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Jarzey

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Everything posted by Jarzey

  1. Jarzey

    Maps

    They might be not able to play PUGs or assist in a coordinated rush, but they can just play for fun, either running and gunning the enemy players, or sneaking in as Hottie/Tech, while not caring about the outcome the match (and possibly leaving when their team loses a building). Heck, for example, I do not care at all about my team in public matches; I just play for fun in those matches, not to win.
  2. So with the assistance of a volunteer and my brother we looked deeply into this: Picture 1: The SAM site on the left edge of the screen is just in range of the stolen Apache. The SAM fired missiles against it. The Apache did not move forward and retreat afterwards; it just hovered around without moving. Picture 2: The Apache's rocket swarm only reaches the Turret if fired from there and without moving forward. Picture 3: The Orca is struck by the SAM (explosion), while the Hellfire missile is en route towards the SAM. Picture 4: The Orca's Missile expires and explodes just in range of the Turret. Apache and Orca have the same range, both with missiles and their machinegun/cannon. If they only fired when you are in range of your heli's guns, then the SAM wouldn't fire unless your heli got forward approx around the second rock under the trees on Lakeside. This was tested on MPF forums server and more of this on skirmish. I understand your perspective: I think the SAM right now has to account for the lock-on time akin to a charge-up time, so therefore the illusion of them only firing when you are in range with your heli's guns is mainly because you have probably been moving forward rather than standing still during the SAM's charge-up time. Possible buff: SAMs should fire immediately when you are in their range.
  3. Not really. SAMs have the same range as Turrets/GTs or AGT/Obi, which is 2500 units higher compared to Apache/Orca missiles. Another concern about SAMs is that their missiles are too slow; if you see them incoming, you can evade them by shift drifting or backing into cover. I would personally suggest to either double their projectile speed to match AGT's rocket speed, or add projectile acceleration to them, in a manner akin to how stank missiles work.
  4. Well, I am not suited to command at all, mostly because my English pronunciation is utterly shit (so bad that I cannot even understand what I say when watching the videos sometimes). Also, given my role of camper in PUGs, I am afraid that I would not get involved in team action and coordinated rushes.
  5. So.... can this topic be made sticky? The guide is complete and Black Dawn is also complete (and not likely to be worked on further).
  6. Some quotes from pugs. I am not good at recognizing voices, so I don't know who exactly stated these. "Strip house" - he didn't mean the strip club, but rather the airstrip contol tower. Happened during a match on Walls "Strip behind Weapons" - he probably meant to say Stank or SBH. Happened during another match on Walls "I am not attached to a generator, bruh" - he was explaining why he lost connection during a match on Arctic Stronghold "You have enough money for a humvee? The sauce will set us free! Let's do it!" - referring to a flaming c4 humvee tactic to destroy Nod turrets on Lakeside
  7. pug recap: Complex: Typical vehicle battle, Meds vs Arties. Both teams had good reps and kept buildings standing against Med and Stank rushes, but In the end, Meds manage to overpower the reps and destroy the Nod base. Lakeside: Next level tactics! You probably have never heard of them before! It is called Orca/Apache rush!..... yeah, both teams kept rushing Orcas and Apaches throughout the game, and both were stopped by diligent reps. In the end, when most of GDI left the base for a Gunner rush, a Stank rush damaged WF, letting the following Apache rush finishing it and the other 2 buildings in the GDI base. Whiteout: Both harvies were destroyed in the beginning. Tanks battle afterwards, in the end GDI took control of the hill and tech buildings with Meds + Mammies and shelled Hon and Air to smithereens. Nod surrendered afterwards. Walls: Most of the match was mostly Orcas vs Apaches, focusing on taking control of plateau, along with snipers and Sydney/Raveshaw. In the end, SBH nukes combined with Apache rush destroyed Bar, WF, and PP, prompting GDI to surrender. 4 matches, 18~20 people per team, 4-0 for team Newbie.
  8. I bid you farewell ahead of time, Newbie. I guess you being the commander for your last pug can be arranged. I also see that you are optimistic and self-confident, and that's good, but to win every match - you better be pretty damn prepared and ready to go out with a bang. P.S. I remember that you started a guide here in the forums. If you don't plan to finish it, I would gladly take over it and complete it if you give me permission to do so.
