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Found 3 results

  1. Does Nod need another way to counter heavy grouped GDI tank rushes? I am thinking on maps like Walls, Islands, Complex and maybe X-Mountain specifically. In Kane's Wrath the Raider Buggy can emit a small EMP weapon, with a cool-down effect and would something similar make the buggy in Ren-X more useful than it is currently and ensure it is used more throughout the game? Maybe we could also equip the GDI Humvee with a tow missile (as this usually gets discussed due to C&C Generals) as a way to equal out offerings or maybe some sort of group heal radial bonus... could give them both a little more armour than they have presently so they don't crumple under light fire. The argument I suppose will be there's still the EMP grenade, but infantry are always vulnerable attempting to get close enough to a tank ion time to use it as well as get some shots in before being hammered, and often waiting in a base choke point is too late to stop something from building and rolling in, especially now we have offensive/defensive command powers that can be used. What about EMP mines? What about cloaking specifically Nod anti-tank mines from distance so they can't so easily be detected and destroyed? These things might also spare the valuable cp being used on things like EMP airstrikes, which can also be hard to do if having to concentrate on so much other stuff going on around you.
  2. I think EMP-grenades are overpowered and I'd like to hear your opinion on my points. 1. Large radius, no "hidden" mines possible EMP Grenades disarm mines in a very large radius, making it impossible to prevent enemy infantry from entering the building (which is the primary use-case of mines, right?). Even "hidden" mines behind corners are disabled, due to the very large area affected. This effectively makes mines useless against EMP-Grenade-Infantry or any group of infantry that contains at least one of these. 2. Barracks/Hand of Nod is much more important Basic infantry can not simply disable the mines. So losing advanced infantry not only gives your team weak infantry-weaponry, but also diminishes your chances of infiltrating the enemy base due to the lack of EMP-Grenades. On the other hand, the enemy can rush your buildings, eliminating your remaining Advanced Engineers/Hotwires with ease, as they can freely walk in. 3. No Teamplay required Unlike original Renegade, you do not need any kind of teamplay (an engineer and other high-level combat units) to successfully clear an enemy building. A LCG/Sydney/... can do all the stuff alone. Throw an EMP-Grenade, rush the building, kill everybody. Often there are only a few engineers in the building, having absolutely no chance against a Sydney/LCG/etc. 4. No Sneaking required No need to stay alert and being "unarmed" while disarming mines, like an engineer does - all you have to do is to throw the EMP-Grenade and hope that noone sees you... well okay, this actually doesnt matter, 1-2 hits of your PIC and he's gone. 5. You can't counter it Compared to an engineer who has to disarm the mines one-by-one from close range, effectively unarmed, you can't counter a Sydney/... throwing an EMP-Grenade from some distance or behind some cover. When the grenade is on it's way, the mines are gone, no matter what you do. - And good luck at remining, when some Sydney is watching you. 6. You can buy a repair-kit capable of disarming mines So, if you want to infiltrate with a combat-unit, buy the kit. Simple. Or ask a teammate to help you out. My suggestion: - Change EMP-Grenades to not affect mines anymore. This will - reduce the balancing-gap when one team has lost advanced infantry - balance the efforts of mining and disarming - make mines useful against the main threats to a building (all units carrying EMP-Grenades also do massive damage vs MCT and engineers) - make the game far more tactical as "stupid" rushes won't work anymore - leave infiltrators disarming mines effectively unarmed and make them better counterable - greatly improve teamwork, as an engineer needs protection / the others need him/her to disarm the mines Let's start the discussion
  3. '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.
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