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Re: RenegadeX-Pre-release --> "Is the GDI/Nod autorifle thing balanced?" debate [message #402264 is a reply to message #402261] Wed, 09 September 2009 18:36 Go to previous messageGo to next message
Starbuzzz
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R315r4z0r wrote on Wed, 09 September 2009 19:01


Repairing structures is of more importance mainly because structures dictate how your team will play for the rest of the match. Offense is less important because whether you succeed or fail in your attack, there is no negative team-wide repercussions for your faction.


Don't you see then that's why buildings need to be destroyed? They are the most lucrative targets in the whole game. That's why those hitting buildings get the most points. DUH.

Offense is 95% of the gameplay. The rest is just support.
Just mine your doors, repair your buildings and keep an eye out for sneaks. There's your "defense strategy" right there...it's easier done than said.

I have no idea how you think these take priority or even come to equal importance to that of tank fighting, holding the field with teched vehicles, and sieging and destroying the enemy structures.


@ Carrier: Of course there were some flawed areas of the game but I don't see how the pointsbug even remotely relates to Arts getting their fair share of the points for attacking buildings.

I guess you have a point when it comes to CW player counts vs pub servers but the basic strats are the same. You can even use data from some of the community matches from the top communities. The games are played the way they should be overall. Teched medium and long range vehicles, flyers, ramjets all working together to take the field, holding it, moving up to siege, and either destroying enemy base or winning by points. This happens sporadically at best in public servers.

The one thing that is so ridiculous but keeps coming up in these ego-trip threads is the unjustified agenda against players that use long range vehicles to hit enemy buildings. Funny thing to note here is you never see competitive players or anyone who understands the game crying about someone who is sitting in an Arty all game. This only happens in pub servers where the whiners are either lazy to attack back AND/OR not having the luxury of having techs to help them counterattack. Hence, we have this big drama made about overpowered Arts!


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[Updated on: Wed, 09 September 2009 19:44]

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Re: RenegadeX-Pre-release --> "Is the GDI/Nod autorifle thing balanced?" debate [message #402268 is a reply to message #400864] Wed, 09 September 2009 19:46 Go to previous messageGo to next message
R315r4z0r is currently offline  R315r4z0r
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I'm talking instant action and reaction. Not "well I did this and that made this happen which ended up in us destroying a building."

Repairing a structure is a direct service to your team. Attacking a structure is serving yourself until you destroy the structure.

Until you put that final shell into the wall of the wf, you aren't doing anything except giving yourself, and the enemy team, points.

When you play Renegade, you are actually playing two different games at the same time. One is an objective based game that requires you to level the enemy base while protecting your own. The other is scoring enough points to win by the time the timer runs out.

In the first game, repairing and maintaining your base is the most important aspect. In the second game, going out into the field and being offensive is the most important aspect.

I was just playing a match on field. I was on GDI. Nod had artilleries and stanks at the front of our base pounding on the WF. After about 5-10 min, someone said "let the WF go, it's giving them too many points." I was thinking "points or not, we still have 20 min left to kill. How can we do that without vehicles?" Well the WF fell because no one other than myself was repairing it. We hung on for a good 10 min or so, but we were, in the end, over ran. We lost because we had no means of defense and we ended up widening the points gap between our two teams.

I'm trying to abolish the idea of those kinds of mentalities.

[Updated on: Wed, 09 September 2009 19:48]

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Re: RenegadeX-Pre-release --> "Is the GDI/Nod autorifle thing balanced?" debate [message #402270 is a reply to message #402268] Wed, 09 September 2009 19:57 Go to previous messageGo to next message
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R315r4z0r wrote on Wed, 09 September 2009 21:46

Until you put that final shell into the wall of the wf, you aren't doing anything except giving yourself, and the enemy team, points.

i sometimes wonder if you're aware how ridiculous your own statements sound.


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Re: RenegadeX-Pre-release --> "Is the GDI/Nod autorifle thing balanced?" debate [message #402281 is a reply to message #402268] Wed, 09 September 2009 23:41 Go to previous messageGo to next message
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R315r4z0r wrote on Thu, 10 September 2009 04:46


When you play Renegade, you are actually playing two different games at the same time. One is an objective based game that requires you to level the enemy base while protecting your own. The other is scoring enough points to win by the time the timer runs out.

