HaTe Posted February 14, 2014 Share Posted February 14, 2014 The function actually worked just like that in renegade as well. It was just harder to notice because of the fact that there was only one reticle per every weapon. If you ever downloaded any reticles for renegade, you'd likely become far more aware of this. The possible visibility disadvantage just means that you would have to use scope/iron sight for that weapon in those circumstances if you need to. In a way, it is promoting the use of sniper scoping, which is a good thing. Hipfiring a sniper was always OP in renegade, and this along with a small hipfire spread is how renegade x is attempting to counter that problem. I do agree with your last paragraph though - the original renegade crosshair worked well universally, since there was only 1 reticle per every weapon there. If any specific crosshair is a consistent problem among players, the possibility of the devs editing it is always there. I suggest giving them all a chance, and if any issue comes up, expressing it then. I do understand where you're coming from, but principle and practice are 2 different things, and I personally do not have a problem with any reticle in practice. We will see if the same can be said for you Quote Link to comment Share on other sites More sharing options...
SFJake Posted February 14, 2014 Share Posted February 14, 2014 Interesting about the crosshair in Renegade, I never used a custom crosshair. Yeah, you're right, we'll see how it goes when I actually play. I have another unrelated question to ask. Graphic wise, the game seems to have a few visibility issues. This could be a general youtube/stream problem, but I have to ask. Can you turn off bloom/HDR/general post processing effects? The game has a lot of situations where its very hard to see. Some of the maps are in plain daylight but look dark, also. Every goldrush video, I basically cannot see anything thats happening and when the sun mixes up, you just get blinded by everything. Otherwise, there is way too much effects in general. Walls_flying looks particularily ugly because of those effects. Am I wrong from what I'm getting from those videos and most importantly, can those effects be turned off? Quote Link to comment Share on other sites More sharing options...
HaTe Posted February 14, 2014 Share Posted February 14, 2014 Yeah, there are multiple options to change up the game visually in regards to brightness, bloom, graphics, etc. Quote Link to comment Share on other sites More sharing options...
SFJake Posted February 14, 2014 Share Posted February 14, 2014 Great, thank you. Quote Link to comment Share on other sites More sharing options...
Noodlesocks Posted February 17, 2014 Share Posted February 17, 2014 Interesting about the crosshair in Renegade, I never used a custom crosshair. Yeah, you're right, we'll see how it goes when I actually play.I have another unrelated question to ask. Graphic wise, the game seems to have a few visibility issues. This could be a general youtube/stream problem, but I have to ask. Can you turn off bloom/HDR/general post processing effects? The game has a lot of situations where its very hard to see. Some of the maps are in plain daylight but look dark, also. Every goldrush video, I basically cannot see anything thats happening and when the sun mixes up, you just get blinded by everything. Otherwise, there is way too much effects in general. Walls_flying looks particularily ugly because of those effects. Am I wrong from what I'm getting from those videos and most importantly, can those effects be turned off? Could just be youtube compression. For the most part, players are pretty easy to see on most maps. Taking Walls for example, it's pretty easy to spot even a sniper poking it's head over the cliffs from the bases. Field can be a little difficult at times; being set at night and all but I know lower graphical settings can make it easier to see with all the fancy effects turned off. Quote Link to comment Share on other sites More sharing options...
ErroR Posted February 17, 2014 Share Posted February 17, 2014 Field can be a little difficult at times; being set at night and all but I know lower graphical settings can make it easier to see with all the fancy effects turned off. That right there is a pretty bad design decission. Quote Link to comment Share on other sites More sharing options...
Valor Posted February 18, 2014 Share Posted February 18, 2014 1. Will we be able to join a game on the same team as a friend? 2. If you disconnect/leave a game and rejoin, do you keep your points and credits? Quote Link to comment Share on other sites More sharing options...
Daedhart Posted February 18, 2014 Share Posted February 18, 2014 Field can be a little difficult at times; being set at night and all but I know lower graphical settings can make it easier to see with all the fancy effects turned off. That right there is a pretty bad design decission. I dont see why. Sure, Renegade and RenX arent meant to be totally realistic, but isnt the entire point of RenX to introduce graphical upgrades to the original? And isnt a graphical upgrade's entire purpose, by definition, to bring the virtual world closer to a realistic world? And is it not true that spotting a single person from a distance in real life can be a little difficult due to things like light reflection/refraction, blooming, and pattern recognition? Quote Link to comment Share on other sites More sharing options...
tekgunman Posted February 18, 2014 Share Posted February 18, 2014 Will there be other character costumes available (IE: black suit havoc or mutant raveshaw)? Quote Link to comment Share on other sites More sharing options...
