Home » Renegade Discussions » Tactics and Strategies » Placing mines above door
|
Re: Placing mines above door [message #474070 is a reply to message #474069] |
Fri, 07 September 2012 16:22 |
Sean
Messages: 822 Registered: February 2009
Karma: 0
|
Colonel |
|
|
YesNoMayb wrote on Fri, 07 September 2012 16:02 | Is it better to stack them or place them side by side?
|
Stack. If you stack all 5 directly and they appear to be getting closer to the door entrance your doing it right.
Head admin at TmX (The Matrix Sniper server)
irc.thematrixserver.com
The Matrix Sniper: 188.138.84.134:4576
|
|
|
Re: Placing mines above door [message #474090 is a reply to message #474069] |
Sat, 08 September 2012 05:34 |
|
crushu06
Messages: 273 Registered: February 2012
Karma: 0
|
Recruit |
|
|
Yeah stack them that way when I sneak into your base I can disarm them all at the same time instead of idividually.
Love when people stack makes for amazingly quick disarms!
PRANG ALL!
GIVE THEM HELL!
|
|
|
|
|
|
|
|
|
Re: Placing mines above door [message #489173 is a reply to message #474069] |
Thu, 04 September 2014 16:50 |
dblaney1
Messages: 358 Registered: March 2014 Location: United States
Karma: 0
|
Commander |
|
|
Yeah don't stack them. If the one on the bottom is disarmed or goes off the rest of them disappear. Whether or not its better to put them above the door or on the ground I am not sure. Does it do less damage above the door? Thats the question. I usually do above the door by the way.
|
|
|
Re: Placing mines above door [message #490693 is a reply to message #474069] |
Sat, 02 May 2015 10:47 |
Pyr0man1c
Messages: 186 Registered: April 2009
Karma: 0
|
Recruit |
|
|
It really depends upon which door you're asking about
"Sapere Aude- Dare to be wise"
AmunRa | and its all this "drama" that will one day end renegade...
|
Quotesv00d00 | A question regarding RenGuard. Because it's a client/server application, what will stop the legions of people who cheat, and can crack apps, from reverse engineering it down to it's core protocol / encryption (which I'll assume it has), and duplicating it, so that they have their own client which responds to the server with all the correct info for an unpatched Renegade, but in fact is patched.
Personally, I think you should write a server-side only anti-cheat, which hooks the networking routines in Renegade. From there, using either the help of your staff who worked on creating Renegade, or from knowledge aquired while working with the network code in Renegade, create a system to monitor hit locations (did they REALLY hit, based on calculations by the anti-cheat (stopping BH)), how much damage are they claiming, vs how much damage their currently selected weapon really does, etc.
Then, add rate-of-fire checking, complete w/ lag tolerance (since lagged client will of course, upon delag, seem to fire faster, etc), and option to simply "edit" the incoming packets, to filter out the cheat (reduce damage, stop bullets, etc), or kick-ban the cheater (admins decision, based on anti cheat config).
Is it just me, or does that make more sense?
The flaw to Renegade of course, which is the core to the cheats, is that unlike most other games, Renegade lets the CLIENT decide hit locations, damage, RoF, etc. Vs others which say, "ok, the client fired their pistol along this trajectory. Did they hit something? How much damage did they do to that target if so. Report findings to clients".
My only concern, is that there will be alot more teams of people ripping apart the hard work of your small team, and undoing what you have done. Can you keep up writing fixes / completely rewriting the protocol to counter them once they have created their OWN complete anti-RenGuard client? If not, consider the server-side only method, and solve it once and for all, with the only version changes being to fix bugs, and not complete rewrites which will really piss admins off (if it takes this long for the initial, how long after the cheaters create their own client to counter it will your rewrite take to do?).
- v00d00
|
ELiT3FLyR | ill say this again to all the TT people actually working on the patch. all you have to do is fix the bugs in the game. This is your role. dont get involved in a pointfix debate that you can never win (spoony has never managed to win one and hes a decent player) nor bother suggesting solutions for the faults in pointfix. just fix the damn bugs and you will all be remmebered as renegade heroes.
|
|
|
|
|
Re: Placing mines above door [message #491085 is a reply to message #474069] |
Mon, 07 September 2015 04:25 |
Pyr0man1c
Messages: 186 Registered: April 2009
Karma: 0
|
Recruit |
|
|
Is it really a bump when this was the last post on this subforum?
"Sapere Aude- Dare to be wise"
AmunRa | and its all this "drama" that will one day end renegade...
|
Quotesv00d00 | A question regarding RenGuard. Because it's a client/server application, what will stop the legions of people who cheat, and can crack apps, from reverse engineering it down to it's core protocol / encryption (which I'll assume it has), and duplicating it, so that they have their own client which responds to the server with all the correct info for an unpatched Renegade, but in fact is patched.
Personally, I think you should write a server-side only anti-cheat, which hooks the networking routines in Renegade. From there, using either the help of your staff who worked on creating Renegade, or from knowledge aquired while working with the network code in Renegade, create a system to monitor hit locations (did they REALLY hit, based on calculations by the anti-cheat (stopping BH)), how much damage are they claiming, vs how much damage their currently selected weapon really does, etc.
Then, add rate-of-fire checking, complete w/ lag tolerance (since lagged client will of course, upon delag, seem to fire faster, etc), and option to simply "edit" the incoming packets, to filter out the cheat (reduce damage, stop bullets, etc), or kick-ban the cheater (admins decision, based on anti cheat config).
Is it just me, or does that make more sense?
The flaw to Renegade of course, which is the core to the cheats, is that unlike most other games, Renegade lets the CLIENT decide hit locations, damage, RoF, etc. Vs others which say, "ok, the client fired their pistol along this trajectory. Did they hit something? How much damage did they do to that target if so. Report findings to clients".
My only concern, is that there will be alot more teams of people ripping apart the hard work of your small team, and undoing what you have done. Can you keep up writing fixes / completely rewriting the protocol to counter them once they have created their OWN complete anti-RenGuard client? If not, consider the server-side only method, and solve it once and for all, with the only version changes being to fix bugs, and not complete rewrites which will really piss admins off (if it takes this long for the initial, how long after the cheaters create their own client to counter it will your rewrite take to do?).
- v00d00
|
ELiT3FLyR | ill say this again to all the TT people actually working on the patch. all you have to do is fix the bugs in the game. This is your role. dont get involved in a pointfix debate that you can never win (spoony has never managed to win one and hes a decent player) nor bother suggesting solutions for the faults in pointfix. just fix the damn bugs and you will all be remmebered as renegade heroes.
|
|
|
|
|
|
Goto Forum:
Current Time: Sat Nov 23 00:57:52 MST 2024
Total time taken to generate the page: 0.00920 seconds
|