If you're really convinced of this, then take the individual scores out of the game and only keep the team score. That's a REAL solution for your problem, opposed to biasing the way points are rewarded (even more). Think out of the box.

Quote:

I was just playing a match on field. I was on GDI. Nod had artilleries and stanks at the front of our base pounding on the WF. After about 5-10 min, someone said "let the WF go, it's giving them too many points." I was thinking "points or not, we still have 20 min left to kill. How can we do that without vehicles?" Well the WF fell because no one other than myself was repairing it. We hung on for a good 10 min or so, but we were, in the end, over ran. We lost because we had no means of defense and we ended up widening the points gap between our two teams.

I'm trying to abolish the idea of those kinds of mentalities.

The whole reason why people got this "loose the WARF" idea in the first place is due to the lack of pointfix! With points == damage, noone would have gotten the idea of letting the WARF die when it's being attacked because they would never have any way to get back on points in the first place. However, thanks to the biased points system, people noticed that you often have a better chance of winning without tanks than with tanks in a public game on field. If this wasn't the case, people would probably get tanks to destroy the artilleries instead of letting the war factory die. That is: people that want to win the game.

So you just gave another good example of why point fix should be instated.

I got the impression everyone from Ren-X except R31 has given up on this topic by now, which is a pity. It would eb nice to at least get a reply to JohnDoe's remark:
Quote:

.I just hope the RenX developers will find the balance of listening to constructive criticism without making the mistake of rating popular opinion over professional opinion.


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[Updated on: Wed, 09 September 2009 23:44]

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Re: RenegadeX-Pre-release --> "Is the GDI/Nod autorifle thing balanced?" debate [message #402282 is a reply to message #402270] Thu, 10 September 2009 02:09 Go to previous messageGo to next message
JohnDoe is currently offline  JohnDoe
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Spoony wrote on Wed, 09 September 2009 21:57

R315r4z0r wrote on Wed, 09 September 2009 21:46

Until you put that final shell into the wall of the wf, you aren't doing anything except giving yourself, and the enemy team, points.

i sometimes wonder if you're aware how ridiculous your own statements sound.


Wow...just wow.


Concerning the omission of individual scores: won't work, I have never seen a team-based game with such a feature. Like it or not, moving up the ladder is a reason for continuous gaming for the majority of players. Contrary to R31's opinion, shooting a building actually helps your team in 95% of instances. 1. You're increasing your team's lead by roughly 1000 points every minute (with an art), 2. you're occupying at least 1 member of the opposite team, 3. you're building up ridiculous amounts of money which can be used if i.e. the powerplant and/or ref were to be destroyed. Renegade is about balancing the attractiveness of winning my base destruction and winning my points. Neither tactic should be dis-/encouraged, they're complementary...the maps do a good enough job themselves at being biased towards one or the other.

Carrier, neither will you have 8 meds (which sucks for everything except breaking a siege when driven by regular engineers) after the first harv dump...quit jappin, you're a joke for trying to school me on renegade...stick to moderating, you're not contributing.


lol
Re: RenegadeX-Pre-release --> "Is the GDI/Nod autorifle thing balanced?" debate [message #402350 is a reply to message #402281] Thu, 10 September 2009 15:28 Go to previous messageGo to next message
R315r4z0r is currently offline  R315r4z0r
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Goztow wrote on Thu, 10 September 2009 02:41


If you're really convinced of this, then take the individual scores out of the game and only keep the team score. That's a REAL solution for your problem, opposed to biasing the way points are rewarded (even more). Think out of the box.

First of all, I never said it was a problem. I just stated that there are two different games in play. I like the idea of it being that way. Just one needs to be balanced with the other is all.

Second of all, I'm the only one who is thinking outside the box. Actually, I'm the only one thinking at all! Everyone here is "conformlolpointsfixomgomg!" I'm just suggesting random ideas (that I don't expect to be implemented because the current scoring system in RenX is awesome). I just want an open discussion of constructive ideas. Instead, I'm just getting "your ideas fail and your a moron for trying to think differently." Which, by the way, is why I keep replying.