Volcom Posted February 18, 2014 Share Posted February 18, 2014 Not at this time. Quote Link to comment Share on other sites More sharing options...
Ban4life Posted February 18, 2014 Share Posted February 18, 2014 Field can be a little difficult at times; being set at night and all but I know lower graphical settings can make it easier to see with all the fancy effects turned off. That right there is a pretty bad design decission. I dont see why. Sure, Renegade and RenX arent meant to be totally realistic, but isnt the entire point of RenX to introduce graphical upgrades to the original? And isnt a graphical upgrade's entire purpose, by definition, to bring the virtual world closer to a realistic world? And is it not true that spotting a single person from a distance in real life can be a little difficult due to things like light reflection/refraction, blooming, and pattern recognition? I think the point they tried to make is 'lower graphics=better visibility=better play' I have to disagree. Although some graphic settings are troublesome (motion blur is the worst!), better graphics in general will probably give an advantage. Quote Link to comment Share on other sites More sharing options...
omega79 Posted February 18, 2014 Share Posted February 18, 2014 1. Will we be able to join a game on the same team as a friend?2. If you disconnect/leave a game and rejoin, do you keep your points and credits? about 1. in old renegade you always autojoined 1 side and could not change. once you got used to it, it does not matter ... specially if you become a regular on 1 or 2 servers, cuz you know the most other players ... then you always play with and against some friends later on it was modded, so you could offer a "switch team" to the public, but you needed someone else to accept it and switch with you ... that would be a good idea, but only if it is limited to the first 2-5 minutes hope it is like this in RenegadeX about 2. in original it was like this ... i believe it will be like that in RenegadeX -- I know I am not DEV or tester ... but just in case i thought i give you the idea of how it was in original Quote Link to comment Share on other sites More sharing options...
HaTe Posted February 18, 2014 Share Posted February 18, 2014 1. Will we be able to join a game on the same team as a friend?2. If you disconnect/leave a game and rejoin, do you keep your points and credits? 1 has previously been explained I believe. It has been discussed, and it is up to the devs on whether or not they will implement such an algorithm. 2 is yes. Same as Renegade. Saves the credits and points by nickname. Haven't tested it, but this was a key element that I know wouldn't be removed (if it isn't in the game now it will be). Quote Link to comment Share on other sites More sharing options...
Valor Posted February 19, 2014 Share Posted February 19, 2014 I did see one video where it didn't happen, not sure if it was a one time thing or if it's fixed now. I think it was the video where theGunrun leaves to change his graphics settings but when he got back he was put on the same team but his points and credits were reset. Another question that was asked before but not given a definite answer: Will quick-180 be returning? Quote Link to comment Share on other sites More sharing options...
HaTe Posted February 19, 2014 Share Posted February 19, 2014 Can't give a definitive answer on that one. I hope so though. Quote Link to comment Share on other sites More sharing options...
ErroR Posted February 19, 2014 Share Posted February 19, 2014 (edited) We were discussing the 180 in the same thread we discussed free aim: viewtopic.php?f=13&t=71752 Personally I wouldn't want to see it. It's pointless because you can turn around yourself and only takes away from the advantage of the enemy ambushing you. Edited February 19, 2014 by Guest Quote Link to comment Share on other sites More sharing options...
Valor Posted February 19, 2014 Share Posted February 19, 2014 Yeah there's only been debate so far, but no one said whether it's in or not. I'm assuming it's not in the current beta, and unless a dev says otherwise I'm guessing it's not going to make it into the release. Quote Link to comment Share on other sites More sharing options...
Daedhart Posted February 19, 2014 Share Posted February 19, 2014 The dev did say in that thread that it most likely wont be in RenX, and definitely not in the beta. Quote Link to comment Share on other sites More sharing options...
Valor Posted February 19, 2014 Share Posted February 19, 2014 They did say that free aim won't be making it in. About 180 this was all that was said: "If it's up to me that'll not be in either but there's still some discussion surrounding that." Quote Link to comment Share on other sites More sharing options...
H2o ׂEssenz Posted February 19, 2014 Share Posted February 19, 2014 Do all units the same range as in Renegade? Can someone give me a brief overview of all changes @ this point? Quote Link to comment Share on other sites More sharing options...
