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vandal33

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Everything posted by vandal33

  1. Mobius is a good counter, the SBH protection is quite weak. As long as you have important buildings doorstep mined and good at reacting to ambushes, you should be OK. If your barracks is gone (no proximity C4 refill) then 1k-characters are more annoying (especially marathon since getting points shooting them doesn't do much).
  2. I vote for bringing back the old loading screen. A tutorial level would be nice if they have the time.
  3. I think making infantry (especially 1000 characters and flak jackets) less resistant to vehicle machine guns is a good start.
  4. The map that keeps being voted all day is claimed to be boring. Just proves how right you were, indeed.
  5. I find Under good the way it is. Complete base, takes effort or teamwork to storm in a base, good silo position and rarely a one-sided (no one complained GDI map this, imbalanced that). It's better than Eyes because of no helicopter nonsense. If it is gonna be changed, hopefully it won't be ruined.
  6. Before the update, Field was NEVER broken, except if you play marathon then it's as broken as any other map on marathon. Hopefully this change made to Field isn't because of crybabies who only plays marathon and doesn't like a 1+ hour match (then what's the point of marathon?).
  7. Scrambles nearby enemy radar like in Renegade campaign. Or/and give it a terminal that allow players to see the full map overview (they must be there in order to see the overview).
  8. Instead of giving snipers, I think we should buff both team's Marksmen. I mean teams with no barracks or hand of nod is forced to deal with anti-infantry vehicles with only basic AT soldiers. Make both Marksman Rifle more powerful against flak jackets would be nice. Making APCs 1500 sounds good or anything else that keeps APC less for teams with no vehicle production building. I always wanted to see them relying on buggies/hum-vees more than APCs. Just my thoughts.
  9. Here's some that you didn't include, GT : Guard tower , usually refers to the non advance one (can also mean Nod's Gun Turret) HW: hotwire PT: purchase terminal SAM: Surface-to-Air Missile , usually refers to the SAM site, the anti-air base defense of NOD LT: light tank PIC : Personal Ion Canon armed infantry chemy : Chemical trooper Flamer: Nod flamethrower APC: Armored Personnel Carrier C4: general for the timed, remote or the proximity explosive SBH : Stealth soldier, can also be sniper black hand (rarely refer to sniper in renegade X) Mines doesn't have to mean YOUR mines MLRS Party : a group of MLRS rampaging HBH : Heavy black hand, that's what they were called in Renegade back in 2002 time, I don't see people calling them HBH anymore but I just write this here just in case Tranny: apc mend : mendoza, the Nod character
  10. APCs are already fulfilling their intended role nicely.
  11. I want my oversized mutant raveshaw and desert camo havoc back.
  12. I think the maps have a time limit of 40 minutes before it ends and declares team with the most points wins. If people can't bear to play a full-length 40 minutes maximum per map, then I guess it's hard for them to adapt to the game. Anyway, I don't think this is a problem because most people will feel 40 isn't enough, even if the map ends earlier than that (through base destruction), it does feel like a short game. If you're talking about marathon, it's just a community rule remake for the game, there's a reason why time limits exist in renegade, to prevent stalemates and reward teams when their players contributed points. Real game is AOW, marathon is a broken game mode only for people who enjoys playing for hours and decide it's a stalemate (by voting to change map) or when their team finally destroys the opponent base because the other team had either left or just troll with boredom. It's like playing chess until you take away all the opponent's pieces instead of check-mating the king to win.
  13. This will change the game for sure. Also, Fix the Nod harvester stuck issue in Tomb.
  14. "brain dead team" - any of your random teammates after 1 building is destroyed.
  15. Place some invisible walls on the barracks to prevent people from jumping on them. People (especially creative new players) will think if it's possible to do it in a video game, then it's allowed as long as you don't use any third party software. Fix the game, not the players. But team hampering is unacceptable.
  16. We would also need to change the weapon keys or all guns will be cramped on the same slot except pistols, C4s and beacons.
  17. At least have 1 marathon + 1 AOW + 1 training hall and I'm fine. The game almost never reached 2 full servers, anyway.
  18. People just expect their characters to be godly when they spent lots of credits on them. It's like them saying "I spent 1000 credits on this character so I should have high durability and survive anything being thrown at me without needing much effort or skill and anything cheaper that kills me is just cancer of this game..."
  19. Would be nice to have an option to disable it. I had to mute the EVA volume.
  20. That's because in the old Renegade, Nod have better units so their base should be handicapped by having that airstrip an easy target and forces the base to be huge, making it difficult for defenders to react. Now, GDI is just as equal but Nod base is still "handicapped". But it is easier to notice a hand of nod MCT under attack than the Barracks which is hidden at the back where people don't usually look.
  21. When they can't support their argument, they insult others to make their arguments look stronger. Are they too desperate to make people listen to their suggestion?
  22. Team chat "MINES" seems to work and players should always keep an eye on the mine counter, do we really need to be spoon-fed further? It's the spotting-spammers that's making this unreadable.
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