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Re: Map rating [message #458084 is a reply to message #372303] Tue, 18 October 2011 19:59 Go to previous messageGo to next message
liquidv2 is currently offline  liquidv2
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when 4.0 has all the bugs worked out we could make custom jelly marathon versions of the original maps
mrls could have the rotating turrets, mammies could be like the fjord ones, etc.

i'd like both of those changes actually


liquidv2
Re: Map rating [message #458094 is a reply to message #372303] Wed, 19 October 2011 00:31 Go to previous messageGo to next message
Goztow is currently offline  Goztow
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Ah see Liquid, there's where our opinion differs. For me, the standard maps are ideally played with 8 to maximum 24 players. This does, of course, change the outcome.

Quote:


Nod had Complex, Hourglass, Islands, Mesa, Walls_Flying, and Canyon by the balls
Complex and Islands were a Nod win nearly 4/5 of the time

GDI maps included (surprisingly) City and City_Flying, and Walls

Volcano was nearly dead even, which is why i like it so much


Islands needs a little "tweak" to make it more even, by allowing the MRLS to shoot the hon from right over the first river. That's actually no tweak, it's just allowing what the map "offers". That way Nod is forced to move up and GDI can pump out their meds to level up the field.

Mesa -> I did mention the deadzones. Mesa2 is actually a GDI map IMO.

Complex -> it's just a matter of surviving the first 5 minutes.

Walls flying -> GDI should be able to beat Nod with their superior rifles, getting crate and killing the Nod harv while protecting their. If they cannot do this, then they very well deserve to loose. If they can do this, then it's simply a matter of med tanks and a few havocs, right?

Canyon -> same as Walls flying.

Volcano is one of my favorite maps.

Generally speaking it is simply easier to win with Nod on public servers because you need less teamplay and the arty spam is just plain obvious. But that doesn't mean the game isn't balanced.

Also in bigger games, which you refer to, the vehicle limit is an immediate advantage for Nod with their arty splash / huge firepower. 7 teched arts will beat 7 repaired meds, but in e.g. 5v5 5 meds will beat 3 arts with 2 techs.


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[Updated on: Wed, 19 October 2011 00:34]

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Re: Map rating [message #458095 is a reply to message #372303] Wed, 19 October 2011 00:48 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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Quote:

But that doesn't mean the game isn't balanced.


It isn't. It has never been balanced in the 10 years it's been playable.
Re: Map rating [message #458097 is a reply to message #372303] Wed, 19 October 2011 02:07 Go to previous messageGo to next message
Spoony is currently offline  Spoony
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remove pointbug + infinite infantry ammo + fix mesa deadzones = balanced

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Re: Map rating [message #458098 is a reply to message #372303] Wed, 19 October 2011 02:33 Go to previous messageGo to next message
iRANian is currently offline  iRANian
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i doubt allowing mrls to shoot from 1st river on islands will affect much, on jelly marathon thats allowed and nod always is up on score after 30-40 mins. if you have the default vehicle limit it's one vehicle less and it's still easy for arties to roll up to gdi's base. having the mrls shoot from the 2nd river/island is more useful as they can support the meds trying to fend off nod tanks.

mesa with dead zones fixed won't really help much, as long as you have arties+techs who know how to position themselves under the bridge without taking damage from gdi's base and from the guys on the bridge it's more of an annoyance. If nod can get 1-2 arties on long with 1 tech they can also hold off gdi tanks and they could move out to the middle and shoot the gdi tanks on the bridge.

walls fly nod has an easier time pointwhoring with arties, lights are better than meds on the map, saks are a lot harder to kill than havocs and the difference between orca and apache range hardly matters, they do have a harder time at the beginning keeping their harvester alive and if not surviving the first minutes.

Canyon has always been a nod map. Volcano is pretty balanced, but it's more because of the retarded ability to sneak like on glacier, which causes a building to be lost within the first 10 minutes most of the time. Nod has an easier time on the long side of field but they can't tech their arties in the tiberium field on short.