Valor Posted February 19, 2014 Share Posted February 19, 2014 I don't believe range was changed. There's a list of changes here: viewtopic.php?f=13&t=71878 Quote Link to comment Share on other sites More sharing options...
Daedhart Posted February 20, 2014 Share Posted February 20, 2014 They did say that free aim won't be making it in.About 180 this was all that was said: "If it's up to me that'll not be in either but there's still some discussion surrounding that." I suppose thats true. It felt, based on the way they said it, that it most likely wont make it into the final game. Quote Link to comment Share on other sites More sharing options...
Valor Posted February 21, 2014 Share Posted February 21, 2014 Two things that bug me but aren't actually bugs. 1. The building icons on the bottom of the HUD aren't symmetrical between GDI and Nod. 2. The overall team score on the top right doesn't change position. GDI is always on top even if they have fewer points. Will these be changed? Will there be Xbox 360 controller or other gamepad support? Can we get an exact time of release? I'm planning on skipping work for the release. Quote Link to comment Share on other sites More sharing options...
Ban4life Posted February 21, 2014 Share Posted February 21, 2014 Tech building question time! Is the armory going to be implemented soon or at all? Is it possible to activate some tech buildings or certain effects of tech buildings without the tech building? (Server side option) Also, when and how ate the motion sensors and such that do not need a tech building going to be released? Is this going to be map specific or a server side option (or of course both)? I had more but I'll post that when I remember. Quote Link to comment Share on other sites More sharing options...
SFJake Posted February 21, 2014 Share Posted February 21, 2014 Tech building question time! Is the armory going to be implemented soon or at all? Is it possible to activate some tech buildings or certain effects of tech buildings without the tech building? (Server side option) You got me curious there. I think if not, this should be an option. Quote Link to comment Share on other sites More sharing options...
isthar Posted February 25, 2014 Share Posted February 25, 2014 1. Will we be able to join a game on the same team as a friend?2. If you disconnect/leave a game and rejoin, do you keep your points and credits? about 1. in old renegade you always autojoined 1 side and could not change. once you got used to it, it does not matter ... specially if you become a regular on 1 or 2 servers, cuz you know the most other players ... then you always play with and against some friends later on it was modded, so you could offer a "switch team" to the public, but you needed someone else to accept it and switch with you ... that would be a good idea, but only if it is limited to the first 2-5 minutes hope it is like this in RenegadeX about 2. in original it was like this ... i believe it will be like that in RenegadeX -- I know I am not DEV or tester ... but just in case i thought i give you the idea of how it was in original Just to "+1" - I loved being able to control playing WITH my friends of course (similar to most multiplayer games today being able to form a party and play as a combined party)... and in renegade, sure you could call this cheating a tiny bit but we took advantage of the autojoin-back-to-your-team feature... One would join. Say he was GDI. Any new joins always went to smallest team, so timing it right I would disconnect, let my friend get into my "slot" as GDI... then I could rejoin, always GDI since it looked like a reconnect. Of course I don't actually want the glitch... I just want the ability to be able to "join as a party"; is that in the net code/interface either as the original algorithm or as a feature? Quote Link to comment Share on other sites More sharing options...
HaTe Posted February 25, 2014 Share Posted February 25, 2014 Ideally, the system would work different. As of now, I think it may work similarly to the renegade way. Not 100% sure on that though. Quote Link to comment Share on other sites More sharing options...
immolator Posted February 25, 2014 Share Posted February 25, 2014 Thanx a lot for what you are doing! Tell me, where i can download the soundtrack from this nice trailer? Quote Link to comment Share on other sites More sharing options...
Moerfi Posted February 26, 2014 Share Posted February 26, 2014 Any Tipps on how to deal with guard towers? Or do i have to wait for the tanks and other vehicles to destroy him before i can try to bomb the enemy base? Wich GDI class is best suited for base infiltration? NOD has the stealthy guy but it seems like GDI has nothing like that wich gives NOD a little advantage or am i missing something here? Quote Link to comment Share on other sites More sharing options...
