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vandal33

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Posts posted by vandal33

  1. 18 hours ago, isupreme said:

    Maybe piloting with passengers could pay out like you were healing.....

    Teamwork should yield rewards.

    But that would just encourage people to just sit in a transport helicopter all game until the pilot got veterancy or the pilot would purposely move slowly, take the longer path, etc and get rewarded for it.

    • Like 2
  2. I wanted a kill feed when a vehicle is destroyed so people in the field would stop hunting for a certain enemy vehicle that was destroyed out of their sight. Not sure about how building got destroyed with which weapon, most of the time it was pretty obvious: it got destroyed by teamwork or sneaky infiltration if it blows out of a sudden. What weapon destroyed a unit in the kill feed isn't really that useful based on my experience in Renegade and its mods.

  3. I really like the idea of an open-world multiplayer game where everyone can do whatever they want and compete with each other for survival in a huge map but I don't enjoy pubg or csgo's battle royale mode. So I'll just pick option 2.

  4. In the original, Patch was just a better version of Sydney (who's a better grenadier) and a weaker version of Mobius. Like Sydney, he was given a tiberium weapon to counter Nod stealth as the green gas still appears on the target after they cloaked, not sure if they still do damage. This was said by Westwood. Patch was in between Gunner and Deadeye, his gun is decent against infantry and vehicles (especially artillery).

    I see nothing wrong with Patch in X, he's still a better grenadier and mcfarland (the tac rifle feels like a full auto grenade launcher with a secondary grenade tube) and a mini mobius for only 450 credits. He is still a great unit to use against stealth soldiers.

  5.  I still disagree.I haven't seen any good reasons why they should have self-healing.

    On 1/21/2020 at 10:57 PM, Mystic~ said:

    "And the Stealth Soldier is not big and slow and they don't get shot by everything." - you completely missed the point I was making about this being a completely dud comparison to make.

    He was making a point. Stealth soldiers are not slow, big and easily noticed like the mammy that deserves to have self-repair.

    On 1/21/2020 at 10:57 PM, Mystic~ said:

    "SBH damaged to red doesn't need auto healing." - Well clearly there are some situations where there's an argument for them needing this as there are no other options, I could guess that the probability is something like 90% of all SBH that get into the red won't survive to the point that they're able to be healed by another team member; without stealth they are sitting ducks.

    Just like every other characters that has critical health. I see nothing wrong with that.

    22 minutes ago, Mystic~ said:

    I argued because it spends so much time behind enemy lines as a commando and because they get so much random fire due to persistent scanning, random base mines that this would be a small useful feature...

    That's exactly the reason why it shouldn't have self-healing. The character already has the advantage of being able to infiltrate behind enemy lines much easier than every other infantry units by far. They deserve to get in trouble if they are discovered or walked into a mine.

    • Thanks 1
  6. A repair beam that fixes machinery, disarms explosives and electronic beacons and heal infantry does seems strange but I think their main concern is simplicity. Because doing all these non-combat jobs (removing beacons/C4s, healing infantry, repairing buildings/vehicles) would just be the same if they're on separate equipment: you still need to face the C4/beacon/your teammate and hold a button. They just made it simple by combining it into one equipment.

    I understand repairing split into vehicles and infantry makes more sense, but it would complicate things in terms of gameplay.

  7. 16 hours ago, Mystic~ said:

    Anyway, the mammoth tank can self-heal... probably because it is so big and slow and gets shot by everything, but it's not really meant to ambush like that? 

    And the Stealth Soldier is not big and slow and they don't get shot by everything.

    16 hours ago, Mystic~ said:

    Maybe GDI are so aware of sbh now that they frequently just bombard everywhere with missiles, shells and scanning infantry weapon's and likewise get shot so much, it's not such a problem on certain larger maps - but as a defensive tactic it does feel and seems quite cheap, especially on larger player servers - I did mention the idea of a periodic use of stealth sweep radar-like ability, but again the only comments I think I heard at the time were against any changes even tho that is what the mobile array was for, so we don't get lots of players randomly shooting around their own base unless really spooked. .