@liquid: you should consider tweaking the med to be quicker and having it do 10-15 more damage. And of course removing the arty screen shake and reducing the splash area (and maybe the damage). the mrls could also do 25% more damage or so, and the rotating turret hurts gdi on field.


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Re: Map rating [message #458100 is a reply to message #372303] Wed, 19 October 2011 03:02 Go to previous messageGo to next message
liquidv2 is currently offline  liquidv2
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if you're clever you can still curve rockets even with the rotating mrls

just sayin

and to goztow, it's easier to say a game is balanced when dealing with less people - the trouble is ren wasn't designed for such small games, and my issue is trying to balance the larger ones


liquidv2
Re: Map rating [message #458101 is a reply to message #372303] Wed, 19 October 2011 03:15 Go to previous messageGo to next message
iRANian is currently offline  iRANian
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How do you do that?

and yeah i dont mind playing gdi with a low player count but once theres a decent amount of players it isn't that fun


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Re: Map rating [message #458104 is a reply to message #372303] Wed, 19 October 2011 03:48 Go to previous messageGo to next message
Goztow is currently offline  Goztow
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Of course Renegade was made for smaller player counts as well, considering how small most standard maps are. It was created in 2002, when you could hardly get a FPS of 10 with more than 20 players. I don't understand why none of the big communities run servers with smaller player counts anymore.

You'll never be able to really balance things out by changing one or the other vehicle's stats. If you start doing this, you'll rapidly realize that the change you made has an impact on other parts of the game, which will force you to change other values again. The only exception may be the transport heli which really just needs decent armour versus light weapons.


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[Updated on: Wed, 19 October 2011 03:48]

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Re: Map rating [message #458106 is a reply to message #458104] Wed, 19 October 2011 04:05 Go to previous messageGo to next message
Caveman is currently offline  Caveman
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Just like to point out a few things;

ACK: What is it with you and X maps sucks because its not a pretty map? We've had this discussion before. Pretty maps != good map. Take fjords for example (Im not going get into that debate again) its a very pretty map and you did a great job however I personally think its a horrible map (gameplay wise)

I think with the deadzones being fixed, especially on hourglass it balances out the game a lot more. I can now sit on the hill with my mrls and hit every building as opposed to hitting every building with a arty pre TT.

Also I don't think the MRLS is underpowered at all.. Yeah it sucks when up close against an arty but from a distance, like on field from entrance to entrance my MRLS usually outbeats a arty purely down to 6 lock.



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BLUEHTHEN YOU AR NOT JUST A BIG CHEATAS AND YOU THE BIG HEAD JUST YOU USE FLY H4X FUCK YOU BIG CHEATAS YOUR CHEATZ IS BAD YOU WANT I WRAUGHT THIS YOUR CHEATZ IS BAD HEY IS 1 YEAR YOUR PROMESS A FLY HAX IN MULTIPLAYER AND IS DONT JUST TROOPRM02 I TELL IT ALL WHO REPLYER IN THIS FORUM YOU CHEATZ

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Re: Map rating [message #458107 is a reply to message #372303] Wed, 19 October 2011 04:44 Go to previous messageGo to next message
iRANian is currently offline  iRANian
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westwood used to run 24 and 32 player servers iirc

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Re: Map rating [message #458108 is a reply to message #458106] Wed, 19 October 2011 04:56 Go to previous messageGo to next message
liquidv2 is currently offline  liquidv2
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Caveman wrote on Wed, 19 October 2011 06:05

Also I don't think the MRLS is underpowered at all.. Yeah it sucks when up close against an arty but from a distance, like on field from entrance to entrance my MRLS usually outbeats a arty purely down to 6 lock.

that's if you get an arty one on one
in a game where there's, say, 15 players on the other team you may not get that opportunity
a teched arty will beat a hotwired mrls in a war of attrition

such is renelife


liquidv2
Re: Map rating [message #458111 is a reply to message #458047] Wed, 19 October 2011 06:47 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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Aircraftkiller wrote on Tue, 18 October 2011 00:59

Stock levels aren't a lot of fun, either.

