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Showing most liked content on 03/04/2016 in all areas
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Hey guys, because I was bored and got some spare time on my hands, I decided to test out unit damage vs. vehicle and buildings in the game. Check it out: Interesting to note that: 1. Officer superior than Kapitan 2. Shock best vs. MCT 3. Flamer/Shock sucks vs. building exterior, even worse than RPG 4. Grenadier sucks vs. buildings, MCT or not 5. Volkov = RPG vs. building 6. Light tank damage is not bad vs. medium tank 7. Gunboat really effective vs. vehicles2 likes
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I completely disagree with the idea of removing the Grenadier. He's a Red Alert unit and needs to stay, and his removal would disrupt the infantry balance and require yet another grueling session of balance testing. Aside from that, what exactly is people's problem with the Grenadier? He's a jack of all trades, which is exactly what I like about using him; He can fill multiple roles while not being too powerful in any single role, and doesn't need to be shoehorned into a specific niche. Plus I just generally find him fun to play as. Personally I'd say leave him as-is. He's not causing any real issues, he fills multiple roles and doesn't seem OP in any particular way, and he offers a unique play-style. IMO it feels like people are just fishing for problems that don't actually exist.2 likes
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SteamWorkshop page http://steamcommunity.com/sharedfiles/filedetails/?id=636352144 Well, given how you seem okay with it. I'll release it on the Steam workshop Hopefully this theme pack for Cities Skylines can act as a base for new Props. I'd love for someone to make a Tiberium prop pack for this game to go along with this theme pack Been sitting on it for a few days now, didn't wanna release it until i got the okay from here.2 likes
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Easter is this month! In the spirit of the occasion, this month's avatar theme includes bunnies, easter eggs, spring flowers, and all else Easter! Easter is this month! In the spirit of this festival and celebration, this month's avatar theme includes bunnies, easter eggs, spring flowers, and all else Easter!1 like
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Another patch has been released! Get more information and the changelist in the full update! Red Alert: A Path Beyond Update Hey everyone! Another patch has just been pushed to the launcher and server based on your feedback! Changelist GENERAL Mines' trigger range is increased; 4 -> 6 for AT mine, 4 -> 4.5 for AP mine. This makes it much less likely that units will be able to go directly over AT mines without triggering them, and provides more leeway for imperfect AP building mining. Nuke damage to mines down by 25% (0.5 -> 0.375) Nuke damage to Volkov up by 20% (0.125 -> 0.15). Demo blasts can actually kill him now, but they have to be pretty damn close to him as this translates to 120 damage at point blank range. Nuke damage to Engineers down by 25% (0.2 -> 0.15) Damage of Explosive weapons increased (Grenade 30 -> 35, Destroyer 75 -> 90, Missile sub 42.5 -> 45) Explosive warhead (used only by those 3 weapons) has been overhauled a bit: Damage to buildings down 11% (0.225 -> 0.2) Damage to aircraft down 17% (1.5 -> 1.25) Damage to seacraft down 20% (0.5 -> 0.4) Damage to concrete walls/bridges up 11% (0.45 -> 0.5) Long story short, their damage to aircraft/seacraft is actually almost identical to before, they just have a bit of an easier time against everything else that they can directly hit, and take out bridges pretty quickly too. However Missile Subs now have identical DPS to Destroyers instead of just being better. INFANTRY Grabbing a ladder from the top should be a little easier now. Volkov's AP shotgun damage down from 87.5 to 75. Volkov's Volktillery ROF down from 1 / 1.33 seconds to 1 / 2 seconds. Shock Rifle's accuracy increased; spread when standing/jogging down from 0.4 to 0.33, spread when jumping down from 2 to 1.5. Flamethrower's splash damage down from 30 to 27.5 Flamethrower's accuracy increased; spread when jumping down from 5 to 3.75, sprinting down from 3.75 to 2.5, injured down from 1.5 to 1, crouching down from 0.25 to 0.1 Flamethrowers are up to Tech Level 3 (now absent from Guard Duty) Remington slug velocity down from 500m/s to 375m/s. Remington slug accuracy decreased; spread when standing/jogging/crouching up from 0 to 0.25, spread when jumping/sprinting up from 1.25 to 1.5 Remington slug now has a unique warhead, here's the rundown of its new properties: Damage to armoured infantry down 17% (0.75 -> 0.625) Damage to light/heavy vehicles up 25% (0.5 -> 0.625, 0.4 -> 0.5) Damage to superheavy vehicles up 9% (0.275 -> 0.3) Damage to landmines up 100% (0.5 -> 1) Damage to all types/parts of buildings is now equal to the damage of the primary fire. Basically it's now a little less of a close-quarter sniper clone and more of