Goztow wrote on Thu, 10 September 2009 02:41

The whole reason why people got this "loose the WARF" idea in the first place is due to the lack of pointfix! With points == damage, noone would have gotten the idea of letting the WARF die when it's being attacked because they would never have any way to get back on points in the first place. However, thanks to the biased points system, people noticed that you often have a better chance of winning without tanks than with tanks in a public game on field. If this wasn't the case, people would probably get tanks to destroy the artilleries instead of letting the war factory die. That is: people that want to win the game.

So you just gave another good example of why point fix should be instated.

You haven't read all the posts that I've made in this thread.

I fully support the pointsfix! It's a good idea and makes sense to use. (But then again, I've never really played specifically for points in a match, so I never took notice that there was a problem (or big problem) in the first place.) What I'm talking about is simply different methods of points just to keep the games different. Why? I don't know, I'm just curious to see what people come up with..


Goztow wrote on Thu, 10 September 2009 02:41

I got the impression everyone from Ren-X except R31 has given up on this topic by now, which is a pity.

They haven't given up. They probably just don't have anything to say any more. This thread is completely tangent from what it was when it started. The only reason I'm still here is because people are directly replying to me.

JohnDoe wrote on Thu, 10 September 2009 05:09

Contrary to R31's opinion, shooting a building actually helps your team in 95% of instances. 1. You're increasing your team's lead by roughly 1000 points every minute (with an art), 2. you're occupying at least 1 member of the opposite team, 3. you're building up ridiculous amounts of money which can be used if i.e. the powerplant and/or ref were to be destroyed. Renegade is about balancing the attractiveness of winning my base destruction and winning my points. Neither tactic should be dis-/encouraged, they're complementary...the maps do a good enough job themselves at being biased towards one or the other.

No, no, you misunderstood my meaning. I said previously that there are two different games going on in timed matches. The objective game requires more of an emphases on base maintenance and repair. The score game requires more emphases on offensive attack. These two attributes need to be balanced so that the game can flow in a fun and enticing way. Obviously any one action you make in the overall game will effect the later plot of the battle. It's a real-time game so that goes without saying.

When I mentioned the two different aspects, I was trying to explain why I felt that repairing your base was more important then attacking the enemy base (or in otherwords, why would someone fall back to their base that's under attack when they are already busy attacking the enemy base?) When I said that, I was speaking in terms of instant results. Not what repercussions it will cause somewhere later in the battle. (Meaning, the instant result of failing to repair a structure is the fact that you lose that structure for the rest of the match. The instant result of failing an offensive is that you lose your invested credits and you give the enemy points. Those instant results have different values (Obviously, losing a structure is more of a problem then losing a few hundred credits.)

Now, yes, you would be correct that by attacking an enemy structure you are contributing to your overall team's score. But the score doesn't really matter until the game is in fact over. You can be winning by 5,000 points the entire match, but it wont matter if the enemy team manages to come back in the last 3 min and beat you by 10 points. Therefore, I consider the points you earn as long-term results rather than instant ones.

What you read me saying was strictly based on instant effects of your actions. That's how I structured it. (And, no, I'm not just saying that, you can read so yourself in my earlier reply I made to Pawky.)

[Updated on: Thu, 10 September 2009 16:01]

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Re: RenegadeX-Pre-release --> "Is the GDI/Nod autorifle thing balanced?" debate [message #402352 is a reply to message #400864] Thu, 10 September 2009 15:48 Go to previous messageGo to next message
liquidv2 is currently offline  liquidv2
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Quote:

Or, more generally, the game rewards the wrong strategies, perhaps best exemplified by the fact that the tech supporting the art will get ~300 points to the art's 3000+. Maybe less for the tech, if the art isn't being attacked (Say, Islands: Art --> GDI Ref).

that's why servers have rank points and BRenBot gives out recommendations for players who do a good job repairing; points do not equal skill
the person repairing the vehicle is the reason that their team is holding the field, but the vehicle is doing all of the damage and getting all of the points from it
the goal is to win the game, not amass as high of a personal score as possible (unless you're one of those people)

explain a system where a repair person can get more points than they currently do in a way that doesn't mathematically fuck the game sideways Razz


liquidv2
Re: RenegadeX-Pre-release --> "Is the GDI/Nod autorifle thing balanced?" debate [message #402389 is a reply to message #400864] Fri, 11 September 2009 04:23 Go to previous messageGo to next message
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I wasn't trying to school you. There you make two mistakes in reading my posts, one, that you assumed what I was saying should be taken as gospel truth, and that I was trying to educate others. Simply thinking out loud.