Ah, that explains why they've been the most played for 9.5 years now.


Also, I like how some people hate stalemates but like balance; however, if the game was perfectly balanced, and the teams both had players with the same skill, the game would just completely stalemate all the time.


Re: Map rating [message #458115 is a reply to message #458111] Wed, 19 October 2011 09:13 Go to previous messageGo to next message
ehhh is currently offline  ehhh
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stock levels are simple and make much more sense then any fan made maps. Anyway arts aren't as over powered as you think they are, perhaps use infinite ammo, if you think gdi aren't as powerful as nod.
Re: Map rating [message #458116 is a reply to message #372303] Wed, 19 October 2011 09:20 Go to previous messageGo to next message
iRANian is currently offline  iRANian
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how come nod wins some maps 80% of the time with them then?

anyway infinite ammo is just terrible once the killwhoring starts and it makes 1000$ infantry way too powerful, last time i played on a server with that enabled i killed 20-25 arties on field with a jet and i only had to kill myself 2 times because i couldnt be arsed to refill. incredibly lame. i still was ranked 10th or so because i wasnt getting any points for killing/damaging the arties, just for killing infantry, pretty cool


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[Updated on: Wed, 19 October 2011 09:21]

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Re: Map rating [message #458117 is a reply to message #458116] Wed, 19 October 2011 09:30 Go to previous messageGo to next message
ehhh is currently offline  ehhh
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80? swear it was something like 60, I suppose It's probably because the average player some how finds it diffcult to kill the techs, arts are weak as fuck without them. You can easily kill whore without infinite ammo, imo makes pics/ramjets worth their cost.
Re: Map rating [message #458118 is a reply to message #458117] Wed, 19 October 2011 10:27 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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Harvester probably has to move an extra meter for one team thus slowly delaying their income more and more as the game proceeds, thus giving that team a disadvantage on that map.

iRANian wrote on Wed, 19 October 2011 10:20


anyway infinite ammo is just terrible once the killwhoring starts and it makes 1000$ infantry way too powerful, last time i played on a server with that enabled i killed 20-25 arties on field with a jet and i only had to kill myself 2 times because i couldnt be arsed to refill. incredibly lame. i still was ranked 10th or so because i wasnt getting any points for killing/damaging the arties, just for killing infantry, pretty cool

46.5 points per artillery means you have to kill 15.5 basic infantry to break even with one arty (assuming no one else is damaging the infantry or the vehicles).


[Updated on: Wed, 19 October 2011 10:33]

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Re: Map rating [message #458119 is a reply to message #372303] Wed, 19 October 2011 10:51 Go to previous messageGo to next message
ELiT3FLyR is currently offline  ELiT3FLyR
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Quote:

you should consider tweaking the med to be quicker and having it do 10-15 more damage. And of course removing the arty screen shake and reducing the splash area (and maybe the damage). the mrls could also do 25% more damage or so, and the rotating turret hurts gdi on field.
lol. so retarded

really there is nothing else to it other than the fact that you play a map like islands which was never designed to play with more than like 16 people and play with 50 people. ofcourse nod will win, gdi cant even fit enough tanks through the passages at the same time to kill the arts. then you play city fly or volcano and its much more balanced because the maps are big enough to accomodate more people.

its like playing in a 50player killhouse server on cod4 and then complaining because u think the sniper is too weak. u can buff the sniper if u want, but when u change the map to something bigger its gunna be op as shit.

sure, u can make meds do 15 more damage per shot to balance out a 25v25 islands or complex. then u can go play the fan maps which are retardly open and big and watch gdi win 90%
Re: Map rating [message #458121 is a reply to message #372303] Wed, 19 October 2011 11:31 Go to previous messageGo to next message
iRANian is currently offline  iRANian
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who said anything about applying those changes to fan maps? are you retarded or something?

