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Sire

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Everything posted by Sire

  1. On the topic of refills, is it possible to add an option that... "Even when on cooldown, hitting the refill button exits the menu." or... "When on cooldown, disables the menu for 1-2 seconds" (to prevent hotkey mistakes) Sometimes in an intense situation I try to refill (or just intense mining), and I press "r" while the refill button on cooldown and then press "2" (on reflex) to get out my primary weapon. If it is on cooldown, I may end up swapping to a Shotgunner class instead of whatever I was originally. This sucks when one is a Hotwire and tries to refill when the Bar is destroyed, only to accidentally change classes...
  2. I also support this idea. Sometimes I may keep the launcher open when there is a full game to see if I can get in once someone leaves. If there are multiple people waiting in the launcher, they may be able to organize a game elsewhere.
  3. Thanks for the updates guys. I didn't see the news post about the servers originally being down during that short period, so I decided to check the servers for myself when I saw this topic. At any rate, thanks for all of your hard work!
  4. I can confirm that there are no servers currently showing up (10:22 PM - US Central), on both launcher and in-game. I was playing right before the 5.24 update hit (Harvester race failed on Walls before server shutdown) and right after the patch dropped and everything was updated. I played for some time before leaving around 2:00 PM to attend to other matters. I guess all servers may be undergoing maintenance or something, but it is a little odd that there is no server list.
  5. US Central here. I've noticed peak times are 11:00 AM to about 5:00 PM (US Central Time). That is because I am assuming most players are from Europe, and that is also because there is just one "full" server. Every now and then there might be a second server filled with a decent amount of players (10-20), but if there is just one full sever and the rest are "empty", I normally don't bother.
  6. As it stands, while I love the feature of seeing all hostiles on the map when the Comm Center is captured, as it stands as a tech structure it does seem a bit overpowered. When I play, I place importance on the Comm Center as I value combat intel and knowing where my enemies are. I tend to capture it at the start and try to keep it that way, defending it if the need arises. It also helps immensely with infiltration and dealing with infiltrators, as well as getting the general idea of what the enemy is doing and where. The Silo is an "obtain and forget" tech structure, and when it is lost, it is only recaptured when convenient. The Comm Center has priority over almost anything else when it is lost due to the benefits it provides. As for suggestions... 1: Make the Comm Center pulse radar. It pings enemies on the main map every few seconds instead of a live feed. The time will likely need to be tinkered with, perhaps every 15-30 seconds. The blips could be a "last known location" or track the target for 3-5 seconds before disappearing. 2: Reduce death timers, transforming the Comm Center into "calling reinforcements faster" or something. 3: Cheaper Beacons and Airstrikes (easier contact with Command, so cheaper prices.) 4: The Comm Center becomes an activatable tech structure, providing map vision for a minute or so. It then goes into a cooldown period before it can be turned on again. When the radar is active, everyone knows. (It is a mini-radar station, not a fully functional one.) I'm partial to the first point, the pulse radar. One can get an idea of where the enemy is at, but not the exact location. The important point to consider here is how long it takes to walk or sprint across a map, as well as vehicle speeds, when determining the timers.
  7. First time posting here. I have played the original Renegade and Renegade X for some time, but never registered on these forums. Here is my feedback and comments on the general nature of Renegade X and not necessarily the patch specifically after the first day of playing. Bugs and glitches that I've encountered will be posted in the other topic. Feedback 1: Arctic Stronghold is a beautiful map with lots of different routes and while I love the map, I think the Infantry Arena and Inf Path is a little too long. Battles on the Bridge and for the EMP are fun, alongside the Harvester Wars and the flanking opportunities, but with so much going on, I don't think the Infantry battleground will see much action for its size. Otherwise, the map is amazing. I'm sure it will become more fun to play as players learn the map and its mechanics. 2: Veteran - While I'm probably never gonna see Heroic status due to my lack of aiming skills and leaning more towards a support or suicidal role, I enjoy the Veteran system. There's not much else to add. 3: Mendoza - I read he got a buff, and some players were calling him OP in the games I played. Whether that is actually the case or players need time to adapt remains to be seen. 4: Field - While I did not get the chance to play the new Field properly yet, I can say that I like the design of the "Expanded" Field, with the new power plant, tunnel routes, and flanking route outside the main Field itself. The Comm Center is also a neat idea. As for comments about the Comm Center, if it is overpowered, perhaps make it like the EMP on Arctic Stronghold? Activate the Comm Center to gain full radar for a period of time, but then it needs to recharge before activating again. This way, the Comm Center still pinpoints enemies, but is not always on and requires someone to activate it every now and then when required. Alternatively, have it cycle automatically between being on and off. 6: Light Tank Sprint - I can turn while sprinting! A small change, but I enjoy it when I roll out in a Light Tank, especially since it feels more maneuverable than before. 7: "Big Map" - I love this feature. This is especially helpful when trying to navigate new maps as well as figure out where your team mates are, battle lines, etc. It is a shame that Eyes does not have this implemented, and Crash Site's map is a too dark to properly read. 8: Loading Screen Tips - This is useful for new players, but would it be possible to also manually cycle through tips on the Loading Screen? I know in Natural Selection 2 they do this, especially since loading times can be a bit long in that game. This way, players can read a variety of tips while they wait. 9: Tomb - Tomb seems good and fun from what I've played. Little did I know there was a bottom vehicle route on the map... 10: Under - GDI Backdoor path (from mid) is difficult to see as there are trees present and it looks more like a cliff than passable terrain. Nod's backdoor is easy due to the pipeline and convenient dirt path pointing towards it. Comments 1: Seeing a Laser Chaingunner stare down a Mammoth Tank is hilarious to me for some reason. Then, of course, an APC comes on by and kills the gunner. Poor guy. * * * * * Overall, bugs aside, the patch is good after first day impressions! I'm enjoying Renegade X quite a bit, so keep up the good work!
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