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Everything posted by vandal33
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That's nothing, he cost a game once due to his over-mining.
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Amazing someone actually made this topic. Hard to decide since I love both fictional cold war and futuristic sci-fi... But I'll go for APB since the game is more updated and servers are currently working (since TSR is undergoing updates that may make it up to the same standard as APB). Used to play these 2 games for hours everyday.
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sounds like a good idea
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Having a repair vehicle would be redundant as the engineer classes already do that. Being vulnerable to snipers is the kind of weakness field repair needs, it rewards teams that play well with snipers. A repair vehicle would only take up the vehicle count and make the experienced players who prefers on-foot repairs yell at players who bought one for taking up the vehicle limit. And no to inaccurate firing without scope/ADS/iron-sight/whatever... I don't usually call it a COD thing since other games have it too but it really does feel like COD and presonally I don't like it.
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Add the Tiberian Sun Mobile Repair Vehicle in a crate, anyone?
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When I see my teammate leave his vehicle as GDI, I didn't destroy it but I was really hoping a stealth soldier would steal it and annoy him even more. They'll learn their lesson faster this way. For some reason, I never got angry if my teammate allows the enemy to steal their vehicles, I got amused and is quite satisfying to see them getting killed by their own tank and hopefully they learn from it ha ha ha.
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And what is it exactly about "a real FPS or RTS C&C game" that keeps you playing them? If you like FPS and RTS C&C game, Renegade is the FPS version of C&C in a way, that's what keeps people playing it. Sure, the game is quite different than other FPS games, but what's the point of playing a game if it's exactly the same like the other so that's what keeping people playing the game. If you do not like how renegade x is different, try to adapt or..... stick to whatever games that work for you. It isn't newbie-friendly like you said, it just needs more time and practicing. If you're an old renegade player and also play "real FPS", it should be okay to stay.
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I kinda like Valley because of its infantry-only status makes it unique and fun at times. Adding tanks to that map kills the uniqueness and we may as well play Islands.
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fix it ASAP, people are gonna uninstall if they see something like this
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I think the best infantry in Renegade was the 4 bottom-most characters in the purchase menu screen: Sakura/Havoc (best long-range), Mendoza/Mobius (best close-combatant), Sydney/Raveshaw (best anti-armor) and Hotwire/Technician (best building demolition). Having an all-rounder commando class would mean combining all these 4 classes in one single character, which should cost around 2000-3350 credits (wouldn't make sense for an all rounder to cost less than that if he can do what the 3 1ks are good at). Unless this new commando class is limited to 1 or 2 at a time or being super-expensive, I'm afraid it would encourage less teamwork and character variety. Currently, the best unit at something is worse at something else and if you want an all-rounder unit, you need to get a team composing of adv.engineer, mendoza/mobius, ramjet-rifleman and sydney/raveshaw, only then you get the best anti-everything unit: 4 players elite squad interdependent on each other. Right now, I think the problem is the advanced engineers being too cheap and they should be at the same level as the 1ks, their abilities (mine layer, instant building demolition, field/base repairs, mine sweeper, tech capturer) are just too much for only 350 credits.
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If you dislike being a frontline grunt that dies at choke points everyday then how about change tactics, you don't end up being slaughtered all day unless you play like a cannon fodder grunt. Getting a higher tier character or vehicle shouldn't be easy, if people want something expensive, they have to earn it the hard way. That's what the lower tier troopers are for, being at the bottom of the food chain supporting the higher tier classes. If you don't like it, then there are other ways to earn money like being an engineer providing base/field repairs (this is very useful and can make a difference), play as the lower tier AT soldiers and slowly grind some points/credits, or capture/watch tech buildings while waiting to get a high level character. Your enemy is the same, they too need to do some grunt work before they could afford high level characters. People airdropping in enemy base? You can do that with the transport heli on flying maps. Advanced engineer has the ability to demolish structures on their own, frontline grunts or the higher tier "commando" units don't need them because they're good at something else and leave the demolition job to the engineers. Having a character that does everything would suck. As for another security system instead of proximity mines, it's been discussed a lot before. The end result of the discussion if I still remember is sticking to the current mine system.