  9. The Alt fire for the Grenade Launcher technically does the same damage than Primary Fire , I can confirm since I looked into the code. However, for reasons unknown, it is almost impossible to get a full hit from it, even on something big as a Mammoth Tank, dealing "only" 24 points of damage to the mammy compared to 25 points of damage from Primary Fire. Albeit other times I scored only 15 to 20 points of damage by firing it point blank on the mammy; could be possibly something in the Rx_Projectile_GrenadeLauncherAlt data that somehow alters the splash damage....or the base damage. Therefore, in practice the Launcher does indeed lower damage in exchange for the bouncing grenades, but the damage reduction is quite negligible. And for headshots with the Launcher it is recommended to use Primary Fire instead.
  10. It seems that we are talking from our perspectives during that match. I understand why you see it as a 2 pronged attack: strike Air and Obi at the same time, they will only be able to save 1 building. And my perspective was the Ion set up being a decoy for the meds for the reasons aforementioned. In chess, you are going to lose 1 piece in that situation for sure. In RenX, by "resource allocation", if I am not wrong, we could have saved both buildings if most of the techies remained in Obi, 2 or 3 followed with other non-tech players to disarm the beacon. Of course it is quite a challenge to commandeer a team and allocate resources when there is a ticking and ominous countdown that spells death for one of your buildings. But then there is also a limited number of resources that you can allocate, so maybe there was no way for my team to keep both buildings alive. I guess I wasn't that specific: but I was referring only to this instance of meds and single Ion for this argument; of course I don't see multi nukes as a mass decoys and the one that happens to go off as the planned and crucial nuke (I would rather consider multi nukes as.... multi nukes). Whatever, no need to add fuel to the flame, I will handle it to you. People won't really care for trivialities like this in reviews. Guess next time I won't bother to be that specific when writing recaps. People who want to see what happened can always go watch the videos or replay the demo files.
  11. Okay, first, you quoted the wrong person: Gliven was talking about the match on Walls. Moving on, Fffreak was under the strip tunnels. Now I don't know if he had allies down there, but let's say that he planted the ion solo. So he was probably thinking that techies were too busy keeping Obi repaired from the meds that did not plan to move out, but rather being a decoy (the meds were supposed to shell Obby to prevent response to the ion) for him and his ion. Since players usually prioritize beacons over repairs, the outcome was the Ion luring out techies from Obi and therefore granting the opportunity for the meds to rush in and destroy Obi. And I would like to add that I am not accusing Fffreak of being a liar in any way. Fffreak himself stated that due to the action of my team, the Ion became a decoy for the meds. Note, from my team's perspective, his Ion would indeed appear to be a decoy, since he was probably defending it solo and there were tanks outside our base. My point is that the beacon worked unintentionally as a decoy. The original plan was to destroy Air, but in the end, the Ion was the main factor leading to the destruction of Obi.
  12. So.... implying from your statement "that way", you are telling me that the Ion was a decoy after my team's reaction. Conclusion? the Ion ended up being a decoy for the Med rush. Sometimes plans do not work as intended, but the results are what matter most in the recaps.
  13. My point exactly, a decoy beacon will destroy something if it succeeds, but its main purpose is to lure the enemy engis away from their buildings. Note that by decoy I don't mean fake; they are quite different. Now, I am pretty sure the Meds didn't bother to cover your Ion, as it was too far away, so I will classify it as decoy. From RenX wiki: "Nuke as decoy In this tactic, the purpose of a beacon will not be to destroy the enemy building that it is placed at, but instead to grab the attention of the enemy team and make them focus on disarming such a nuke, while an allied Hotwire or a Technician sneaks and destroys a different building OR while your team makes a vehicle rush for a different building. Even the most organized defense can fall to this smart tactic. Often performed on the same maps as the multiple nuke tactic and more often on Marathon and not on All-Out-War, so as not to give the enemy team free points for disarming. Fake nuke This is the only of the mentioned tactics where a nuke is not placed at an enemy building. The purpose of such beacon can be to force the enemy team to fall back and check their whole base to look for it. This is why, contrary to a decoy nuke placed at one of enemy buildings, it does not help allied sneaking Advanced Engineers. Fake nukes are also often deployed randomly without any purpose by players who have too much credits on their hands. This can be annoying and excessive nuke spam is sometimes punished by the game moderators. To counter this tactic, you cannot deploy a Superweapon Beacon in your own base."
