Totem Arts Staff Popular Post yosh56 Posted December 30, 2017 Totem Arts Staff Popular Post Share Posted December 30, 2017 Spoiler 5.31 Changelist Additions -Commanders- +Commanders are voted in currently just by 9 on the vote menu [Very much subject to change] +Spotted Targets by Commanders are visible to the entire team, and numbered. +Typing teamchat messages beginning with /R or /C works for Rush messages and commander messages, ala commander mod +Servers can set for commanders to remain static (E.G for PUGs/Competitive games with static teams) +Commanders have access to a command menu via Ctrl+C -Commander Menu Functions- +1. Set/Remove Waypoints +2. Remove Mines from Buildings +3. Support Powers [Mass Spotting, EMPs, Smoke, Cruise Missiles, and Offensive/Defensive buffs] +4. Harvester Options [Start/Stop + Send to Waypoint + Set to Destroy] +5. Commander Help (Contains more or less everything you need to know about commanding) -Stat Modifiers- +Players can now receive status effects that affect both their infantry and vehicles -Crates- +Added CRATE: Damage Resistance [Lasts 5 minutes; Adds 33% demage reduction until it expires, or you die] +Added CRATE: Speed Crate (No longer stacks, and only lasts for 5 minutes, but is +15% AND affects vehicle sprinting) +Added CRATE: Classic vehicle crate -Vehicles- +Added M2 Bradley [The classic Light tank] Veterancy +You now accrue a small bit of VP for vehicle damage, on top of assists/kills Balance -Neutral- +Offensive/Defensive Players of the game no longer take KDR into account +Offensive/Defensive Player of the game now factors in vehicle damage done -GDI- +Shotgunner: -Shotgun: Increased rate of fire from 1.5s > 1.2s +Grenadier: -Grenade Launcher: MCT Damage multiplier reduced from 2.5x to 1.75x +McFarland: Cost decreased from 250 > 200 -Grenade: Increased Base Damage from 100 > 150 +Patch: -Tac-Rifle: Removed hit-scan at Elite; Lowered projectile speed increases with veterancy; reduced Vet range increases from 1000uu increments, to 500uu; -Grenade Launcher: Is now an actual weapon ability, as opposed to tacked on to the rifle +Sydney: -Personal Ion Cannon: Reduced headshot multiplier from 5x > 1.5x +Mobius: -VoltAutoRifle: Increased spread from 0.005 > 0.008 +Medium Tank: -Increased veterancy projectile lifespan modifiers to 5/10/15% +Mammoth Tank: -Removed veterancy speed increases -Removed veterancy projectile speed increases -Increased veterancy projectile lifespan modifiers to 5/10/15% -Nod- +Shotgunner: -Shotgun: Increased rate of fire from 1.5s > 1.2s +Raveshaw: -Railgun: Reduced headshot multiplier from 5x > 1.5x +Flame Trooper: -Flamethrower: Headshot multiplier increased from 1.0x > 1.15x +Chem-Trooper: Cost Decreased from 250 > 200 -Chemical Thrower: Increased Headshot multiplier from 1.0x > 1.25x -Tiberium Grenade: Increased Base Damage from 100 > 150; Added a slowing debuff when hit by a chem grenade +Light Tank: -Decreased Reload speed from 0.75 > 0.65 (Closer to Med DPS vs. heavy armour) -Increased veterancy projectile lifespan modifiers to 5/10/15% +Flame Tank: -Increased veterancy speed increases from none to 5/10/15% +TS Recon Bike: - More stable when driving, and can now turn without swerving out of control +Stealth Tank: -Turning/Handling while sprinting increased significantly, making them less floaty feeling User Interface +'Kick' menu on the quick interface now uses pages, and lists players as opposed to forcing you to type in an ID +Implemented stand in Unrealscript UI overhaul in preparation for Flash overhaul Quality of Life -Pressing 'Switch to Ability' after that ability is already selected will switch back to the previous weapon -Maximum allowed players on servers upped from 40 to 64 -MRLS first person camera moved up slightly -CLIENT 64-bit binaries should have loading movies now +Changed the Ramjet to bolt action [Easier to track its rate of fire in first person] +Decreased overall game size several GB +Lowered the 'Transport helicopter ready' sound +Removed the vote cooldowns in Skirmish +Going into ironsight while sprinting now works (and stopps the sprint) +Added Target-FPS slider to video options +Already equipped items are now greyed out on the purchase menu. +Added toggle sprint & toggle crouch input options +Added several hooks for Rx_Mutator to know when certain events occur (e.g building death) Visuals/Audio -Updated Laser Rifle's weapon model/sights/sound -Updated Buggy/Humvee/APC Heroic effects -Updated Apache/Orca Heroic effects -Added