• Renegade X Thread
    647 replies, posted
Really not a fan of how floaty and UT3-like the player physics are. Suddenly I'm reminded that bunny hopping and A-D strafing like lightning are a thing in shooters [editline]26th February 2014[/editline] Also lol @ the furry pound being the top server
Really digging the new Nod EVA, sounds much better than the original.
i wish the game WOULD STOP CRASHING WHEN I LOAD A NEW MAP
why does a boing sound play whenever i kill someone
so you know you killed them wow its been in since the original
Anyone want to try and get onto the same server and have some fun?
I don't like the gameplay. Everything about it is right except for two critical things; The size of the maps, and the movement. I'm all for non-hitscan guns but when you can change directions on a dime it makes long distance infantry combat a joke. There's no sense of inertia or acceleration. Changing this, and also the max non-sprint speed of infantry would sort this. Right now it feels like I'm playing a mod for UT3 Being on a newer engine, I expected the maps to be a lot bigger too. It's good that they're trying to stick as close to Renegade as possible, but I'm pretty sure if it weren't for technical limitations, that game would've had bigger maps. All this said it's still early days, I hope they sort these things out.
[QUOTE=Cpt.Funkymonk;44045939]The fact you can have only 7 vehicles kinda bugs me. I don't remember it being like this in the original. Other than that, this is awesome. We should totally try to get an Official FP server going.[/QUOTE] Pretty sure the original had a vehicle limit too, it just wasn't as obvious because when the limit was reached all it did was grey out the vehicle buttons which was the same as when a vehicle was already queued. Glad this one has an actual queue so you don't have to spam the vehicle you want hoping you're spamming faster than the guy next to you. [editline]26th February 2014[/editline] [QUOTE=Morbo!!!;44049434]I don't like the gameplay. Everything about it is right except for two critical things; The size of the maps, and the movement. I'm all for non-hitscan guns but when you can change directions on a dime it makes long distance infantry combat a joke. There's no sense of inertia or acceleration. Changing this, and also the max non-sprint speed of infantry would sort this. Right now it feels like I'm playing a mod for UT3 Being on a newer engine, I expected the maps to be a lot bigger too. It's good that they're trying to stick as close to Renegade as possible, but I'm pretty sure if it weren't for technical limitations, that game would've had bigger maps. All this said it's still early days, I hope they sort these things out.[/QUOTE] The character movement is just like the original, it's fast and there was no inertia or acceleration as well, could even change direction in mid-air, bullet weapons were also non-hitscan. Combat in Renegade is supposed to be up close, which is why every weapon except the snipers have a pretty short range limit. As for maps being small (and besides them being for close range combat as intended), it's to give infantry an equal role as vehicles. As is seen in BF, big maps means all you fight is vehicles all the time and being without one means death. Also seeing as the only method of getting vehicles is the WF if you end up without a vehicle on a BF sized map then enjoy the 10 minutes walk back to base.
Hahaha this is so fun. I planted a beacon on top of the HON and engis kept running up there where I was lying around in a orca just moving back and forth running them over as they tried to disarm it.
[QUOTE=Morbo!!!;44049434]I don't like the gameplay. Everything about it is right except for two critical things; The size of the maps, and the movement. I'm all for non-hitscan guns but when you can change directions on a dime it makes long distance infantry combat a joke. There's no sense of inertia or acceleration. Changing this, and also the max non-sprint speed of infantry would sort this. Right now it feels like I'm playing a mod for UT3 Being on a newer engine, I expected the maps to be a lot bigger too. It's good that they're trying to stick as close to Renegade as possible, but I'm pretty sure if it weren't for technical limitations, that game would've had bigger maps. All this said it's still early days, I hope they sort these things out.[/QUOTE] I agree. The whole thing feels like a cool reskin mod for not even UT3, but UT2K4 except with drastically smaller maps. Not sure what I was expecting but I was kind of hoping from the tutorial video it would actually be RTS-meets-FPS like NS2 and like what the video said. Instead its literally onlsaught mode from UT except without capturing power nodes and 4-5 base structures to destroy instead of having to destroy one power core. Who knows maybe its only like this because its the first beta version on a purely volunteer effort. I guess I was just expecting bases to be more than just 4 buildings arranged randomly, buildings to mean something more than just a victory conditon, credits/protecting harvesters to actually matter, and for there to be actual "RTS" in the RTS-meets-FPS touted in their videos. But even if we pretend that this is basically just a TDM with the goal of destroying the enemy base and nothing more, I don't really think of it as a decent one simply from a level design and moment-to-moment gameplay perspective. The desert map is basically 2fort. Completely boring and uninspired especially considering the IP this game is based off of. The other maps I've played so far are very very small, which hurts the sense of scale (and the signifigance of why you are fighitng) big time, especially considering the tiny bases. Worst of all its super easy to just take an entire vehicle limit of orcas/helos, spend 10 seconds flying over to the enemy base, and just winning right there. Or flying over there and placing C4/ion/nuke, or flying over and just spamming rockets. Hell you can spam rockets from many areas of the maps I've tried right into their base. I don't want to really bash too hard because its clear it was well made and its the first beta release. I've never played Renegade but I was a big fan of C&C, so maybe most of these issues are simply because thats how renegade played out. But that makes me think - if you are spending all this time and energy remaking renegade, why not make it the game that renegade could have always been, vs a direct port? A lot of what I see here are just plain old "outdated" design ideas that were better off kept in the early 2000's, most notably some of the levels like the desert one. I mean, sure that type of stuff has a time and a place but IMO it would have been much better if RenegadeX was designed to basically take the old concept but bring it into the modern age of shooter with large BF-style maps, no hyper-arena-shooter maps like the desert one, more tactile infantry movement/physics, bases that felt like bases, etc then I wouldn't even mind the lack of RTS-ing/base-building/resources not mattering nearly as much as they did in actual C&C/etc. It's just that when I think of C&C but in FPS, I think "fucking sweet!" and imagine decent sized maps being home to some cool battles, tactics, and expansion of your base and resources. This is literally just a modified onslaught game mode. If thats how the original renegade was (it did come out in 2002 after all, can't expect much) then I really think there was a wasted opportunity here to make RenegadeX into what Renegade could have been as a C&C FPS, vs just a carbon copy of the old-school design that game had.