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Re: Map rating [message #458122 is a reply to message #458108] Wed, 19 October 2011 12:07 Go to previous messageGo to next message
Sean is currently offline  Sean
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liquidv2 wrote on Wed, 19 October 2011 04:56

Caveman wrote on Wed, 19 October 2011 06:05

Also I don't think the MRLS is underpowered at all.. Yeah it sucks when up close against an arty but from a distance, like on field from entrance to entrance my MRLS usually outbeats a arty purely down to 6 lock.

that's if you get an arty one on one
in a game where there's, say, 15 players on the other team you may not get that opportunity
a teched arty will beat a hotwired mrls in a war of attrition

such is renelife



You're kidding right?

A good mrls player > a good arty player, in terms of killing the support if you know how to aim the mrls properly.


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Re: Map rating [message #458123 is a reply to message #372303] Wed, 19 October 2011 12:24 Go to previous messageGo to next message
ELiT3FLyR is currently offline  ELiT3FLyR
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Quote:

who said anything about applying those changes to fan maps? are you retarded or something?
no, but you definatly are for even suggesting that meds should do 15 more damage.
Re: Map rating [message #458124 is a reply to message #372303] Wed, 19 October 2011 12:44 Go to previous messageGo to next message
iRANian is currently offline  iRANian
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ok

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Re: Map rating [message #458125 is a reply to message #458116] Wed, 19 October 2011 12:51 Go to previous messageGo to next message
Goztow is currently offline  Goztow
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iRANian wrote on Wed, 19 October 2011 18:20

how come nod wins some maps 80% of the time with them then?

Probably as I said: the art spam is just plain obvious, so in public server with often little coordination, it wins games.


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Re: Map rating [message #458126 is a reply to message #458125] Wed, 19 October 2011 12:55 Go to previous messageGo to next message
ehhh is currently offline  ehhh
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Simpee is right, making meds more powerful might help islands, but other maps, say field for example, would be dumb.
Re: Map rating [message #458127 is a reply to message #458116] Wed, 19 October 2011 14:19 Go to previous messageGo to next message
Spoony is currently offline  Spoony
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iRANian wrote on Wed, 19 October 2011 09:20

how come nod wins some maps 80% of the time with them then?

because at least half the people in public servers don't know what they're doing. i don't like saying it but it must be said.

Quote:

anyway infinite ammo is just terrible once the killwhoring starts and it makes 1000$ infantry way too powerful, last time i played on a server with that enabled i killed 20-25 arties on field with a jet and i only had to kill myself 2 times because i couldnt be arsed to refill. incredibly lame. i still was ranked 10th or so because i wasnt getting any points for killing/damaging the arties, just for killing infantry, pretty cool

sorry, what's "killwhoring"? is that killing lots of infantry because the enemy can't kill you? that's a good thing, isn't it? either you're very good or the enemy just plain sucked. none of them could snipe you back, none of them were bright enough to get a heavy vehicle, none of them had the teamwork to gang up on you. so in a nutshell, the enemy had no sniping skill, no teamwork, and not enough of a fucking brain to get any heavy vehicles, against which a havoc/sakura are useless. no, 1000 infantry aren't too powerful with infinite ammo; indeed they aren't worth 1000 unless they have infinite ammo. your opposition just plain sucked. they all got arties and thus they couldn't handle a gdi team that was prepared for arties; if they were bright enough to get some lights as well they would have done better.

this is also why arties are not overpowered, and why nod can't only get arties.


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Re: Map rating [message #458128 is a reply to message #458122] Wed, 19 October 2011 14:26 Go to previous messageGo to previous message
liquidv2 is currently offline  liquidv2
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Azazel wrote on Wed, 19 October 2011 14:07

You're kidding right?

A good mrls player > a good arty player, in terms of killing the support if you know how to aim the mrls properly.


does anyone else support this statement?


liquidv2
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