Several Taunts/Assist sounds to the LCG -EMP's now pause both the timer and animation of harvester dumping and harvesting. -When trying to plant a beacon in an invalid location the "Planting Beacon failed: This location is invalid!" message now lets you know immidiatly (as opposed to after the planting animation as it was untill now) Bug Fixes + HUD should now update appropriately once leaving a vehicle when you were a passenger + The LCG should no longer instantly fire after spinning and reloading + Fixed Artillery fans not lining up with the actual chassis + Fixed the Stealth Tanks sprint-turning when Elite/Heroic + Soft Boundaries have been replaced with something that 'shouldn't' kill you randomly [HINT HINT HINT] + General Optimization + Ragdolls are a little less raggedy +Fixed skirmish waiting for network players. +Fixed only changing one muzzle flash on the Mammoth's Cannons +PIC/Rav no longer do more damage to NONE armour types +Possible Fix for Multiweapons [namely the Mammoth] doing 0 damage occasionally +Fixed projectile Veterancy lifespan modifiers +Smoothed out the credit ticker during harv dumps in netplay +Fixed weapons that were bolt action AND per-bullet-reload having to bolt reload after they finish reloading +Fixed a memory leak with weapons +Fixed the map vote 'rejected' text to be the same for GDI and Nod +Beacons should no longer slide down hills +Beacons should no longer glitch into the foundation of buildings +Fixed beacons being placed inside of turrets +Fixed a multitude of issues with mines clipping into meshes +Fixed an issue with being able to plant on the roof of buildings that didn't have ramps +Fixed a major weapon damage exploit +Fixed the respawn timer being reset upon rejoining, and not being correct when 1st joining a game +Fixed a bug with crates sometimes wrongly giving you the last added crate type +Fixed vehicles not getting their Mesh Morph repaired during VP healing +Fixed a bug with harvesters getting EMP'd when docking and then getting stuck. + Fixed Mines sometimes beeing placed slightly away from the planters location + Fixed SBHs not re-stealthing after regenerating via VP +Fixed a bug that caused you to die if planting a mine/beacon in shallow water +You can no longer plant beacons/mines while swimming Maps -Replaced all Soft Boundaries with Play Area Volumes -C130 drop off height is now configurable Canyon: - Destroyable obstacle renamed to Destroyable Rock + HP increased 50% -Moved the GDI Barracks 'shield' to the right and up to give the Bar a bit more protection from Artillery -Added a rock under the tib arch to stop Artillery from b2b -The Nod Harvester should ONLY take the tunnel now(except when first spawning) - Complex: - Fixed grass in airstrip - Fixed smoke near nod ref - Re-positioned airtower to original position -Fixed Team base volumes -Added blocking volumes to the WF/HoN doors Field: - Slightly lowered tunnel entry-ramp elevation - Removed GDI WF and Nod's HON walls, as not to cramp the base Field-X: - Placed Vehicle blockers on Barracks doors -Changed lighting to daytime Fort: - Wall & Rock hop fixes Goldrush: - Tiberium volumes now encompass all tiberium texture areas on the ground. -Fixed several rock's vehicle collision Islands: - Fixed out of bounds and under map glich spot - Fixed base to base spot in GDI base - Updated landscape material Lakeside: - Orcas can no longer shoot at the Nod Ref from the infantry side or ledge side -Artillery can no longer hit the GDI Refinery from the hill - Fixed broken shadow around the river bed - Removed unnecessary BSP volumes - Fixed air path nodes that were above the map's stallZ ceiling Reservoir: - GDI back Guard Tower is easier to reach for Nod - Culling on building interiors -Fixed river & lake water flow direction -Fixed Airtower Elevator-Improved lighting & shadows -Barracks sandbags harder to jump over -More culling & optimization -Added fog -Post Processing added to building interiors Snow: -Widened & improved vehicle tunnel -Silo's are now captured by default (but can of course still be "stolen") -Post Process interpolation duration fixed -Weirdly blue colored rock fixed -WF vehicle blocking added -Icicles now break with weaker bullets too. - Destroyable rock vehicle collision fixed on Snow -Infantry paths added in vehicle tunnel Tunnels: - Sniper perches have most of their cover removed - One tree removed at the front of each base so it's easier to spot & kill snipers aiming into the base - Giant rocks added on each