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Showing most liked content on 03/13/2019 in all areas

  1. https://w3dhub.com/forum/topic/417283-monthly-avatar-theme-green/
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  2. Look i understand what you're saying. I really do. I mentioned even earlier that you can prevent this with the Tunguska. The problem is it forces you to camp. i'm going to be honest I really don't want to stay in my base solely for being on the lookout for a tank driving up and planting a bomb for an hour and 30 minutes almost every single match. It doesn't even feel rewarding killing someone who is suiciding on purpose over and over and over. I do not find enjoyment in employing this tactic unless of course it's by chance that i am at the enemy base and am still alive. I like driving tanks, fighting against people in the field and attacking the enemy base. Just.. not over and over with dynamite till my K/D is 4 - 28 but I won the match for my team. It is very empty. Everyone plays differently and I get that. There are some people that just cannot get enough camping and some that just love to harvest. But being forced to do something for the sake of not losing the game over and over is just beyond annoying. Yes there are some maps where it does not happen but for the majority of maps it's been a problem only elevated when there are little players or multiple players on the same team are doing this. I want for anyone to honestly tell me the enjoyment of being forced to camp your base over and over against a fast, harder to hit tank again and again on someone suiciding themselves almost every map.
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  3. The Sapper or Pioneer should be the only units carrying Dynamite period the really annoying thing to me is that nowadays anybody in a tank has a Tank Crew or Tank Commander , very very rarely do you see Combat Engineers or hotwire/techs in tanks this to me ruins a lot of gameplay in that when your tank was destroyed you hung around repairing freindly tanks now they just run at an enemy tank and try to throw dynamite on it the other negative factor about tank crews in Tanks is that when they kill an enemy tank crew by a base defence they've usually no repair gun to defuse any dynamite on defences I've personally spent full maps trying to counter Suicide rushes sometimes with success sometimes without and i can tell you it gets pretty damn boring
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  4. When Dynamite was created in IA is to take into consideration of blowing up very solid vehicle and also to clear obstacle such as barriers and fortifications. However what I did not see is that player's use it to rush in to throw bombs around to demolition structure with ease. To further make things worst is well timedc4, remote c4 and dynamite are not suppose to throw that far. In default renegade you barely able to throw 10 meters. This came to affect when I added sticky grenade's in when it require some bump in the range. ( Do note the bump in its range is server side, I think when if your adjust thrown c4 range it affects all weapons that you throw. ) Yesterday, I was experimenting with beacon like Dynamite and a holding down to throw dynamite just like satchel charge. I am still comparing these two. Beacon like Dynamite only sticks to the ground, at least I haven't try to get it able to throw it. Throwing dynamite with a charge time require 3.2-3.7 ( still playing around with these value ) seconds to hold down to throw, but doing this long without indicator is hard to let the player know if holding down the fire button is being register or not. For the next update. What I can do is to removed tank commander of having dynamite and replaced with 2 timed c4. As for the Sapper I am still thinking about it - I can either replaced the dynamite all together to become satchel charged. Or reduce to 1 dynamite.
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  5. Wow. I never thought about staying an hour and half inside my base to prevent this tactic every single map. @TemporaryName The problem isn't just the ability to kill these suicide rushes. Like I said the Tunguska can handle the situation easily.. It's about the whole entire game being based off having one person (typically me or I assume Ganein as well) constantly just patrolling and camping to prevent this for the whole entire match. God forbid two people do it at the same time. It no longer becomes tank on tank combat with special infantry units battling it out Nod vs. GDI... It just becomes a camp fest to prevent a fast, hard to hit and ok armored tank from dropping off himself off and blowing up buildings time after time after time.
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  6. Camping rarely gets a team a win, even if the attackers don't destroy much. Besides, you are the only one that uses that cheap 'tactic'. Even when the entire team camps, there's still times you slip through and take out a def even if we kill you and think you didn't through one, only to find out you did in fact throw one.
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  7. You'd be surprised by how many maps this tactic can be viable in even the smallest of ways. There are even some places in maps (like Industrial Strength) where one can just toss dynamite on to the defenses, back off, call for !ammo and wait for it to blow before repeating. Besides, the grizzly is rather agile and has a very fast acceleration. Especially on maps where it can exploit tunnels. (Mt. Pass comes to mind for this). I'd say either turn it into some form of beacon without an announcement, or give it a firing delay of 1-2 seconds and a greatly reduced throwing range.
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  8. @Threveyou cant stop light armored grizzly before he reach the target? i dont get it. you have stanks, comanche etc. to catch him. if he waste so much time and 1200$ x 10 for fail rush to kill only 1 tiny base defence you can hit their main buildings instead and eliminate his base defences in this time because standard method to destroy defences by (for example) tow stryker is much faster and less expensive. personally i dont see single reason to change anything in dynamite. previously 100$ tank crew had dynamite so it was op but now its fine imho. btw. suicide rush with fast vehicle or 800$ orca and dynamite works only in few maps.
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  10. Oh hi there.
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  11. Evenin' sir.
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  12. old wanker!!!
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  13. It's totally fine. It was short notice anyway!
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  14. I think the game night was a success, but if announced a few days out would be even more successful. (Thanks for your help, sorry about the countdown timer)
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  15. I never had this nor have I seen somthing like this but idk but when are we gonna do another apb game night I haven't seen one in a long while
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