H.D. Lovecraft Posted February 26, 2014 Share Posted February 26, 2014 Any Tipps on how to deal with guard towers? Or do i have to wait for the tanks and other vehicles to destroy him before i can try to bomb the enemy base? Wich GDI class is best suited for base infiltration? NOD has the stealthy guy but it seems like GDI has nothing like that wich gives NOD a little advantage or am i missing something here? Dealing with guard towers comes down to rushing them with tanks, APC rush or long range bombardment. Another way would be destroying the power plant, which is sometimes much easier to do depending on the map. GDI isn't supposed to be tailored to stealth, GDI is a hard hitting big vehicles and big weapons type faction, whereas Nod is more of a tactical, specialized strike faction. Quote Link to comment Share on other sites More sharing options...
Moerfi Posted February 26, 2014 Share Posted February 26, 2014 K, thank you Quote Link to comment Share on other sites More sharing options...
Numrollen Posted February 27, 2014 Share Posted February 27, 2014 Is it possible to repair destroyed buildings? i tried with my engineer but it didnt work. a fast sneak (even its suicide) to the refinery with 2 ppl and its gone. Must faster and easier then destoying the crawler. Quote Link to comment Share on other sites More sharing options...
Daedhart Posted February 27, 2014 Share Posted February 27, 2014 Building death is permanent per map; once theyre dead, theyre dead. The idea of adding a contstruction yard that could rebuild buildings was floated around, but dont expect the feature anytime soon, if ever. The best way to prevent engi rushes is to mine the hell out of the entrances of buildings or tunnels. Other than that, just try to destroy the enemy's base faster than they can destroy yours. Quote Link to comment Share on other sites More sharing options...
Moerfi Posted February 27, 2014 Share Posted February 27, 2014 Any tips on "how to break that damn enemy base" ? Just had a match on mesa where we were fighting in the cave and no team could destroy anothers defense tower/power plant. Are there some other "tactics" to try like apc rush? Quote Link to comment Share on other sites More sharing options...
Afevis Posted February 27, 2014 Share Posted February 27, 2014 On mesa, move snipers onto the hills beside the enemy bases by using the bridge in the middle of the map. They can usually pin down engineers long enough to give your team a chance to destroy their armor and push against their defenses. Quote Link to comment Share on other sites More sharing options...
SFJake Posted February 27, 2014 Share Posted February 27, 2014 Building death is permanent per map; once theyre dead, theyre dead. The idea of adding a contstruction yard that could rebuild buildings was floated around, but dont expect the feature anytime soon, if ever. That would be interesting. Building death being only temporary (obviously it should still take a while to rebuild) unless you also successfully destroy the construction yard. This could make for crazy long marathon games, though. Quote Link to comment Share on other sites More sharing options...
Moerfi Posted February 27, 2014 Share Posted February 27, 2014 On mesa, move snipers onto the hills beside the enemy bases by using the bridge in the middle of the map. They can usually pin down engineers long enough to give your team a chance to destroy their armor and push against their defenses. Thank you Any other tipps for dealing with agt/obelisk? And another Question. How do i link my steam account to the game so i can track my stats? Quote Link to comment Share on other sites More sharing options...
ErroR Posted February 27, 2014 Share Posted February 27, 2014 On mesa, move snipers onto the hills beside the enemy bases by using the bridge in the middle of the map. They can usually pin down engineers long enough to give your team a chance to destroy their armor and push against their defenses. Thank you Any other tipps for dealing with agt/obelisk? And another Question. How do i link my steam account to the game so i can track my stats? Just have steam running when you're playing the game. I think Quote Link to comment Share on other sites More sharing options...
Daedhart Posted February 27, 2014 Share Posted February 27, 2014 On mesa, move snipers onto the hills beside the enemy bases by using the bridge in the middle of the map. They can usually pin down engineers long enough to give your team a chance to destroy their armor and push against their defenses. Thank you Any other tipps for dealing with agt/obelisk? Id say, if the tunnel is gridlocked, try going around the side and taking out the PP with either an engi rush or arty/MRL. Quote Link to comment Share on other sites More sharing options...
gilligab Posted February 28, 2014 Share Posted February 28, 2014 If I change my nick on steam, will it reset my score on the leaderboards? Quote Link to comment Share on other sites More sharing options...
Daedhart Posted February 28, 2014 Share Posted February 28, 2014 If I change my nick on steam, will it reset my score on the leaderboards? Leader boards currently only work if youre logged into Steam. In other words, you wont lose your place because your place doesnt exist. Quote Link to comment Share on other sites More sharing options...