    Shooting randomly everywhere is what people do to catch a stealth guy, what's wrong with that?

    16 hours ago, Mystic~ said:

    Sure you can hope someone is willing to heal you with a rep tool, might give away position though and it effectively makes it a 600 credit character at this point, not 400.

    And what's wrong with this? If you want to regain your health, you need a teammate with you that invested an extra 200 credits and reveal your position for a while doesn't sound like a big deal compared to getting free health by doing nothing other than being a lone ranger sitting cowardly.

    16 hours ago, Mystic~ said:

    I think several people made some good contributing points both for and against including recommendations (like BlackHand and Tytonium) but I get frustrated when I see so many naysayers with either silly arguments or people who won't explain their reasoning. The idea it will encourage even more dossers I think isn't valid and yet so many people just copy and pasted it as such. They are still invisible, they can still camp, sit be idle, they can steal heal at elite level so how is thsi such a massive over-power balance exactly? Roweboat, you may receive some sort of 'useless' award for firstly stating you liked the idea in another thread and not mentioning it here, and you're entitled to change your mind of course, but it looks like you're flip flopping on points.

    Someone posted it will encourage more passive play and SBH players prone to become useless, which is a valid point and you replied it's wasting time and not productive. That's the silly argument. Also, No need to target someone specifically.

    16 hours ago, Mystic~ said:

    It would be nice if an sbh damaged into the red could slowly repair enough under cover to be able to get its stealth shield back and then escape to safety; there must be lots of small scenario's like this it would cover. And again, the main argument 'it's OP', without anybody really stating why, and that it would just doss more - which I disagree as such people (usually new players to the game by the way) will continue to do this regardless of a change like this. 

    SBH damaged to red doesn't need auto healing. They still have their laser rifles (good against everything), infinite ammo and have good speed. You either find someone kind enough to heal you, run with your tails in between your legs back to base to refill or fight till death like everyone else. No special cuddling for SBH. Not that I hate them, I love SBHs but self-healing is too much.

  8. Auto building repair is a must as it is its original ability in Renegade and the repair rate can be adjusted if it's game breaking.

    Not sure about rebuilding buildings, it could cause stalemates or nullifies the effort the opposing team put to destroy the building. Maybe make rebuilding a building very expensive (like in IA) and the revived building only has the permanent health bar. 

    Another idea is don't allow it to rebuild a structure that's already destroyed, make it a repair only building that can also repair "permanent" damage. It should repair the armor bar first, while the health bar has a very slow repair rate. It might cause stalemates (we're already talking about reviving dead buildings anyway) so the team may need to pay lots of money to allow repairing permanent damage.

  9. Yeah,last time I played Renegade, beacon placements on low player games are nothing frowned upon (even mods do that). The real annoyance which causes players to become toxic is when you do it on a pedestal (low player games only). 

    If superweapons are overpowered in low player count, instead of outright banning it, how about we make it visible on enemy radar if there's not many people on the server.

    • Like 1
  10. 14 hours ago, DoMiNaNt_HuNtEr said:

    Vandal is exaggerating, lol

    ...

    I just wrote 4 paragraphs of my humble thoughts and experience about bikes so I'm expecting something more than just a sentence calling me exaggerating. I played at MPF and IA a lot enough to know about bikes. I didn't play much at Flakeside mainly because of those purchasable bikes got me off but I am aware of how broken they were. I was even there when you made a thread requesting recon bikes at rencorner before (and how you reacted to people disagreeing ended up with some negative outcomes), some of the disagrees you got there were valid.

    The devs can add bikes in this game if they want. I'm not stopping them. I just have my doubts it would do much good in introducing new playstyles or balance.

    • Like 2
  11. I think recon bikes shouldn't cost 700-800. They should cost less than a Light Tank since these units are meant to be weaker than tanks head on and a recon/hit&run unit so they're just a lighter version of tanks with speed advantage and better anti air. Even if bikes are added like that, I don't think there's a place for them here.

