planning coordinated sneak-ins with friends. Think about it. What's fun for you? Go ahead and do it, commit to it. Just know that you'll always have a defender or two right behind you, here and there!
  7. I have actually encountered this problem before, along with Rave's railgun appearing to jam while trying to reload in the past. Though, I'm not sure whether or not the latter was fixed recently, as I haven't used Rave in awhile.
  8. On the most recent PUG, I actually considered Patch being rather powerful, but when it comes to both players being at the same skill lvls, LCGs are more than enough of a counter with their flak armour to survive grenades along with their high dps. I would say that, sure, Patch can use a slight touch, but in my personal experience, the issue isn't that big.
  9. In my opinion, if there were just one or two more anti-air structures in ACTUALLY GOOD positions or maybe some of those respawning quad turrets from Whiteout, which would allow players to have more of an active role in the defense of their base, then I don't really see too much of a problem with aerial vehicles being overpowered on this map. The added defenses would lead to air raids being less effective, driving people to use more ground vehicles and planned infantry assaults.
  10. In regards to structure placement, I feel like the position of the Strip should be switched with the Ref and HoN. That way, it would solve the problem of the Strip being too far away to defend, leaving a coordinated infantry assault with aerial vehicles the only real threat as far as I see. This is because that, with this, the tall HoN would no longer be obstructing as cover for GDI inf and orcas that sneak in from behind, allowing SAMs to fire past and take down the vehicles due to the Strip's lower height. Furthermore, the Strip, aside from the staircase, would only have one main entrance just like the Barracks' - making it rather even for both sides. As for SAM site placement, I feel like one in between the Ref, HoN, and Strip would be an adequate place, while the second should be placed on the HoN roof like in Whiteout. This would make both bases kind of like a mirror of one another. Aside from structural placement, I don't know how to balance it further on the actual out-of-base conflict zones.
  11. I actually am fine with aircraft, the only thing I don't like is that against an actually GOOD team, sneaking into the GDI base is hella hard. What with the guard towers and positions of buildings. Like, airstrip is easy to access from the riverside and destroy - in fact, it's usually destroyed FIRST because of how easy it is - which I think that one of the SAMs should be moved back there to defend it, considering there's an AA defense back near the WF AND ontop of it. Furthermore, yeah, back to positioning of certain buildings. Airstrip is relatively easy to sneak into, as defense is primarily focused on HoN or people fighting on the field. The War Factory, however, is hard because there's a load of open space where they can be seen, and the only other entrance? Get rekt by guard towers.
  12. MRLS are prey to SBH, especially in maps with lots of cover on the field. Just plant c4s on them, then rush to cover so you can re-stealth. You'll be making a decent trade-off if you can repeat that. Imagine one or two skilled SBH supporting on field in this manner. You might not be able to handle bigger targets; let your own vehicles handle those. Though, you can impair GDI firepower. MRLS are rather heavy on DPS with their mass lock-on missiles. I've found this method useful for shutting them down. Make sure to tag a c4 from the side if possible, the rear also works, but if the MRLS backs up, you're dead. These positions allow you to run away from the vehicle while its turret turns to try and locate you. If you're quick enough, you can get away and be stealthy again.
  13. SBH can sneak in rather easily, actually. Go the left path up with a group of SBH and other inf to distract enemies. Then just mass nuke plant. Defend. By the time superior GDI forces finish off the stragglers and try to get to the nukes, the SBH jump the engies/hotties. SBH won't last long either, but nearby c4s should kill or deter incoming repair reinforcements. And there goes the barracks, GDI is crippled unless Nod doesn't defend HoN well - which should be easier to do now with the dearth of advanced inf on the enemy side.
  14. I like the grenade, I do. It's very useful, especially in crowded inf paths. However, there's something bugging me about it. When both a target and myself are right in front of each other and I'm trying to dance around them with Patch, knowing that they're a superior player than me, I attempt to take them out with me by firing the grenade point-blank. Trouble is, I take the brunt of the damage while they lose but a quarter of their life. Maybe it's just because I'm sucky, but meh.
  15. Ricefag's mining tip for HoN: Aside from the windows, the back entrance of the Hand of Nod is also a fairly common place for infiltrators. In this situation, two mines are all you need. From that back entrance, there are only two ways to reach the MCT. At the thin corners where one turns to meet the terminal is where you mine. I've once played in an Islands map where GDI hotwires kept managing to sneak into the HoN from backdoor, however, every time they tried this, the moment they turned that corner to place C4s, they die. I got several kills out of that match, leaving the assailants confused at how they died after.