  14. Recap: Goldrush: typical vehicle warfare, GDI holds the field most of the time, and after a while, GDI manages to bring down Obi by a med rush when Nod techies were focused to disarms an Ion placed at Air. After that, GDI regroups and swarms the base with more meds that completely destroys the Nod base. Walls: Control of the plateau switches from team to team; Nod leads the initiative by destroying GDI Ref via SBH infiltration and blowing up the MCT. GDI retaliates with a full Orca rush destroying Hon. Afterwards, Nod stocks up on Apaches, holds the plateau, and perform a rush that destroy WF; at the same time of the rush, Bar is finished by an tech. GDI PP gets blown up shorts moments after. Whiteout: Nothing too out of ordinary here, GDI manages to hold the hill for a while but in the end Nod arties hammer and demolish WF and GDI Ref with focused fire, prompting GDI to surrender. Arctic Stronghold: GDI fails to organize any decent rocket/gunner rush, but so does Nod; therefore the match was mostly vehicle warfare. In the end GDI amasses meds and Nod amasses flamers; they both rush at the same time. GDI wins the base race by having more meds and more reps in their base. Lakeside: Usual match, going for Harvy or Silo. GDI's first rush is composed by Orcas in unison with Hotties; the former bring down Air while the latter getting into and blowing up Hon in the midst of the Orca rush. A second Orca rush with Ions by GDI finishes the Nod Ref. 5 matches; 18~20 players per team, 3-2 for team Yosh.
  15. I am well aware of that, that's why I analyzed Yosh's recent patch note posts and extracted the changes from there. But sometimes he doesn't really specify how much a value has changed (by using adverbs such as "slightly"). I also had to manually test some values in-game, and ended up with some peculiar results: - Patch's Tac Rifle actually has an enormous range, more than MRLS and Artillery, but less than Sniper/Ramjet. - Marksman Rifle is the weapon with the highest range value, Missile/Rocket Launchers come after, and Sniper/Ramjet Rifles have less range than the former two. Of course, the range values of those three are so high that no one would notice in conventional matches. - It could be intentional, but Apache's Rockets deal less damage to infantry compared to its 30mm Auto Cannons. And that's a full hit by the rocket, not splash damage; they do more damage only by headshots. Those findings were tested in Skirmish mode; maybe they change in multiplayer mode? Granted that there are some mistakes, but I am pretty confident that most of the damage values should be correct or close to the right value.
  16. Fixed, thanks. On a related note, after doing research, people shouldn't be surprised of how fast they can die against the usual skilled Mobi/Doza camping in tunnels seeking to increase their K/D ratio.
  17. Several posts before I've mentioned that I would provide weapons' damage values. After an intense scavenging hunt into the GitHub repo (and patch notes), the damage values have been compiled for every weapon (infantry, vehicle, defenses). Now it would be awesome if the veterancy values were released on GitHub as well (not going to download the SDK only to look at a bunch of numbers), so I can provide more detailed info on the bonuses granted by higher ranks.
  18. PUG recap: Complex: Classic vehicle warfare, Nod with arties and GDI with meds. After a small Med rush fails to damage Hon, Nod gets control of the field and starts hammering the GDI base. Meanwhile, Hotwires were keen on infiltrating into the Nod ref, but all of them were taken care of. At last, a pair of hotties decided to change plans and went for the Hon instead: they succeed and brought down the Hon, but it was too late, since the GDI base was razed to the ground by Nod vehicle forces just seconds later. Fort: Tech buildings' control bounces between both teams due to several clashes, both with infantry and vehicles. Then, a nuke brings down the WF. Nod gains the upper hand for a while, but GDI retaliates with two Gunner rushes: the first one destroys Hon, and the second one brings down Nod Ref. Nod pushes hard with advanced infantry and vehicles, hoping to succeed. However, they were slain and their nukes promptly disarmed. A final flame rush by Nod is countered hard by Gunners, Sydneys, and Mobiuses. GDI responds in kind with an Ion covered by APCs and advanced infantry, sealing the outcome of the match by destroying the Airstrip. XMountain: Typical start with infantry going to rush or to the silo. Nod leads an APC rush but does not succeed. After that, Nod takes control of the field with arties and snipers, without leaving GDI a chance to move out; therefore, the latter goes into full defense and camping mode, thwarting a triple SBH nuke, more nukes, and an attempted infiltration. After a lot of pushing back and forth, Nod finally manages to bring the Bar down thanks to a player managing to get inside and c4 its MCT while arties were pounding it. GDI, after a long, weary, and mostly boring match, decides to surrender after the loss of their Bar. Arctic Stronghold: Nod starts by leading a flame trooper rush into GDI Ref but they are slain. After that, it is the usual Med vs Arty pushing forth and back, with the occasional MRLS and Flamer, along with snipers picking at each other. Not wanting to have another stalemate, Nod takes the initiative and leads a Stank rush towards GDI WF, but they fail to break its armor. Moments later, the Obelisk is destroyed by GDI vehicles. Taking advantage of the lack of a functional Obelisk, an infantry rush composed by mostly Mobius and Sydney attempts to destroy Air, but they get stopped by the defenders. At last, GDI switches gears and promptly ends the match with a full Med rush, flattening the Nod base in mere seconds. 4 matches, 15~18 players per team, 4-0 for team Quincy.