side of the field to give snipers less sight on everything - Nod can now enter their secret tunnel from their base - A lot less cover from the GT when you're at the secret tunnel exit - GDI now has a secret tunnel too, the GT covers this entrance well - lowered the infantry only perch between the two rocks (the ones directly in front of the bases) - Landscape Material Simplified & Optimized a bit. Whiteout: - Fixed a number of out of bound glitch spots - Fixed being able to easily walk over the nod wall on the communication centre side. - Can no longer sneak into the nod base from behind the Hand of Nod - Can no longer sneak into the Nod Power Plant, from behind the storage containers Walls: - Raised GDI/Nod Refs by a couple units - Made sure fast moving vehicles cant jump the left Nod wall Officials: Re-added Old Field Customs: Updated Tomb; Updated Eyes; Removed Glasses; Added CnC-Outpost; Added CnC-SunRise; Added CnC-Cliffside And here you thought we were dead. Note: These are PRELIMINARY, so this list is subject to change. 9 4 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff NodSaibot Posted December 30, 2017 Totem Arts Staff Share Posted December 30, 2017 Mmmmm yummy Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff NodSaibot Posted December 30, 2017 Totem Arts Staff Share Posted December 30, 2017 Can the arties still hit the Ref from the hill? On Lakeside Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted December 30, 2017 Share Posted December 30, 2017 27 minutes ago, yosh56 said: +Light Tank: -Decreased Reload speed from 0.75 > 0.65 (Closer to Med DPS vs. heavy armour) -Increased veterancy projectile lifespan modifiers to 5/10/15% yay! 27 minutes ago, yosh56 said: Whiteout: - Fixed a number of out of bound glitch spots - Fixed being able to easily walk over the nod wall on the communication centre side. - Can no longer sneak into the nod base from behind the Hand of Nod - Can no longer sneak into the Nod Power Plant, from behind the storage containers finally.... 28 minutes ago, yosh56 said: +Chem-Trooper: -Chemical Thrower: Increased Headshot multiplier from 1.0x > 1.25x -Tiberium Grenade: Increased Base Damage from 100 > 150; Added a slowing debuff when hit by a chem grenade ... uhm okay... there is no need to buff the Chem? Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted December 30, 2017 Totem Arts Staff Share Posted December 30, 2017 (edited) Nice! Love the sound of new functions! Got some questions that came up in me (Pls don't freak out because so many questions are getting asked) - M2 Bradley Light Tank? Is it something like a neutreal vehicle (So no GDI/Nod logo is shown on it)? - New Laser RIfle? More looking like the one from original Renegade? - When you say "repositioned Airtower", you moved it to the original spot in the current version? Or are you guys going to use an older version of Complex (so all buildings are back on it's original location / not moved and not rotated slightly)? - Are we going to see new maps in this patch? I thought Havoc said there was going to be a road map in an upcoming patch.... - Could we have some sexy screens or pics of the new content? Looking forward on the release! Also love to see some more loading screens for the previously added maps (Tunnels, Reservoir etc.) @Glacious Edited December 30, 2017 by TK0104 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff roweboat Posted December 30, 2017 Totem Arts Staff Share Posted December 30, 2017 Fantastic !! My question is, are the plans to fix the *tiny* UI elements when running at 2160p ?? It's not a game breaker of course, but it's a good thing I already have all the keyboard commands memorized cuz I sure as heck can't read them 😂 Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted December 30, 2017 Share Posted December 30, 2017 36 minutes ago, Sarah! said: Can the arties still hit the Ref from the hill? On Lakeside This ^ Please somedevy just add a blocking volume to prevent arty fire Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted December 30, 2017 Share Posted December 30, 2017 26 minutes ago, roweboat said: Fantastic !! My question is, are the plans to fix the *tiny* UI elements when running at 2160p ?? It's not a game breaker of course, but it's a good thing I already have all the keyboard commands memorized cuz I sure as heck can't read them 😂 Just a guess but the switch into "flash" might be the answer to this issue 1 Quote Link to comment Share on other sites More sharing options...
