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  1. COMPATIBLE WITH LATEST A PATH BEYOND RELEASE! Texture pack last updated 2016/06/22 for Delta's 3.0.6.X release. See changes/additions below. All content featured in this texture pack should be compatible with the most current/recent patch of Red Alert: A Path Beyond. Enjoyed playing Red Alert? Ever wanted to play Red Alert: A Path Beyond with faction colors? Then this texture pack is for you! The textures contained in this pack will colorize the characters and vehicles of APB to represent their house colors from the Red Alert RTS. Allies will have the following house colors: Blue, teal, green, desert/sand Soviets will have the following house colors: Red, orange, yellow, brown When choosing a unit that has multiple camos, the symbol on the upper left of the purchase icon will tell you which color you will be buying: UPDATES FOR DELTA 3.0: SEE UPDATES FOR DELTA 3.0.6 IN THE NEXT SPOILER! UPDATES FOR DELTA 3.0.6 DOWNLOAD HERE INSTALLATION Unpack the contents of the RAR file into the game's "data" folder. For reference, the installation path should be the following: Once unpacked, load up APB and play like it's 1996 all over again! Special thanks to V0LK0V and Kicken for the original idea of the classic colors pack. Without them, this texture pack would not have existed for this long.
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  2. I was playing today, and tried out the new APB snipers, and found I liked them- until my well aimed shot went to the left unexpectedly, Snipers are very hard to use on oddly moving targets, without having to get a miss because of unpredictable inaccuracy- this was not a good idea in my opinion what do you all think?
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  3. Honestly, i like how snipers are right now. They arent like they used to be abck in 1st release of gamma, instahitkillers used mainly to killwhore at the end of round. Now they actually require skill. And im okay with that.
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  4. People have been asking where to play Renegade for a while now, especially since the master serverlist on GameSpy has been down for a year and a half and the guys at Jelly stopped supporting Renegade. Quitters. I think it would be a good idea if W3D Hub could complete the cycle and host a server for vanilla Renegade (with Tiberian Technologies and whatever is applied these days). With your infrastructure, I doubt it would be much of a chore to set one up, and if people get linked to here, they might also be interested in TSR and APB. Whadayathink?
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  5. You actually get full credits for any kills you make, but there's currently an issue with Sergeants and Thieves where they only give 1% of their intended point/cash reward. This'll be fixed next version, and next version half of the kill cash for infantry will be converted to damage cash.
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  6. Yeah the autosnapping on the shots was only present in Tiberian Sun if I recall correctly. Shots absolutely miss in Red Alert. They actually do very little damage at all to moving targets.
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  7. The allies use a variety of specialised vehicles to do their duty in the field. Mediums against heavy armour, lights against lighter armour, rangers and apcs against infantry. They strictly rely on their unit composition in the field in order to be successful. Removal of a singular element, like an apc or a medium tank can completely cripple the entire allied force from performing their duty. Soviets, on the other hand, have the freedom of utilizing all-purpose non-specialised units. Mammoths are good against anything, tesla tanks are good against anything. Additionally, when said vehicles die, soviets also posess all-rounded infantry like shock troopers and volkovs, which can continue the fight no matter what the allies are throwing at them. In other words, vehicle survival is crucial for allies in the field, while soviets can maintain their firepower and utility even on foot, as their vehicles die.
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  8. Funny, of the games I've played, the split between soviet/allied victories was almost equal - though several maps seem skewed towards a particular side. However, looking through the server's last 100 game logs and excluding the "empty games" there are 31 allied victories and 13 soviet ones, which is a bit troubling. Some of those soviet victories have someone named Death_Kitty ingame, so that's some nice hyperbole with the whole "allies won every single game i played!" thing going on there... Why is it that people only pop in to say something's OP after it gets nerfed? I remember it happened with the golden wrench in Pyryle's patch after its repair rate was cut in half, and it happened again in this version when its repair rate was cut in half again. If we reverted to the Gamma stats for the arty you'd be complaining even more because its splash radius and DPS to buildings were much higher back then. Guard Duty now has Soviet rangers which are a counter to arties, which previously did not exist on that map which was one of the biggest places that the arty shined. The only map I can see them being straight up "OP" on is Coastal Influence, and there are plans for that. Most Allied stuff has only gotten more expensive since Gamma/Beta. Gunboats and Destroyers are 750/1500 when they used to be 500/1000. Medium Tanks are 900 when they used to be 800. MGGs are 1200 when they used to be 600. Rangers are cheaper but that's being reverted in the upcoming patch where they will be 600 again. lol On most maps they have 950 or almost 950 credits when the first dump arrives anyway, is this really needed? Not to mention medium tanks cost 100 more than they used to so the Allies have less options for what infantry to put in them early on... Ah yes, that thing that was responsible for a lot of the hate towards Gamma. Let's not. Your feedback is appreciated though but I think you're finding all the wrong ways to balance the game.
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