EvanVanVan Posted March 1, 2014 Share Posted March 1, 2014 Just wondering how the game will be updated? I realize the game was only released 3 days ago, but will it auto update or do I need to check back here for future patches? And not that I expect any response about this question but, any thoughts on the frequency of patches, especially in the very beginning like this? Quote Link to comment Share on other sites More sharing options...
Cherno Posted March 1, 2014 Share Posted March 1, 2014 On the "desert map" (can't remember the name), with the infantry-only cave/ancient ruins in the center beneath a flat, high rock outcropping, what is a viable defensive strategy for GDI? So far, I think GDI lost every match on this map because even as the tunnel that leads from outside under the base entrance to two openings inside the base gets heavily mined, SBHs manage to sneak through the main entracne (I imagine) to plant nukes all over the place, resulting in TBK (Total Base Kill) every single time So if the Hand of Nod is not taken out in the first few minutes, does NOD rally have a major advantage or is this just my imagination and GDI forces just have to suck it up and counter by massed Mammoth attacks and/or APC rushes? Quote Link to comment Share on other sites More sharing options...
XD_ERROR_XD Posted March 1, 2014 Share Posted March 1, 2014 On the "desert map" (can't remember the name), with the infantry-only cave/ancient ruins in the center beneath a flat, high rock outcropping, what is a viable defensive strategy for GDI? So far, I think GDI lost every match on this map because even as the tunnel that leads from outside under the base entrance to two openings inside the base gets heavily mined, SBHs manage to sneak through the main entracne (I imagine) to plant nukes all over the place, resulting in TBK (Total Base Kill) every single time So if the Hand of Nod is not taken out in the first few minutes, does NOD rally have a major advantage or is this just my imagination and GDI forces just have to suck it up and counter by massed Mammoth attacks and/or APC rushes? You're talking about walls. And server owners can decide what the mine limit will be. Anything below 30 on a flying map would make GDI have a baaaaad time... Quote Link to comment Share on other sites More sharing options...
goztow Posted March 1, 2014 Share Posted March 1, 2014 For walls flying usually GDI should try to keep the field occupied with armour or airborn and push. Sbh are useless units most of the time so you will have better numbers. For defense, if one person mines up and stays back with a humvee, he can check most common nuke spots all game long. Sbh will think twice if everything is mined up and a person is patrolling. Put extra mines on the warf slope. Quote Link to comment Share on other sites More sharing options...
wolfrikku Posted March 1, 2014 Share Posted March 1, 2014 For walls flying usually GDI should try to keep the field occupied with armour or airborn and push. Sbh are useless units most of the time so you will have better numbers. For defense, if one person mines up and stays back with a humvee, he can check most common nuke spots all game long. Sbh will think twice if everything is mined up and a person is patrolling. Put extra mines on the warf slope. Honestly only having 1 defend is what causes most of GDI loses on the map. One person can usually hold off the solo nukes, but eventually NOD will start sending more when they see the solo fail time and time again. You usually want 2 to 4 base defenders. Quote Link to comment Share on other sites More sharing options...
goztow Posted March 1, 2014 Share Posted March 1, 2014 Depekds on the number of players. I usually play in games for max 32 and usually around 20 players. Quote Link to comment Share on other sites More sharing options...
Cherno Posted March 2, 2014 Share Posted March 2, 2014 [...]Put extra mines on the warf slope. What warf? Quote Link to comment Share on other sites More sharing options...
NODeath Posted March 2, 2014 Share Posted March 2, 2014 No editor map for renegade x ? We can create map with UDK ? Quote Link to comment Share on other sites More sharing options...
Valor Posted March 2, 2014 Share Posted March 2, 2014 For walls flying usually GDI should try to keep the field occupied with armour or airborn and push. Sbh are useless units most of the time so you will have better numbers. For defense, if one person mines up and stays back with a humvee, he can check most common nuke spots all game long. Sbh will think twice if everything is mined up and a person is patrolling. Put extra mines on the warf slope. Honestly only having 1 defend is what causes most of GDI loses on the map. One person can usually hold off the solo nukes, but eventually NOD will start sending more when they see the solo fail time and time again. You usually want 2 to 4 base defenders. With all the new players, it's unlikely anyone would be willing to defend for the whole game (or at all really). This is why GDI ends up losing most defense-less maps like Walls and Islands. I've still seen cases where a nuke doesn't get any attention from GDI in a 40 player game. Quote Link to comment Share on other sites More sharing options...
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