Guest Gliven Posted December 30, 2017 Share Posted December 30, 2017 (edited) These are amazing changes! For the map changes, before you push this out, don't forget to ask map testers if you missed anything. There was a lot of changes so its understandable if you missed something. The ability to drive into the weapons factory on both snow and complex comes to mind. You can also shoot at the bar/hon from over the rock walls in the forest on lakeside with orca/appache Edited December 30, 2017 by Gliven Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff roweboat Posted December 30, 2017 Totem Arts Staff Share Posted December 30, 2017 10 minutes ago, Madkill40 said: Just a guess but the switch into "flash" might be the answer to this issue Yes let's hope 😁 Quote Link to comment Share on other sites More sharing options...
HuskerDoggo Posted December 30, 2017 Share Posted December 30, 2017 headshot multipliers for flame/chem troopers 🤔🤔 also is the 64-bit sound bug fixed in the update aswell? Quote Link to comment Share on other sites More sharing options...
ShrewdTactician Posted December 30, 2017 Share Posted December 30, 2017 26 minutes ago, Madkill40 said: Just a guess but the switch into "flash" might be the answer to this issue I'm moving the UI framework from Flash AS2, to Flash AS3, and then finally doing some more work on ui in general. This release comes with the frontend menu completely moved over to AS3, but no actual real UI changes, tho i did fix the ping sort on the server list. Next release will come with the hud being moved over to AS3, and ui changes to both the hud and frontend. 3 minutes ago, HuskerDoggo said: also is the 64-bit sound bug fixed in the update aswell? No work specifically was made to fix this; that being said, there was the fixes to the videos for 64bit. Also, I've set the sound buffer from 0 to 96Mb's and changes some of the sound category volumes; making announcements and dialog more audible, bumped up weapon sounds a tad, and reduced music volume by 25%. So you may see some improvements in general. 2 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff roweboat Posted December 30, 2017 Totem Arts Staff Share Posted December 30, 2017 Awesome work @ShrewdTactician 🤗 Quote Link to comment Share on other sites More sharing options...
Boomer Posted January 1, 2018 Share Posted January 1, 2018 Can't wait for the new patch. Happy new year 2018! Quote Link to comment Share on other sites More sharing options...
AlienXAXS Posted January 1, 2018 Share Posted January 1, 2018 "WF vehicle blocking added - Snow" Well, there goes the random crazyness we had in the last PUG Quote Link to comment Share on other sites More sharing options...
Syntharn Posted January 1, 2018 Share Posted January 1, 2018 This all sounds really good, im hyped. More and better light tanks! aaawyeaah. Glad to see the commander mod making a comeback, much more immersive than having a crackling cacaphonic Discord TS, or having a few lines of teamchat that gets drowned in radio spam. Quote Link to comment Share on other sites More sharing options...
iTweek. Posted January 1, 2018 Share Posted January 1, 2018 Nice one Quote Link to comment Share on other sites More sharing options...
DeadAccount Posted January 2, 2018 Share Posted January 2, 2018 (edited) So just throwing this out there as an idea for Commander Mode! Instead of voting the commander every round would it be possible to instead award commander status to the players who won MVP, Support, Defense, or Offense in the last game? It would not only create value for those awards, but also motivate better team play as people strive for one of those top spots. So at most you would have 4 commanders per team. I don't this that's too much saturation, and would allow everyone a chance at the role. Unless you only want a single Commander. Stay awesome! Edited January 2, 2018 by MintLemonade Quote Link to comment Share on other sites More sharing options...
