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KrypTheBear

Former Developers
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Everything posted by KrypTheBear

  1. "Everyone suicide and get an Engineer!" -Jeff doing pubstrats
  2. KrypTheBear

    MVP

    As victory is achieved through base destruction, the best way to obtain points is to damage and thus destroy buildings. Bringing back MVP sounds interesting, and in my opinion it could just aswell be point based. I mean, other than destroying buildings, how are you supposed to "pointwhore"?
  3. The thing in itself isn't a real issue. Imagine people just binding suicide to a button, or just dying on purpose, and once you are close to a kill you just click that, so the enemy doesn't get the reward for that kill. But yeah, the max time could be slightly lowered. Not to burn time, as that is way too low, but maybe thrice that time. (7 seconds?)
  4. Okay. First of all, a couple of maps have disgusting choke points, forcing you to take a certain route if you wish to infiltrate the enemy base as infanterist without being gunned down by base defenses. My favorite example is Unders tunnels, but the same applies to Arctic Stronghold with the side entrance, the one with the concrete wall with barbwire on top, as well as Crash Sites doors to the UFO, Forts Tunnel entrances (usually the main entrance aka. big fat tank chokepoint is blocked by tanks), Fields tunnels, Islands tunnels (Okay, that one has no base defenses, but the primary exit is, as in Fort, filled with vehicles. One could manage to sneak past that, as I do sometimes.), Mesa base entrance to tiberium cave, I could get you more examples if you like. As Jeff said, usually they hide behind cover in third person, making it remotely(haha) impossible to kill them. The pathetically low range and slow removal time, as well as staying wide open for attacks is... I dunno. It's plain dumb in my opinion. You could just toss your EMP while defending yourself from others, and once the C4 is disarmed you can continue, as with Proxies. Best case is, they have hidden those remotes in a hard-to-see place. -explodes- You can tank two to three remotes. Although three is already debatable. Non-Vets die most likely from three. Four will just rip you apart, and even as Elite you'll just die from burn damage. EDIT: And even if you survive, your healthpoints will be so low, even that engie hiding behind the rock can just gun you down. I'm cool with that. Although I don't really see a lot of hassle adding "Remotes" to "Things affected by EMP". Why won't we give it a shot? If a timed is not attached to a building/pawn, then it can be removed by EMP. Any remotes can be affected by EMP. That would be my suggestion. And this:
  5. Play a round on Under and then tell me how remote C4s in choke points don't contribute to stalemates. It would do the exact opposite, it would permit LCGs/PICs to make a quick advance through the tunnels straight to the buildings, forcing GDI to stay on their toes (same vice versa) And how are LCGs with rep tools strong, if you mean that they suddenly just repair eachother then you must have overseen the technician right behind them. One charge of rep tool isn't enough to heal an LCG back to an acceptable percentage of effective hit points (Edit: at least not in a quick fashion.)
  6. For once more I agree with you Ryz. Congrats Henk ^^
  7. How so? I mean, recently I see more and more remotes in choke points, especially if you are a LCG and it's like "Oh shit, there's a rem-" *dead* and you can't really do anything against that other than praying to Mother Mary having some mercy. Welp, I agree now. Timeds should be maybe affected like Madkill suggested, that idea sounds very neat and isn't exactly "overpowered". It would be aiding the team and make Gunners/LCGs/PICs more defense viable, as well as turning them into priority targets. Although, Idk how much coding effort that would be. Still, remotes are FUBAR. It would really aid to game balance if those could be either triggered remotely by tossing EMPs at them, or disarming them entirely with EMP.