You'll be closer to meds than to havocs, by 200 credits, and havocs will generally NOT break a seige in a public server.

The end issue is, "Points <> Skill", I'm simply trying to find a way to get Points = Skill, but, it's not easy.

It's more the fact that the average player still does NOT get how to break a seige, so the arty is overpowered due to ignorance. Yes, it's unfair to punish the arty for other's ignorance, but meh. Life isn't fair.

Also, R3 is correct about not serving anyone in the long run by seiging a building in a marathon. AOW, obviously, is different.

Once again - it's more about the lack of action that can occur. When it's 20vs20, and one team has a seige going, most of the defending team DO NOT try to break it, and so <=5 players vs 10+ seiging players doesn't work, and therefore it gets boring. Simply suggesting things that might fix it.


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Re: RenegadeX-Pre-release --> "Is the GDI/Nod autorifle thing balanced?" debate [message #402392 is a reply to message #400864] Fri, 11 September 2009 05:06 Go to previous messageGo to next message
Goztow is currently offline  Goztow
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The game doesn't need fixing for the player's ignorance. As i said: you can still make objective incentives that don't break the point system, like awarding more credits to the loosing team.

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Re: RenegadeX-Pre-release --> "Is the GDI/Nod autorifle thing balanced?" debate [message #402468 is a reply to message #402389] Fri, 11 September 2009 16:28 Go to previous messageGo to next message
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CarrierII wrote on Fri, 11 September 2009 06:23


You'll be closer to meds than to havocs, by 200 credits, and havocs will generally NOT break a seige in a public server.

..

...

so you're convinced that havoc isn't the unit artilleries have to watch out for the most? that pretty much says it all..
CarrierII wrote on Fri, 11 September 2009 06:23


Once again - it's more about the lack of action that can occur. When it's 20vs20, and one team has a seige going, most of the defending team DO NOT try to break it, and so <=5 players vs 10+ seiging players doesn't work, and therefore it gets boring. Simply suggesting things that might fix it.

nukes continuously exploding at random places...that has to be the very mindset that lead to these retarded powerup boxes which in turn ruined 99% of public servers.


lol
Re: RenegadeX-Pre-release --> "Is the GDI/Nod autorifle thing balanced?" debate [message #402567 is a reply to message #402468] Sat, 12 September 2009 12:02 Go to previous messageGo to next message
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Re: RenegadeX-Pre-release --> "Is the GDI/Nod autorifle thing balanced?" debate [message #402622 is a reply to message #400864] Sat, 12 September 2009 19:11 Go to previous messageGo to next message
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hi

Oderint, dum metuant.
It is not the critic who counts; not the man who points out how the strong man stumbles, or where the doer of deeds could have done them better. The credit belongs to the man who is actually in the arena, whose face is marred by dust and sweat and blood; who strives valiantly; who errs, who comes short again and again, because there is no effort without error and shortcoming; but who does actually strive to do the deeds; who knows great enthusiasms, the great devotions; who spends himself in a worthy cause; who at the best knows in the end the triumph of high achievement, and who at the worst, if he fails, at least fails while daring greatly, so that his place shall never be with those cold and timid souls who neither know victory nor defeat. - Theodore "Teddy" Roosevelt
Re: RenegadeX-Pre-release --> "Is the GDI/Nod autorifle thing balanced?" debate [message #402624 is a reply to message #402622] Sat, 12 September 2009 19:22 Go to previous messageGo to next message
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Sniper_De7 wrote on Sat, 12 September 2009 21:11

hi


Holy shit, its De7!