Fffreak9999 Posted January 2, 2018 Share Posted January 2, 2018 1 hour ago, MintLemonade said: So just throwing this out there as an idea for Commander Mode! Instead of voting the commander every round would it be possible to instead award commander status to the players who won MVP, Support, Defense, or Offense in the last game? It would not only create value for those awards, but also motivate better team play as people strive for one of those top spots. So at most you would have 4 commanders per team. I don't this that's too much saturation, and would allow everyone a chance at the role. Unless you only want a single Commander. Stay awesome! Honestly, at the moment, I would say wait till you get to experience the changes to the commander system, although I would also like to see multi-commanders Quote Link to comment Share on other sites More sharing options...
vandal33 Posted January 3, 2018 Share Posted January 3, 2018 16 hours ago, MintLemonade said: Instead of voting the commander every round would it be possible to instead award commander status to the players who won MVP, Support, Defense, or Offense in the last game? It would not only create value for those awards, but also motivate better team play as people strive for one of those top spots. The MVP calculation isn't as superior as conscious human judgement. Just because someone is top score doesn't mean he is capable of leadership and command. It could be an AFKer doing repairs on buildings with zero commanding experience. What if there is no last game (server reset f.e.) or the players who won those mvp tittles left game? We still need to decide who is the best commander. Not sure why we need to create value on those awards, but people are already motivated to play better if they wanted to earn their teammate's trust to be voted commander. Quote Link to comment Share on other sites More sharing options...
ex_member Posted January 3, 2018 Share Posted January 3, 2018 (edited) ... Edited September 22, 2018 by ex_member Quote Link to comment Share on other sites More sharing options...
Axesor Posted January 3, 2018 Share Posted January 3, 2018 Iam going to nail my ass to the chair and will not move untill you bring me that update like I dont care if I will starve or pee all over my carpet just give it to me now. 1 hour ago, dr.schrott said: why is there nothing about the team balancing ? Becouse it would be kick in the guts if the game decided to move you from one team to another. Changing team should be only done by your own will. Its not like u play Counter-Strike with 2m rounds. Quote Link to comment Share on other sites More sharing options...
ex_member Posted January 3, 2018 Share Posted January 3, 2018 (edited) ... Edited September 22, 2018 by ex_member 1 1 Quote Link to comment Share on other sites More sharing options...
Axesor Posted January 3, 2018 Share Posted January 3, 2018 @dr.schrott Fair enough. It could be based on reputation points too, but it might be mildly misleading. Finding an efficient way must be indeed difficult since we have nothing like official account that would register your character and name and rank so team balancing could be based on players rank (bronze, silver, gold). The problem is that this comes to conflict with what I belive that everyone should be able to join his beloved faction if free spot is avaiable... which could be solved by buffing weaker team somehow.. Anyway, RenX is still in beta and develops fast. You shall no wonder why there is no team balance feature (yet?).. just look at this awesome update. it took a lot of time to make. Who knows what awaits us in the future. Quote Link to comment Share on other sites More sharing options...
ex_member Posted January 3, 2018 Share Posted January 3, 2018 (edited) ... Edited September 22, 2018 by ex_member Quote Link to comment Share on other sites More sharing options...
RypeL Posted January 3, 2018 Share Posted January 3, 2018 There was teambalancing for a while. But it got disabled i think mainly because people really wanted to play with their buddys. Their was always a vague idea of reenabling it when some kind of party system might get invented. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted January 3, 2018 Totem Arts Staff Share Posted January 3, 2018 (edited) You know I think is missing on the Tac-Rifle.... an reload animation for the grenade launcher. Originally it was made but it's never used I guess Maybe something for new update? Edited January 3, 2018 by TK0104 Quote Link to comment Share on other sites More sharing options...
Radeon3 Posted January 4, 2018 Share Posted January 4, 2018 On 2017. 12. 12. at 12:55 AM, KrypTheBear said: The 60 player thing is also, guess the fuck what, A MUTATOR. Which we don't even like. Maps get stupidly laggy on 60 players and it kind of kills the way the game was meant to be played. On 2017. 12. 30. at 4:33 PM, yosh56 said: -Maximum allowed players on servers upped from 40 to 64 5 1 1 Quote Link to comment Share on other sites More sharing options...
