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This has been bugging me for a while now so I thought it was finally time I made a post about this. In Renegade X, the Artillery doesn't shoot in a straight line like it did in the original game but, arcs instead. Personally, I think it would be more practical for the Artillery to use the nade launcher crosshair since that has tic marks for ranged shots. Could make for a small QoL update
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We have recieved feedback asking for the increase of the vehicle limit on CNC-Hourglass. Please vote, which limit would you like to see implemented.
- 12 replies
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- hourglass
- vehcle limit
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This is cool and I have a few suggestions for how the tournament should work. People seem to be taking this seriously so it should be flushed out asap. Bracket This tournament should be a round-robin imo. If there are a lot of teams, you can try to do something like a Swiss-system (https://en.wikipedia.org/wiki/Swiss-system_tournament), but I think there will be few enough that you can just do a typical round-robin bracket with playoffs afterwards, seeding based off the RR placements. Pick/Ban Phase This is what I really want to see here. There's 11 maps total, some teams are going to prefer certain maps and hate other maps. Some teams are going to prefer/hate certain sides on certain maps. I don't think the method you use for pugs works very well here. Maps and sides should all be decided before the match begins. There should be a time before the match begins where each team decides on all of this, something like: Team1 Ban Map Team2 Ban Map Team1 Ban Map Team2 Ban Map Team1 Ban Map Team2 Ban Map Team2 Pick Map1 Team1 Pick Map2 Team2 Pick Map3 Team1 Pick Side for Map1 Team2 Pick Side for Map2 Team1 Pick Side for Map3 For deciding who gets first pick or ban, it can be based on a coinflip (find a website or something to do this) or you can have someone neutral do seeding after all of the team are decided, higher seed gets to pick whether they want first pick or ban. Similar to how CS/Dota works Points It says 3 points for a win in the OP. If we're playing 3 maps every match, and it's a round-robin, it should be 1 point per map. If a team loses the match but wins 1 map, they'd get 1 point. Include tie-breaker rules, this is pretty easy for ren, since when the time ends it'd be pretty ridiculous for points to be tied. I've only seen it happen a handful of times in OG ren, but if it does you can base the win condition on player or building kills. Also prevents teams from giving up if they lose the first 2 maps. That's all I think. As a bonus maybe the devs could do something to add some kind of symbol next to the names of the winners ingame, or the forums, or both. Winners get an autographed picture of Yosh too
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Hello there, you maybe know, that I am the current map designer of CNC-Cliffside. I was very happy to see, that the developers added the map to one of the newest patches. But I spend my time in the last months with playing other games, so I never really played on this map in a public game. I have no idea, if there are any problems with the balancing or the gameplay. I've asked some people in the last days, but I think it would be better to ask the whole community. The most common thing I heard was, that the base designs allows too much sneaking. It would be great to see some comments here. Only through that, we can try to create the best possible game experience for everyone. Thanks in advance Luhrian Note: Feel free to post map bugs
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Hey guys, I was watching the records from the last PUG on Complex. You can see there, that it is very easy to spawn kill the tanks wich are rolling out. Nod had no chance to win against the GDI, because they are loosing one Tank after the other. @TK0104's records from the PUG match on Complex: I think we have to do something against that to balance the map, because Nod can't spawn kill the spwaned GDI tanks, because the GDI Tanks have better amor and health the tanks they are rolling out are better protected from enemy fire. If we want to fix that, we have 2 possibilities: Put some rocks in front of the airstrip dropoff. If we choose this possibilitie, we can maybe prevent the spawn killing from the middle and from the Silo side, but not from the Barracks side. It would be still easy for GDI to spwan kill the tanks, just a little bit more difficult Place the airstrip between the Refinery and the Hand of Nod. Put the airstrip tower in front of the airstrip to prevnt spawn killing from the Silo side. Put a rock next to the airstrip tower to prevent spawn killing from the middle and the Hand of Nod will protect the airstrip dropoff from enemy fire from the Barracks side For the second suggestion I've already made a pre-version. So if the developers are interessted in this version, wirte me and I'll upload this version. Screens for the second suggestion: Btw, maybe you can fix that b2b spot here:
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feedback Balancing of EMP-Grenades (against mines)
nudelsalat posted a topic in Feedback & Bug Reports
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 -
Hey guys, you surely noticed, that the launcher downloader was replaced through a improved version of the ingame downloader from @ShrewdTactician. I was thinking about it and I think that it isn't good to put the launcher downloader in the rubbish. I'll just show you the advantages from both downloaders. Auto Downloader: fast download speed it doesn't matter how many are downloading the maps at the same time you are getting all maps at once if they are added to the downloader Ingame Downloader: you don't have to restart the game you don't have to add files into a downloader you just have to open the map on the server (I think it is like this) And now the disadvantages from both downloaders: Auto Downloader: you have to restart the game you have to put the maps in the downloader first Ingame Downloader: slower download speed If many people downlaod the map at once, the download speed is even more slower. On the CT server it could be not a big problem, but maybe on the T.O. server. you only download 1 map, which is really retarded, if you are playing on a map testing server. you are downloading it from the server. If it is a home server the speed is even more slow, because not all people have 100MB/s at home. So you see there are many strong points against the ingame downloader. But with that I don't mean, that the ingame downloader is shit. We just need to optimize some things. And it would be really great if we can optimize and keep both downloaders in the game.
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Tank headshots are by far the weirdest mechanic in RenX to me, as they're non-aligned with the tank shell behavior and their random-based trigger. On second thought they're a bit like the removed headshots from flamethrower/chem, as these headshots are not skilled-based. Certain maps show an increased amount of tank headshots, with Islands being the best example: GDI tanks sitting on GDI "bridge" (the vehicle exit at the river) shooting over the railings towards Nod base exit. Since this is a choke point when trying to reach the field, it happens every once in a while that an infantry gets hit in the face by a random shell crossing their path, instantly sending them back to spawn. All though quite entertaining for the tank player, it leads to a significant amount of frustration for the infantry player that get instantly killed out of nowhere. Taking a couple shells to the chest? Nah, just some minor scratches. Hitting the head: Enjoy your respawn timer. Compare it to the sniper rifles that do kill on headshot, but also cause significant damage to the body when hit, whereas tank shells take the armor class into the account - except when hitting the face. I would love to see tank headshots either be completely removed (= hits to the head count as body shots) or to have the armor class causing a damage reduction. Given the rather random occurrence of a tank headshot, it might be a good idea to remove them entirely though.