  19. The wiki, being a collection of tips and miscellaneous info about game subjects, is not really fit to be a beginner's guide. I also doubt that new players would start reading all the gameplay articles in the wiki before playing (unless they are avid readers). At least, I expect them to head towards Guides and Tips article first if they do. I do have plans to write a basic guide for new players though.
  20. There is nothing to worry about. Everyone makes mistakes.
  21. One helpful instance would be when a vehicle is stuck/moving upwards/downwards on rocks or some other obstacle, since in this case the turret might be unable to follow the camera completely. The cross would tell you where the turret would point if you were to fire in such awkward position. Aside from this, I think it is quite redundant as well. At least you can change its color in the options iirc.
  22. Actually, the Nod PP was finished by another gunner rush. We did 3 in total and the 3rd one finally had enough damage & suprise element. Another fun thing was that, after PP went down, I infiltrated your base with a gunner and killed HoN solo (except for the last one hit) while your team was busy defending the Obelisk. Updated my recap post. Thanks for the information.
  23. PUG Recap: Warm-up map highlights: The player GeneralHavoc destroys WF when everyone was explicitly told not to destroy any building. Considering that he did not listen to previous remarks, GDI decided to let him destroy WF to teach him a lesson. After that, hilariousness ensues in TS, and in the end he gets banned. (Courtesy of Jeff)Actual PUG matches: Goldrush Both teams decided to save for tanks. Nod managed to hold the field first with Arties, shelling the GDI Ref to keep Hotties stuck in base, while GDI Harv was also constantly harassed from the side vehicle path. With the Arties pounding, Nod pushed on with flamer and stank rushes, ultimately managing to destroy Ref and AGT. GDI had several Meds, but they never managed to take the field and were dispatched easily if they went too far from base. Lastly, a sniper on Nod kept watch of GDI infantry path, denying them any chances for surprise rushes. Arctic Stronghold GDI starts with a full-team rocket rush against Nod PP; Nod manages to save it at first, but later a Gunner rush finishes the PP. After that and some pushing back and forth, GDI, having control of the EMP Cannon and the vehicle paths, besieges the Nod base. HON is blown up by a Gunner who managed to slip inside, Nod Ref is destroyed by a sneaking hottie and at last the GDI siege brings down Obelisk . Only thing worth mentioning on Nod is that a lone player managed to damage Ref to 40 armor without being engi/tech, before GDI attacked and Nod decided to surrender. Walls Classic Walls start, both team go for each others Harv. GDI saves for a early Med rush but Nod repels them back. The crucial point of this match comes when a sneaking Hottie destroys Airstrip. After that, GDI played cautiously, kept control of plateau with Orcas, Havocs, and Sydneys. Nod attempted a triple SBH nuke and a rocket rush, but they were quickly called out and dealt accordingly. Realizing that they will not be able to catch up on points, Nod surrenders at last. Canyon Initial Chem rush is denied by GDI defenders; both Harvies are destroyed. Arties take the field for a while, until Meds roll out, retaking the field. Following up, Nod Ref is destroyed by both vehicle fire and sneaking players; Arties are pushed back to Air, where they are pulverized by a well timed Airstrike. GDI plants an ion on the strip and covers it with its tanks, prompting Nod to surrender. The ion somehow misses the strip; however, it was too late as Nod had already started the surrendering vote. 4 matches in total; around 17 players per team; 3-1 for Team B0ng.
  24. Granted most players will focus on their main screen rather than maps, but it is still better than nothing. A more powerful jamming effect may be employed: for example, the Comms, once captured, will disrupt both enemy radar and communication channels; because of such, opponent players will not be able to view Ctrl and/or Alt radio commands and team chat statements. (Still you can circumvent this by getting on TS or warn your allies on global chat or private chat.) Something fancier would be scrambling the original messages and display phrases as combination of inconsistent characters instead. Not really sure how to tackle on the chat; if anything else, just disabling radio commands may make the opponent team reaction a little slower.
  25. My two cents on this: In the original Renegade the Comms jammed the player's mini-map radar (at least in the single-player campaign). So, in lieu of that, I would suggest that the Comms in Ren X would jam the opponent team's radar maps once captured: effect may range from not being able to spot enemies, not being able to see allied players on both mini and overview map, or replacing both mini and overview maps with a black screen or a typical jamming interference lines screen. Such will not grant any advantages directly to the team who controls it, the advantage comes indirectly from hampering the opponent team instead.
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