Guest once upon the time Posted January 4, 2018 Share Posted January 4, 2018 @Radeon3 I agree completly with you. After 2 years I start again and must say the gameplay is getting worse when the player amount will be more than 40. Sometimes when a server has close to 60 Player it's getting laggy and the Gameplay feels like in a rush hour of a German Highway (terrible). A lot of playstills get killed for example sneaking in, SBH (for What, own bases is camped like hell). It's only luck or perfect orgamized Teamwork. But real, in a public game good teamplay is selden. In the past we 40 Player Server and other Server getting filled too. Don't misunderstood it , I still like the game but, last days it feels sometimes over 40 player like this: kind regards Silent Knight Quote Link to comment Share on other sites More sharing options...
djlaptop Posted January 4, 2018 Share Posted January 4, 2018 I totally agree with you guys on playercount, but that should be a server-owner setting. I would like RenX to officially support 60 players, but would also hope that server owners wouldn't push it that far. Personally, anything beyond 36 or so and I leave the game and come back at a less crowded time. I'd rather have two servers of 30 than one server of 60. I guess my point is that we're complaining to the wrong folks. 2 2 Quote Link to comment Share on other sites More sharing options...
rocky44r Posted January 4, 2018 Share Posted January 4, 2018 (edited) i also prefer playing on smaller servers... 30 players seem enough on one server. imho the main issue with 40+ players is that neither the gameplay, nor the maps have been designed for that amount of players. RenX improved a lot gameplay-wise, but most of the maps still remain too small for 60 players. on the smaller maps it always ends in one team camping all the exits and routes of the other team and that subsequentialy means the only thing the defending team can do is defending. you then get a hoard of hotwires/techs on the defending team that constantly monitor and repair the entire base and nothing happens for hours. until a few people log off because they are bored or the camping team gets heroic and eventually outdamages the repairs. This is especially problematic on marathon servers as there is no timelimit. 60-player-servers need 60-player-maps with enough alternative routes to support 60 players. more open and less defensive maps feel great with 60 players. smaller maps don't. Edited January 4, 2018 by rocky44r 1 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff NodSaibot Posted January 4, 2018 Totem Arts Staff Share Posted January 4, 2018 15 hours ago, Radeon3 said: AGN will be staying at 50 players for now. We won't be upping the count to 60 or lowering it for now Quote Link to comment Share on other sites More sharing options...
OTT Posted January 4, 2018 Share Posted January 4, 2018 *gets excited about the new update* *remembers about the 60 players limit* *gets depressed* But hey,there's still hope ... ... ... I think On 12/30/2017 at 5:33 PM, yosh56 said: Note: These are PRELIMINARY, so this list is subject to change. Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted January 4, 2018 Share Posted January 4, 2018 ...not to forget the huge performance drops when more than X* players joined a server. noone likes laggy servers. (*depending on the individual server hardware) 1 Quote Link to comment Share on other sites More sharing options...
iTweek. Posted January 4, 2018 Share Posted January 4, 2018 (edited) 24 minutes ago, DarkSn4ke said: ...not to forget the huge performance drops when more than X* players joined a server. noone likes laggy servers. is just the question of whether it has been fixed. but I am happy that überhaubt an update comes :) Edited January 4, 2018 by iTweek. Quote Link to comment Share on other sites More sharing options...
Guest once upon the time Posted January 4, 2018 Share Posted January 4, 2018 @djlaptop I agree with you that's should be a server owner setting. In my case I share "my opinion" and do not complain. That's my personal feeling !! The server owner is doing his/her own choice (if they not get pushed in one direction without a choice) . Sorry for my bad english . Quote Link to comment Share on other sites More sharing options...
ex_member Posted January 5, 2018 Share Posted January 5, 2018 (edited) ... Edited September 22, 2018 by ex_member Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted January 7, 2018 Totem Arts Staff Share Posted January 7, 2018 (edited) Made some "Fan Art" (This is not real fanart ofc) for OPEN BETA 5.3 Edited January 7, 2018 by TK0104 Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted January 7, 2018 Share Posted January 7, 2018 When +40 player servers isn't running off a mutator and is something worked into the game itself you would think any instability issues would be a thing of the past, but as it has already been stated the population limits are at the server owners' discretion and upto 64 players simply makes for a nice additional feature for the game. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted January 11, 2018 Totem Arts Staff Share Posted January 11, 2018 @yosh56 I there is another bug on Whiteout where you can snipe, which is impossible to counter-sniper someone or kill him with tanks I see Glasses got removed! Nice! Sorry Dakuja, no offense, but this map s*cked 1 Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted January 17, 2018 Share Posted January 17, 2018 I am curious if commander is able to select two players to be defense and offense Captains for their team, each being rewarded with some form of buff for themselves and maybe an AOE for players nearby? Like in RTSs Quote Link to comment Share on other sites More sharing options...
