Constructive Tyranny

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Hello meme squad,

i have this thing that i write these things wayyy too long than i have to, so ill highlight the important stuff..

after playing ren x for 300 hours (its not much i know) and washing dishes i though i should post these ideas of mine. I dont know how the suggestions work here and its my 1st time ever using these forums.

First of all, i want to give regards to the last updates, the game did balance out much better, and even so some people cry about something being op, it all comes down to Nod having better infantry and GDI having better vehicles, that said, what happens when Nod and GDI loses its offencive buildings first? End of the match.. and that annoys me and most of the playerbase (cause after losing HoN or baracks people just rage quit after 2 minutes), that said, i think these changes might be a good change:

1. Like WF and air strip, after it has been destroyed it has a cooldown, after that, you can get really ''crappy'' vehicles, for a much higher price - thats good, but what if you could still buy tanks after it has been destroyed? Hear me out: destroying WF for example, theres 5 minute cooldown before you can use air drops, well why cant airdrops drop a huge, heavy and insanely expencive mammoth tank? the system i have in mind would work something like this:
-WF gets destroyed
-airdrop available after 5 minutes
-all vehicles are unlocked at a 2x/3x of its price (+50% the price if power plant is down)
-in this case, mammoth tanks would cost around 3000c to 4500c, but thats not all.
-after buying a vehicle using the airdrop, EACH vehicle has its own cooldown, for example: you buy a medium tank for 1.6k, then you AND everyone else on your team needs to wait 3~6 minutes to buy a new one (time can be balanced out), you buy a mammoth, then it has a 8~12minute cooldown.
This change to vehicle purchasing CAN help, because buildings wouldnt be so needed, because after loosing a specific structure.. well youre screwd

2.The same change can apply to infantry units: after bar/hon is destroyed, a cooldown can be placed on units, and it would effect the whole team, planing and coordinating would be much more needed in order to win (example: ppl couldnt buy 10sbh's(in a 30v30 match and screw the the other team) over in 2 minutes, each unit would have its "match cooldown")

3. This wouldnt devalue the buildings, it would only make them not 100% required for victory, because after losing HoN on Nod side, or WF on GDI side, the game is really over at this point..

I understand this isnt a small change, and it breaks the "original C&C game style", but the game is old, and even if we're scared of changes, i think this would be a good one (just like making snipers 10k each, that was amazing for 90% of the players)

That said, i did notice that theres an "unwritten rule", that 1st destroy the income buildings (like pp or ref), then go to the defencive structures and only then murder the offencive ones, but sometimes, when 1 lad in a full black suit with a gas mask rushes into wf, disarms the proxies, throws some weird stickers onto some sick 3 screen monitor, waits for 29 seconds aaaaaaaaaand the whole 4th reactor history repeats itself, and what happens then? GDIs side rage quits.. its not fun yo.

With mild hate and racist jokes i await for your comments, opinions and suggestions(yes i dont get triggered by cruel jokes or opinions if they have reasoning)

Best regards,
not kaunas Sad
I have zero authority to make changes in the game, but

1. After reading through your suggestion on cooldowns, I feel there isn't a way that the suggestion is "wrong", after all the changes the Beta has gone through. But I like how the current state where there are certainties after a building is destroyed. Like you don't need to expect a tank from the opposing team once the vehicle building is down. It gives the game's concept some form, imo. I just like not having to worry so much about something once it's unlikely to show up again.

2. I feel that it takes more than one building to be destroyed before ragequitting happens in substantial numbers. In many maps they still stand a chance, like a Nod without HoN in Lakeside. Other more ragequit-inducing factors, imo, are snipers, teammates who go Niko Bellic on every empty vehicle they see and teammates who don't care about mines no matter how much you beg them in team and open chat.

3. Though I don't have a good history with f̶i̶l̶t̶h̶y̶ ramjets, I don't believe snipers should be made more expensive. Many snipers, as accurate as they are, don't contribute much to the team.
Imo, games in Reservoir that I played are just GDI complaining about snipers until someone pushes the big red "MEDRUSH" button.

4. And screw that "unwritten rule". I've never paid caution to it once.
(05-29-2017, 04:55 PM)Serenekyogre Wrote: [ -> ]I have zero authority to make changes in the game, but

1. After reading through your suggestion on cooldowns, I feel there isn't a way that the suggestion is "wrong", after all the changes the Beta has gone through. But I like how the current state where there are certainties after a building is destroyed. Like you don't need to expect a tank from the opposing team once the vehicle building is down. It gives the game's concept some form, imo. I just like not having to worry so much about something once it's unlikely to show up again.

2. I feel that it takes more than one building to be destroyed before ragequitting happens in substantial numbers. In many maps they still stand a chance, like a Nod without HoN in Lakeside. Other more ragequit-inducing factors, imo, are snipers, teammates who go Niko Bellic on every empty vehicle they see and teammates who don't care about mines no matter how much you beg them in team and open chat.

3. Though I don't have a good history with f̶i̶l̶t̶h̶y̶ ramjets, I don't believe snipers should be made more expensive. Many snipers, as accurate as they are, don't contribute much to the team.
Imo, games in Reservoir that I played are just GDI complaining about snipers until someone pushes the big red "MEDRUSH" button.

4. And screw that "unwritten rule". I've never paid caution to it once.

1.  you can still get tanks/infantry units from crates, crates that can get the enemy team when they have 95% of the field, so you can still expect.. well anything
2. yeah i agree, teamwork is key in this game
3. im not saying snipers have to be more expencive, it was made like that just for a few days "for science".
4. because there is no such thing lol, its just something ive noticed.