[QUOTE=Electrocuter;44049440]P The character movement is just like the original, it's fast and there was no inertia or acceleration as well, could even change direction in mid-air, bullet weapons were also non-hitscan.[/QUOTE] And these are flaws of the original too. That said, the effect was a lot less noticeable in comparison to this. You have to lead your target even 50 meters away which is ridiculous. Also, don't try and use Battlefield, especially the recent ones as the be-all-end-all example of combined arms gameplay. There are shitloads of games and mods out there that have the balance as close to perfect as it can be without compromising anything else. If anything, you're [I]more[/I] fucked in this without a vehicle than other games since there's very little freedom of movement and you're thrust into close quarters with them. I also don't understand why they bothered adding the Chinooks, it takes as much time to spawn one, get in it and fill it up as it does to just walk to the enemy base. I also find the entire concept of imposed maximum ranges retarded. These things should be compensated with diminished accuracy or damage at long range. Keep in mind I'm a big fan of tactical shooters, but I love fast-paced fps like Quake and UT too. This just seems like it can't decide which it wants to be. Does anyone remember the HL2 mod Empires? I really expected this to be somewhat like that, as Korjax said, with actual RTS elements like base expansion and whatnot. That mod seriously had the RTS/FPS hybrid thing down perfectly, and I really don't see why they didn't emulate this instead of Renegade's archaic system. Another criticism I have of this is the complete absence of anything to facilitate teamwork. No squad system, no integrated voice chat, these things are practically a must for what it's trying to do.
If anyone wants to organize I will be on jelly-server aow put [FP] in you're name so you stand out.
It is indeed too much like the original, which was very flawed across the board.
downloading now GONNA FIGHT FOR THE BROTHERHOOD
I just connected to a server to see a funny sight. I was GDI and spawned in at the GDI base. I look over the sky to see the Nod Cargo plane coming in to land just out of view and with what was near-perfect timing, someone picked up a random crate and nuked themselves and it looked like the plane crashed and exploded in a mushroom cloud.
Yeah this game is literally an HD re-hash of the original. I mean, they did a great job at staying as close to the original as possible. They did a great job. Looking at the original maps, they're pretty much perfectly updated and to scale [url]http://www.cncsaga.de/1378-offizielle-renegade-maps.htm[/url]. But like Morbo and KorJax said, it's a missed opportunity to improve upon the previous game's flaws. Now, I'm hopeful that with the mod and map support, there will some community-drive projects to expand on the foundation that these guys have made. [editline]25th February 2014[/editline] The game is free, give it a try. It's silly and worth checking out, regardless
Only flaws I see are network issues on large populated server and physics. Everything seems fun for me, expecially when it's made by small team. [t]http://cloud-4.steampowered.com/ugc/3280049265217946425/8F7BDCE604793A94604AEEE60EDD5E4081B40914/[/t][t]http://cloud-4.steampowered.com/ugc/3280049265219034508/7D301E164CAA48560AC590ADF566CD7E62ED52FD/[/t] Good ol' Physx. Also playing with Frank Klepacki songs is kicking.
[video=youtube;BgYtIuiW-3k]http://www.youtube.com/watch?v=BgYtIuiW-3k[/video] all u need [editline]26th February 2014[/editline] tbh this is a perfect remake because it stays like 95% true to the original which is exactly as it should go play Battlefield or Empires if you want anything else
The hype is real.
KANE LIVES
I got what I wanted which was a great recreation of Renegade. Totem Arts did a wonderful job.
All the servers are locked for me for some reason.
Does anyone know how to change you player name? I've looked all over and cannot find how
[QUOTE=carcarcargo;44053986]Does anyone know how to change you player name? I've looked all over and cannot find how[/QUOTE] There is a launcher where you can change your name if you launch via the shortcut.
[QUOTE=Xieneus;44054020]There is a launcher where you can change your name if you launch via the shortcut.[/QUOTE] Aah right thanks, didn't know about the launcher.
You seem to be able to heal buildings from the outside at an absolutely ridiculous rate. I guess it's to keep people from being forced to stand there staring at the MCT all day, but I don't care for it. It also seems like they nerfed the fuck out of the flame tank, but that could well just be the outside healing issue impacting flame tanks more noticeably.
playing a 64 player game is impossible with the current netcode. You literally can not drive vehicles at that point.
[QUOTE=scratch (nl);44054171]playing a 64 player game is impossible with the current netcode. You literally can not drive vehicles at that point.[/QUOTE] So I guess I'm not the only one getting horrendous lag then?
Judging from their leaderboards page on their website, the game will be on steam once it's released.
[QUOTE=Kinky Frog;44054450]Judging from their leaderboards page on their website, the game will be on steam once it's released.[/QUOTE] It already launches with my steam account and overlay after I downloaded it, which was kinda suprising but nice.
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