Fffreak9999 Posted January 17, 2018 Share Posted January 17, 2018 Not as it stands @Madkill40 Quote Link to comment Share on other sites More sharing options...
Xeno1987 Posted January 18, 2018 Share Posted January 18, 2018 Can you please adapt the size of the Players in the list on the top rightside for 4k or better add a Resolution scaler so that i dont have to use Nvidia DSR!!! Quote Link to comment Share on other sites More sharing options...
TomUjain Posted January 19, 2018 Share Posted January 19, 2018 I don't know why you guys are making suh a fuss over the 60 player limit. Having that option there is a good thing, i'm all for admin choice -- don't forget that it can always be reduced, like Serah said, AGN is staying at 50 players. Now, if this update forced all servers to have 60 players, then yes - you can get mad, but as it stands having another option on the bar is no reason to get upset. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff NodSaibot Posted January 19, 2018 Totem Arts Staff Share Posted January 19, 2018 1 hour ago, TomUjain said: I don't know why you guys are making suh a fuss over the 60 player limit. Having that option there is a good thing, i'm all for admin choice -- don't forget that it can always be reduced, like Serah said, AGN is staying at 50 players. Now, if this update forced all servers to have 60 players, then yes - you can get mad, but as it stands having another option on the bar is no reason to get upset. The problem is, it's up to the choice of basically 4 people. Boxes/Freak for CT and AlienX/Me for AGN. The 60 player limit itself kind of breaks the game mode, but it is necessary to accommodate the amount of players there are. It's very hard to split them up to 30 player matches, as that would usually result in people just leaving. It's a very weird situation. Would you rather let more people play, with an arguably lower quality of gameplay, or let less people play with an arguably higher gameplay quality? Quote Link to comment Share on other sites More sharing options...
Radeon3 Posted January 19, 2018 Share Posted January 19, 2018 1 hour ago, TomUjain said: I don't know why you guys are making suh a fuss over the 60 player limit. Having that option there is a good thing, i'm all for admin choice -- don't forget that it can always be reduced, like Serah said, AGN is staying at 50 players. Now, if this update forced all servers to have 60 players, then yes - you can get mad, but as it stands having another option on the bar is no reason to get upset. Considering that the official 40 player limit upped to 60 started by CT, we all know what to expect.To simply put, the game, engine and maps were not designed for this, unless you don't mind lag, team deathmatch gameplay and lack of tactical solutions which defines Renegade. You can read more about it in this topic. Quote Link to comment Share on other sites More sharing options...
RypeL Posted January 19, 2018 Share Posted January 19, 2018 You can also grab yourself like some popcorn or icecream and read more about 60 player servers here here here and here. And probably in like 10 other topics, if you can find them. Pretty much every dev is against it and the majority of the playerbase is against it according to all the threads. Then why is it a thing ? The most strong argument seems to be that one 60 player server at peek hours is better then one 40 player server. Its a crappy situation and i understand that its hard to decide for server owners. What we would need to fill like two 40 servers again is probably something like a chat client in the launcher and ideally some sort of matchmaking. 1 2 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff NodSaibot Posted January 19, 2018 Totem Arts Staff Share Posted January 19, 2018 4 minutes ago, RypeL said: You can also grab yourself like some popcorn or icecream and read more about 60 player servers here here here and here. And probably in like 10 other topics, if you can find them. Pretty much every dev is against it and the majority of the playerbase is against it according to all the threads. Then why is it a thing ? The most strong argument seems to be that one 60 player server at peek hours is better then one 40 player server. Its a crappy situation and i understand that its hard to decide for server owners. What we would need to fill like two 40 servers again is probably something like a chat client in the launcher and ideally some sort of matchmaking. First link is in private forum by the way Quote Link to comment Share on other sites More sharing options...
RypeL Posted January 19, 2018 Share Posted January 19, 2018 4 minutes ago, Sarah! said: First link is in private forum by the way Ah ok, moved it to be visible. Quote Link to comment Share on other sites More sharing options...
Eagle XI Posted January 19, 2018 Share Posted January 19, 2018 well, were it up to me turn it up all the way to 128p but on new maps that will be built for that player amount. What ? the year its 2018 people. Quote Link to comment Share on other sites More sharing options...
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