  8. If you get noticed you are fucked one way or another. If you have a successful infiltration noone notices that C4 until it's too late. Of course, if you give a unit additional defensive power then any sort of infiltration might get weaker. And as I said before, an EMP is unable to completely disarm a Timed C4. So you still rely on the aid of others (or a painfully slow rep tool). Additionally to that I'm just going to quote yourself:
  9. This isn't actually a necessarily bad thing, as this is simply a tactic which is made possible through this implementation. It brings certainly some risk with it, as while you are concenctrated at removing the timed C4s of an infiltration team, a tank force might be already inside your base. This idea doesn't move any unit with EMPs straight to defense, it just allows them to operate more efficiently in that regard and adds a good deterrent against remote C4s in chokepoints. As far as I recall, one EMP wouldn't be enough to remove a Timed C4 (due to its health, proxies have a lot less health than a timed, hence why they are much faster disarmed than timeds), so the EMP would only act as aid (or if used en masse, as an active measure against Timed C4s). Then you have 10 less LCGs on the field. Every unit moved to defense is one less unit on offense. Plus they still cannot repair things, which is required to keep buildings alive that are being attacked by, for instance, tanks, as well as potential super weapon beacons.
  10. 'Sup everyone, I had a little suggestion in mind concerning the EMP grenades. Is there any reason as to why they are only able to disarm Proximity C4s and decloak units? Giving EMP grenades the ability to disarm Remote and Timed C4s would allow the usage of Gunners and LCGs in a more defensive manner (e.g. aid disarming Timed C4s on allied MCTs), as well as would help combat mass Remote C4 strategies in chokepoints (e.g. the tunnels in Under, and basically every single building can be effectively protected with Remotes). I'd like to hear a couple of opinions/other suggestions on that.
  11. How about the following suggestion then: Two different types of mines. A laser tripwire mine, that is only deployable on (allied) doors up to three times (as is the standard right now) and exclusively available to Hotwires/Technicians, as well as the typical proximity C4, available for purchase for everyone with an increasing price depending on how long the game is already in (specific values could be discussed later on). This way, we still have the old system in use, you still have to keep track on mines (In this case, tripwires), and you can use proximity C4s for any use you want, be it additional base defense, mining silos/tech buildings, or even for offensive use inside hostile buildings. It would also be newbie-friendly, that it would display you a little "warning" on your screen, similar to the airstrike cooldowns, that you can only deploy tripwires nearby doors, and nobody would go around noob-shaming people who mine at probably clever positions but "wasting" mine slots. EDIT: One could also consider potentionally dangerous positions viable for tripwires, such as the interior of the tower of the airstrip on flying maps.
  12. Non-flying would mean that the buildings are in the same state as they would be on a typical non-flying map. In short, yes. They'd (have to) be removed. EDIT: Alright, fine, I got it I got it. They can have stairs. lol. In addition to that I would like to see some other flying only maps as they were in the classical Ren, such as Walls. There is Walls_Flying and just Walls. As that would be very interesting, since infantry combat suddenly becomes a lot more interesting and no longer "who can shoot down the most orcas/transports/apaches" while avoiding to get roadkilled. Not to mention the importance of vehicles, of scouting etc.
  13. There are many balances made because GDI has armor. They all make sense, until Nod gets the same technology and abilities !! people who plenk and use excessive exclamation marks are fucking cancer !!!!!
  14. ... I can't tell if you're trolling or not. Hi to you, in so many topics the balance is discussed. Many of the advantages and disadvantages are related to GDIs armor superiority. lMAO, I think the McFarland and Mammoth Tank should not be available to Nod - should be removed from crates. Why? Because, as soon as Nod gets McFarland, all the balance around armor are nonsense ! EDIT: Added grammar mistakes
  15. KrypTheBear