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I prefer having the marksman buffed than allowing the T2 snipers for teams with dead barracks or hand of nod. Same with the regular soldiers, I don't really like still having to deal with a group of officers, doesn't make destroying barracks/hand of nod too rewarding or significant, but maybe the voted commander only can be an officer when the bar/hand is down, and he can assign one player to be a rocket soldier, other non-free characters are locked. As for vehicles, I was thinking to only limiting to only 1 airdrop APC at a time, so no more decoy APCs, teams without AS/WF will need to rely on humvess or buggies if they need extra vehicles. I want them to still be able to pull of an APC rush loaded with infantry so if only 1 is available, the team would probably reserve the APC for rushing and we would see more humvess/buggies on teams without AS/WF. Allowing transport helicopter (at a much more expensive price) on air maps sounds interesting too. About building reconstruction, seen this in some renegade mod before, it doesn't help the losing team at all because the losing team will usually be low on credits to rebuild while the winning team with lots of credits can make it even harder for the losing team. That is when reconstructing is expensive but if you make it too cheap, it would be boring and game dragging and possibly demotivate players to destroy structures since they can easily rebuild, which is a major game breaker. And I'm in favor of still giving teams with destroyed buildings to fight back and come back, like buffing free soldiers/upgrades but I want losing production facilities to affect them and be more significant. Making the products more expensive and cooldowns after purchasing just isn't enough for me.
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He (and moebius) is a very expensive jack-of-all-trades,master-at-none character. He is very effective against infantry, but no where close to havoc or sakura at med-long range for the same price. He is surprisingly effective against vehicles, but not as good as sydneys or raveshaw, who have the same price as him. He can be good at destroying buildings, but we know hotwire and technicians can do it better. He is in between sakura/havoc and sydney/raveshaw, not being good compared to those characters' specialization but the most versatile.
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My personal thoughts.. EMP mines: Only for AT infantry. This anti-tank support mines is too special to be given to non-AT classes. Riot shields: People probably are against this but I kinda wanted riot troopers to have its own class. Repair gun upgrade: I'm okay if it's not permanent and the upgraded repair beam has a limited "ammo", just for the sake of helping players that had lose their hand of nod/barracks. Grenade lunch upgrade: I'm in favor of anything that makes the regular guy more versatile as long as it's not overpowered for their free price. Personal Medikit: Personally, I'm against anything that encourages solo play rather than relying on engineers/other classes. Caltrops grenade: Make it very expensive or available to certain characters (like chem troopers) because it might be annoying if everybody uses it too frequently. Caltrops that affects vehicles: Yes, if it's anti-tank infantry classes only.
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I am in favor of them being to kill a building in a single infiltration but I really dislike them having heavy pistols. I wanted tech/hw to be weak in on-foot combat, like a single soldier or shotgun trooper can be a huge threat to them, now I see techs killing soldiers/shtgunners with ease. A standard silenced pistol is enough for them. They can still defend themselves lightly, against weakened infantry or maybe sometimes against snipers/AT soldiers at close range if the user is good, but if you're really good, heavy pistols can 1v1 against them much easier than it should.
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Remove Heavy Pistols, they have no reason to have it as they should be non-combat class with the weakest silenced pistol for light personal protection. C4s are fine to me. And probably repair guns make some noise when they are firing, at least on mines.
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Spamming needs to be limited or removed. Radio chat is important, but it drowns important message if some irresponsible players spams it. I don't want renegadex to be a spam competition since everybody has something important to say.
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Remove Heavy Pistols and give them the basic handgun, increase delay time to detonate after deploying remote C4, lower health (but keep the flak jacket). Limiting their on-foot-combat as much possible is a good start.
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That's marksmen's role.
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OR switch between 3 round burst and full auto for laser riles
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Nod lacking alternate fire isn't the problem, GDI units being overpowered because they have alternate attack is.
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I had fun, but as usual there will be a stream of hate chats.
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Toxicity appears in this small community too, unfortunately. If a building on your team gets destroyed, wait about 10 seconds looking at the chat and you'll see what I mean.
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I think it only needs info for the unit's general role like "Anti-tank" for Rocket soldiers, Laser Black Hand, Raveshaw and Sydney; and "Demolitions/Maintenance" for engineers. Has this implemented? because I never notice or read the purchase buttons after I played it for a month. However, having detailed stats like what is being suggested here is quite handy, but if it's too much detail then put it on another section, like having a small question mark button at each unit and it displays the detailed info in a small window when clicked or the EVA Data Link from Renegade when you press Esc you can view basic info and tips for the units. The purchase section should be clean and simple.
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Vanilla Mining - RenX Improvements & Revisions
vandal33 replied to Sire's topic in Feedback & Bug Reports
This topic opened before the other one closed because it's to narrow down the discussions into 2 separate threads, those talking about improving the current system post here and those talking about implementing a new system post at the now-closed thread.