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Re: RenegadeX-Pre-release --> "Is the GDI/Nod autorifle thing balanced?" debate [message #402626 is a reply to message #402567] Sat, 12 September 2009 19:41 Go to previous messageGo to next message
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pawkyfox wrote on Sat, 12 September 2009 14:02

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what does this have to do with GDI or Nod rifles? Look Round


liquidv2
Re: RenegadeX-Pre-release --> "Is the GDI/Nod autorifle thing balanced?" debate [message #402682 is a reply to message #402622] Sun, 13 September 2009 05:12 Go to previous messageGo to next message
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Sniper_De7 wrote on Sat, 12 September 2009 21:11

hi


eric faggot


lol
Re: RenegadeX-Pre-release --> "Is the GDI/Nod autorifle thing balanced?" debate [message #402717 is a reply to message #402626] Sun, 13 September 2009 10:06 Go to previous messageGo to next message
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liquidv2 wrote on Sat, 12 September 2009 21:41

what does this have to do with GDI or Nod rifles? Look Round


meh we magically end up talking about arts, pointwhores, and "point and click" so I thought I can slipthis in here... Sneaky


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Re: RenegadeX-Pre-release --> "Is the GDI/Nod autorifle thing balanced?" debate [message #402723 is a reply to message #400864] Sun, 13 September 2009 11:36 Go to previous messageGo to next message
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rifles? arties? it's not about only arty mrls.
Re: RenegadeX-Pre-release --> "Is the GDI/Nod autorifle thing balanced?" debate [message #402724 is a reply to message #402682] Sun, 13 September 2009 11:36 Go to previous messageGo to next message
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JohnDoe wrote on Sun, 13 September 2009 07:12

Sniper_De7 wrote on Sat, 12 September 2009 21:11

hi


eric faggot


u jelosu


Oderint, dum metuant.
It is not the critic who counts; not the man who points out how the strong man stumbles, or where the doer of deeds could have done them better. The credit belongs to the man who is actually in the arena, whose face is marred by dust and sweat and blood; who strives valiantly; who errs, who comes short again and again, because there is no effort without error and shortcoming; but who does actually strive to do the deeds; who knows great enthusiasms, the great devotions; who spends himself in a worthy cause; who at the best knows in the end the triumph of high achievement, and who at the worst, if he fails, at least fails while daring greatly, so that his place shall never be with those cold and timid souls who neither know victory nor defeat. - Theodore "Teddy" Roosevelt
Re: RenegadeX-Pre-release --> "Is the GDI/Nod autorifle thing balanced?" debate [message #408593 is a reply to message #402270] Tue, 27 October 2009 16:27 Go to previous messageGo to next message
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Spoony wrote on Wed, 09 September 2009 20:57

R315r4z0r wrote on Wed, 09 September 2009 21:46

Until you put that final shell into the wall of the wf, you aren't doing anything except giving yourself, and the enemy team, points.

i sometimes wonder if you're aware how ridiculous your own statements sound.

Enemy Team is repairing thus they get points, you are damaging thus you get points, enemy team doesn't really take a loss tell the building dies, they just gain money to fight you off with.

EvilWhiteDragon wrote on Thu, 03 September 2009 03:21

With pointfix:
The ramjet applies 200*armourmultiplier. This means that it does say 5 damage. It then gets 0,5 points because it only did 5 damage.


You guys remembering to multiply for head shots, and are you saying that different levels of health no longer apply to point out put? Granted below 50% is automatic, but red health point output would take different math.


Re: RenegadeX-Pre-release --> "Is the GDI/Nod autorifle thing balanced?" debate [message #408621 is a reply to message #400864] Wed, 28 October 2009 00:47 Go to previous messageGo to next message
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With pointsfix, points are perfectly related to damage. As the damage done to green health or to red health is exactly the same, points are as well. Bearing in mind that you still only get half of the points while killing someone and half of the points when that person dies.