    Maps

    Translation (so nobody gets triggered): Why were so many maps ruined in terms of design? Edit: Are there pages to download the maps? Some servers require a map download before joining the game. Waiting for downloads larger than 5MB is painful, although 5MBs need a download of 2 hours, and servers forcefully abort the download. Most maps have a size of about 250MBs or more. ---------------------- German answer: Keine Ahnung, schade, dass dir die Maps nicht gefallen. Was genau stört dich? Ja, es gibt von Tyrant einen externen Download: http://tyrant.gg/showthread.php?tid=516 Einfach den UDKGame Ordner in den RenegadeX/UDKGame Ordner bei dir auf dem Rechner hinzufügen, und alles ist an rechter Stelle. Das Problem an den Downloads lässt sich nicht von Entwicklerseite aus beheben, da es ein internes Problem der Unreal Engine ist und die Alternative, HTTPRedirect, zur Zeit nicht funktioniert. English answer: I don't know. What's exactly wrong with them? There's an external download provided by tyrant: http://tyrant.gg/showthread.php?tid=516 Just paste the UDKGame folder to the UDKGame folder on your PC and everything is in place. The problem with the downloads isn't fixable by the developers, since it's an internal problem associated with the Unreal Engine, and the alternative HTTPRedirect doesn't work at the moment.
  16. "I'm sorry guys, I'm high" - Tony
  17. My blood was like constantly boiling throughout the whole round. I don't want to call this one PUG bad but I don't want to call it good either. The only match where I was relatively calm was Mesa. The other matches were just, I dunno, rage inducing to say the least. Whiteout: Oh yeah, let's get a tranny and wait a million effing years to fill it up, wasting every single member of that team who's inside that shit. Canyon: "There's a buggy at re-" *boom* (Note: I was talking like "oh yeah, do you guys mind if I just cratewhore to get a mammy?") Lakeside: "Guys, guys wait a minute! Guys please wait a minute!" Walls: The constant back and forth and just hugging the plateau until someone comes up with a plan is really exhausting and boring to say the least. Especially cause, idk, the team who controls the plateau basically controls the map. It's an issue i'm having with this map for a while already, Walls is just boring, getting really close to Eyes (FIX. THE. PP. ENTRANCE.) in terms of rating.
  18. Use the launcher or download the map pack externally. Unreal Engine based games are known for their slow downloads ingame (Until someone who's onto that case finds a solution to get HTTPRedirect to work properly).
  19. I was the other captain in the last pug and am not on that list, so yeah, no need to feel excluded lol. I guess I'm not a good captain Jokes aside, I will definetly double check my sanity before picking neither Minji nor Neta into my team, while Jeff's on the opposing team. And as for custom maps: Am I the only one who would prefer a predefined mix (before the PUG - chosen by the Captains) of non-custom maps? So noone complains about "Hodor hodor GDI/NOD map" and no "Hey, my map isn't even optimized, but thanks" or "What in this world is this map" (No offense, Reservoir is great.) situation happens. I think mappers should have a chance to playtest their maps with others perhaps via announcement in the forums and ingame on public servers (CT's servers would be nice for that), players get to know the map and can have a nice round. In a PUG this may turn into a clusterfuck rather quickly. Peeps should be able to explore the map calmly, without any pressure.
  20. "kyrp's mammy is the fat girl no one invited" My mammy feels offended.
  21. Meh, since they also offer the original game files I don't think it'll live for long, although I've also been lingering on DETHKLOK's servers for a while. Might check it out in the next weeks.
  22. Definetly not @yosh56. We would never do such ridiculous things as giving them the sauce/soos. c: I have one aswell: Ryz: "Who is overmining? Stop overmining" (2 minutes later) Ryz is over-mining at Barracks
  23. Make it similar to AT-mines, whereas every person has a limit (say 3 mines) and make it purchasable, so mining actually becomes a team effort. And you could use mines offensively then (if you infiltrate a building, for instance.). Which is something I miss from the old Renegade. Or actually, depending on how much you want to make them cost I could settle with your idea aswell, since it also makes offensive mining possible.
  24. Uhhhh... I don't see the difference. If the game is about to finish anyways, why prolong the inevitable?
  25. I think lowering the veterancy advantage will make players in public matches less focussed on objectives, which makes whoring for armor-breaks less a thing, but also will prevent a bit of team-play in the pubs. It has it's advantages but also it's disadvantages. I think leaving that as is should be fine. I'd be all in for a delayed promotion, like you don't get your promotion immediately, instead you'd have a 5-10 minutes timer, where every player with sufficient points ranks up. This way you'd avoid this instant feeling of "Yep, we're fucked twofold" for the enemy team. If a map is unwinnable after a single building responsible for supplying your team with units falls then the map isn't properly balanced. Whiteout may be not the best map, but it's an example of both infantry and vehicle power (primarily vehicles, but losing your weps/strip doesn't make you lose the game immediately, you still can wipe MArts and MRLS with infantry, unlike Walls where losing HoN/Bar makes the game significantly harder, near impossible to win). Maybe it's just me, but the Geeds always had the vehicle advantage while Nod always had the infantry advantage. I mean, every Techie and Engy gets scared shitless when you just hear 3 Mammoths fire simultaneously against a building, while every Geed yellows their pants when they see an SBH running past them. And yet owning the infantry building gives you the edge, cause Techies/Hotties, cause high-tier inf, cause snipers. Banging my head against a wall until it breaks is a way to break a wall but it's not a good one. "Keep rushing them with basic inf until they die". Kekklemore. And yeah, implying implications. Most people who surrender just don't want to waste their fucking time you know. If you see 8 Flame Tanks murdering your Weps and Bar simultaneously, losing 5 FTs nonetheless, remaining 3 pulling back then yeah. Surrender. Cause you don't win that one do you. That doesn't mean people who surrender are necessarily shit, it's just "Hey, let's move on to the next match and not fuck up this badly".
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