  16. The thing is, they say that some characters are meant to be even with each other on opposing sides, but they're not if both players are at the same level. LCG indeed has more firepower than Patch, slightly. However, they are EXTREMELY slow. I think putting them at engineer speed or slightly slower would be better than their current pace. Patches, with how maneuverable they are, can just dance around and pick off the LCGs quite easily, especially with LCG having flak armour which makes them more vulnerable to bullets. But yes, you're right. Patch is slightly better than LCG at their respective jobs. I would also like to make a comparison between Mendoza and Mobius, as it's clear that while Mendoza has the range advantage, Mobius is more lethal. Mendoza, I don't care what the devs claim of their anti-vehicle mode for their weapon; it's just shit against vehicles (also buildings), unlike Mobius who is quite deadly against ALL infantry, vehicles, AND buildings. While I guess that both Patch and Mobius make sense in that GDI is supposed to be more powerful in terms of strength than Nod, the thing is, players don't play Nod as Nod is supposed to be, using guerilla warfare and sneaky, underhanded tactics. SBHs are rather useless unless they pull together to multi-nuke, and even then, that doesn't always work (I personally missed it when they had smoke to aid). And the stank is, for all intents and purposes, a joke. It is RARELY used in situations besides the stank rush which can be deterred by a multitude of well-placed AT mines (if the GDI team DOES place them) and anti-vehicle troops/other stronger vehicles. In spite of these issues, I think that RenX is currently enjoying a good balance between both sides right now, better than it had ever before. I remember back when I was on Beta 3-4 and most games I joined, GDI was dominating. Then at the beginning of Beta 5, Nod suddenly got pretty OP and won quite a bit. Right now, I find it at just that point of balance that I think that RenX, as far as balance between factions goes, is almost perfected, or as close to perfect as it can be. So for now, I couldn't really care too much about these minor things I listed up above.
  17. I have a question. What does the Satellite Uplink Controller even do? FLASHY FLASHES?! or something useful like the capturable abandoned War Factory?
  18. I think the MRLS rockets are fine. I mean, they already provide more DPS than Arty does. At least, imo.
  19. If I may, I would suggest moving the cover between tunnel and GDI PP so that it's easier to get through. The Nod PP is much easier to cross through in comparison, not to mention the Obelisk having to charge, leaving adequate time to get through. Meanwhile, through the GDI path, the AGT isn't going to stop firing, making it even harder. I think this'll balance it out for infantry paths.
  20. Actually, nevermind. It seems to be fixed now. Thank you, though.
  21. So, I go in and pick a server, it brings me past the Totem Arts/RenX logos and to the main menu where I'm transported to the loading screen, which is fine. Until after I'm done loading, and right as I begin spawning, I crash. Tried this several times on the ConstructiveTyranny server.
  22. So today, on an Islands map, I believe I've set a record for most deaths in one match at 86 deaths, most of them due to me charging down the tunnel with a shotgun in tow when the other side was filled with Laser Chaingunners and good snipers. It was quite hilarious, all in all.
  23. I encountered this problem before on an Islands map while fighting in the tunnels once. Returned to barracks to refill on health over ten times and I was still losing health, so I just decided to die.
  24. It might just be me, but I feel like Gunners are rather underpowered, or are not worth it to invest in most of the time. Perhaps it'll be better to increase their damage somewhat? As for LCGs, with the new update where they get flak armour: What will they require that type of armour for? They're primarily anti-infantry, but they wear anti-explosive flak armour? It would make more sense to give them kevlar. Either that, or make their weapon deal slightly more damage to vehicles; after all, when you look at it, Nod kind of lacks an intermediary anti-vehicle unit.
  25. As a roleplayer, this strikes me as utterly hilarious, but not unusual. Unfortunately, having roleplayed for as long as I have, erotic roleplay is an issue which has infested the RPing community. I would rather it not infect and hamper Renegade X, either, which is a great game. So, if we see these actions being done, I think it only right to just shoot those committing it and give them a reminder that the setting is a warzone, not a make-out place. If it persists, kicking or eventually banning might be required. Or they could, as suggested above, just move to do it on empty servers.
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