    While it sounds good on paper for Nod to have a fast anti-armor unit that can harass harvesters, bushwhack heavy armor, hit and runs, scouting, and other wonderful things they do in the RTS C&C games, it doesn't work in this game. Judging from how people used bikes in Renegade MPF and Interim Apex, where the bikes are basically a faster and weaker version of tanks - this playstyle doesn't do much in a FPS game. People only use them as a faster buggy/sacrificial transport for expensive characters or beacon carriers. If they want a fast anti-armor unit, people would go for tanks since the Light Tanks in those games are speedy enough.

    I don't really see a place for them as it might affect the overall balance. If we change the stats to make them more than lighter versions of tanks, it would be broken like how they are now in Renegade X. We already have the Light Tank which is already a fast unit compared to GDI tanks. Make them glass cannon units: we already have the Mobile Artillery. Make them anti armor support by attacking from a safe place: we already have the Stealth Tank. Give Nod a fast vehicle because they deserve one: we already have the Nod Buggy.

    I'm okay if they're a crate only unit. But give them something unique instead of being just a faster tank. Like the ability to drive up the overlook ramp at Field, getting in tunnels, infantry path or inside buildings if the devs are crazy enough to make it possible.

    • Thanks 1
  12. Most units in Tiberian Dawn need to stop in order to shoot. But I don't mind only giving bikes to still have this. Adding the motorcycle in the game might cause balance issues like some people here already said. Those things are OP in Tiberian Dawn because of how cost-effective they are. 

    • Like 2
  13. I got autokicked once when I was repairing the WF, it was getting bombarded every minute so I stayed there to repair which I find boring but somebody needs to stay and repair it so I volunteered and got booted. I can imagine how frustrating it is if someone is the last hotwire and gets kicked for grabbing a drink while startfire repairing.

  14. I always see losing a power plant in Renegade is like partially losing every other building. Your purchase cost is doubled (50% more expensive in renx, which is very kind enough) but you can still purchase units, income tick rate is halved from the refinery, but base defense is completely shut down like no difference when it is destroyed - functionality-wise.

    So I'm neutral when it comes to changing the power plant penalty. I like the idea of base defense being affected but still not completely useless, but if the effect isn't rewarding enough for the team that destroyed it, I rather stick to the current power plant effect. I agree that delays do little overall punishment. I like the idea of giving primary base defenses other functions just to make it still useful after losing power, but I don't mind seeing functionless base defense when power is down like it is currently tbh. I just don't want less-punishing effect.

    Anyway, about the part where it is boring and frustrating to afk charge up a defense all game, my point was you're not suppose to charge it all game, you're suppose to only do it when you know the enemy is coming. I don't expect anyone to charge it up all game, I just want base defense to still be useful against big rushes because this is the only time worth to power it up. I doubt it would be anymore frustrating to run inside an AGT/Obelisk to charge it during enemy attack because people would still hurry inside buildings to repair MCT anyway during enemy rushes. You can stop charging/repairing the AGT/Obelisk once the rush is over and resume playing normally (but without your base defense working as punishment for losing power plant).

    • Like 1
  15. I like the idea of players being forced to manually charge up the AGT/Obelisk if power plant is destroyed... something like the Tesla Coils in Red Alert 2. How about 2 people needed at the same time to charge it so a single startfire AFKer won't negate this punishment. If the base is cut from power, the opposing team deserves to have an easier time sneaking, easier to slip in during a blackout. This means teams without power won't have active base defense all the time or else they suffer 2 less players in the field and should only charge it up when they confirmed the enemy is about to do a big rush.

    This way, a power plant-destroyed defense can still be useful to repel big rushes but the team is still punished (as they deserve for losing power) with inactive base defense if there are no people charging it.

    As for Maggot, it isn't toxic. It's a non-serious, playful and humorous taunt said by the game characters. I've seen worse retorts on the chat. 

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