You can find me in The KOSs2 (TK2) discord while I'm playing. Feel free to come and say hi! TK2 discord
Re: RenegadeX-Pre-release --> "Is the GDI/Nod autorifle thing balanced?" debate [message #408773 is a reply to message #408621] Thu, 29 October 2009 11:40 Go to previous messageGo to next message
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Goztow wrote on Wed, 28 October 2009 01:47

With pointsfix, points are perfectly related to damage. As the damage done to green health or to red health is exactly the same, points are as well. Bearing in mind that you still only get half of the points while killing someone and half of the points when that person dies.

Shame, I always thought it'd make sense to get more points as you get closer to making the kill, beings the lucky ass that makes the final shot gets a stockpile of points that out weighs everything else, but as long as you still get points for damage thats better than what some games do. So now, as for the people that do the level editor, do we have to remember to double the point value to get it to give you the points we want it to?


Re: RenegadeX-Pre-release --> "Is the GDI/Nod autorifle thing balanced?" debate [message #408780 is a reply to message #408773] Thu, 29 October 2009 12:33 Go to previous messageGo to next message
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Jerad Gray wrote on Thu, 29 October 2009 19:40

Goztow wrote on Wed, 28 October 2009 01:47

With pointsfix, points are perfectly related to damage. As the damage done to green health or to red health is exactly the same, points are as well. Bearing in mind that you still only get half of the points while killing someone and half of the points when that person dies.

Shame, I always thought it'd make sense to get more points as you get closer to making the kill, beings the lucky ass that makes the final shot gets a stockpile of points that out weighs everything else, but as long as you still get points for damage thats better than what some games do. So now, as for the people that do the level editor, do we have to remember to double the point value to get it to give you the points we want it to?

What do u mean? You mean if you want to recreate points bug? Points bug is way more complicated than just double the damage somewhere. But there will be a "pointsunfix.dll" release together with TT, as explained a long time ago. Donno why this is coming up in here again?


You can find me in The KOSs2 (TK2) discord while I'm playing. Feel free to come and say hi! TK2 discord
Re: RenegadeX-Pre-release --> "Is the GDI/Nod autorifle thing balanced?" debate [message #408809 is a reply to message #408780] Thu, 29 October 2009 18:02 Go to previous messageGo to next message
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Goztow wrote on Thu, 29 October 2009 13:33

Jerad Gray wrote on Thu, 29 October 2009 19:40

Goztow wrote on Wed, 28 October 2009 01:47

blah blah blah. Bearing in mind that you still only get half of the points while killing someone and half of the points when that person dies.

blah blah blah

What do YOU mean? You mean if you want to recreate points bug? Points bug is way more complicated than just double the damage somewhere. But there will be a "pointsunfix.dll" release together with TT, as explained a long time ago. Donno why this is coming up in here again?

I'm asking if I wanna make it so in one of my mods you get 500 points for killing someone, if I will have to change that Level Editor value to 1000.


[Updated on: Thu, 29 October 2009 18:03]

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General (3 Stars)

Havoc 89 wrote on Wed, 02 September 2009 21:02

If you honestly think that the Arty is better then the MRLS by a long shot then I just have to laugh at you. You clearly dont know how to use an MRLS.

At close range where you can get behind the mrls I can understand, but honestly I've never managed to get an artillery get behind my MRLS. As per getting behind the MRLS, we have already taking care of that where the alt fire will allow you to unlock your turret, alt fire once (after you unlocked it) will lock in whatever position, and double tap alt fire will position it back to how it was in ren with the initial locked position. MRLS missiles are easier to lock on but still require a little bit of skill. All the damage values are still the same (Other then the Nod AR) so actually the MRLS and artillery balance out very nicely. So that leaves an imbalance in the soldier battles, which is easily fixed by making the damage the same. So your explanation on how the GDI soldier some how balances out the Arty no longer applies because the MRLS is already balanced out with the Arty.

Now with that being said, I am well aware that GDI is more powerful but slow, and Nod is Faster but weaker, but when it comes to infintry, the only difference is that Gunner can deal more punch in a shorter amount of time, but Nod in return has the Laser ChainGunner which is far more superior to Patch. The whole thing with GDI being stronger and slower, and Nod being faster but weaker only really applies to the vehicles.

BOOOORRRRRRRRRIIIIIIIIIINNNNNNNNGGGGGGG!!!!!


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