an answer to non-mammoth vehicles and AP mines. Vehicles get taken down with roughly Captain-tier efficiency but you still have to be in shotgun range. VEHICLES Tesla Tank splash radius up from 5 to 7.5. Hind damage to heavy vehicles up by 12.5% (0.2 -> 0.225) Longbow damage to buildings (except defenses) up by 11% (0.18 -> 0.2) Longbow damage to submerged naval units up by 100% (0.1 -> 0.2) Destroyer/Missile Sub range up from 160 to 170. Naval units are worth less points (Gunboat/Attack Sub 125 -> 100, Destroyer/Missub 200 -> 150). Gunboats now have their depth charges controlled by an AI "turret", which automatically attacks any enemy unit (submarine or not) in a 120 degree cone starting from the back of the depth charge rack and extending out 100m in the direction of the ocean floor. Players will no longer get credit for their depth charge kills because of this, but subs will certainly be discouraged from going too deep if there are gunboats around since charges actually have range now in addition to being automated! To accommodate the new delivery system, the depth charge projectile has also had its behaviour overhauled: Is homing, and no longer affected by gravity. Projectile speed increased from 5m/s to 25m/s. Rate of fire reduced: 1 / 1.25 seconds to 1 / 2.5 seconds. Damage reduced from 300 (50 to surfaced) to 120 (30 to surfaced). Splash damage reduced from 100 to 40 and downgraded from Artillery to Normal splash warhead (no burning, negligible armour damage). Not that it'll matter much given how few situations allow infantry to actually get hit by them. Projectile Extension is gone; it doesn't need it anymore and it previously caused the charges to harmlessly clip through everything if there was any terrain nearby. Destroyers no longer have depth charges. BUILDINGS If you attempt to stand on the insignias of the Refinery/Power Plant you will slide off. So no flares that are even harder to disarm than normal roof flares. Refinery ore piles now have blockers to prevent vehicles from climbing them and getting stuck. Flame Tower no longer has projectile extensions. This is both a blessing and a curse; it is harder to exploit around corners, but it's also easier for fast vehicles to dodge. Raised Flame Tower anti-vehicle range from 115 to 120 and anti-infantry range from 100 to 105 (same ranges as the Pillbox). Destruction of the Radar Dome prevents Tanya/Volkov from being purchased. AESTHETICS Barrels using the flammable material despite not actually being destructible (Guard Duty, Ridge War, Wasteland, Zama, KOTG house) have been turned into normal ones. Refinery ore piles are upgraded to piles of the new ore rocks instead of lumps of dirt. Fixed Soviet MCV having Allied insignia in Soviet tunnel construction yard. Fixed various VIS errors. Explosion effects for Volkov's AT weapons and Gunboat cannon have been made wimpier to reinforce the idea of "hey maybe you should be using this against armour and not buildings". Adjusted nuclear explosion effect to be more mushroom-cloud-esque. Destroyer has a bigger explosion. PERFORMANCE Optimised barrels in WF/Barracks/Ref/CY and various maps which were using more materials/textures/draw calls than necessary. Vehicle and infantry models are now pre-loaded depending on what buildings are on the map. This means that maps will take a little longer to load but there will be much less loading (and therefore much less frame stuttering) happening during a game. Nuclear explosion effect is less particle-heavy. MAP CHANGES RA_HostileWaters is back in the game! See here for changes since the public beta. RA_AS_Seamist: During the endgame event, Soviet aircraft will be shot down by super-long-ranged Destroyers. Hey, it's probably better than being Gulag'd for failing and retreating. RA_AS_Seamist: Removed a Light Tank and Ranger from the 10-minute reinforcements. RA_Bonsai: Spies can infiltrate the radar dome now. RA_Bonsai: Water behind Allied Radar Dome hill has been made too deep for units to traverse safely. RA_Bonsai: Allied defenses shuffled; Turret on Radar Dome hill is now a Pillbox, the Missile Silo Pillbox is moved closer to the Refinery, and the frontal Pillbox is now a Turret and is moved back to the Service Depot, RA_Bonsai: Put a no-beacon zone in the Allied ore tunnel. RA_CamosCanyon: Added a Pillbox/Flame Tower on top of each side's ore hill. RA_CamosCanyon: Made the big rock by the Soviet ore field bigger. RA_Fissure: Barracks gives no points for damaging/repairing, but gives twice as many points for destruction as normal (500). RA_GuardDuty: Added an extra pillbox to the Allied Ore Silo side. RA_KeepOffTheGrass: Placed vehicle blocker around a sticky tree stump near the Allied WF side supply truck. RA_ForestOfIllusion: Cyborg Commando health down from 200 (player) / 500 (AI) to 150 (player) / 375 (AI) RA_ForestOfIllusion: Cyborg Commando move speed down from 5.5 to 5. RA_ForestOfIllusion: Cyborg Commando kill points down from 1000 to 500. RA_ForestOfIllusion: Temporal trigger items can now take anywhere between 1-6 minutes to spawn (was 1-2). RA_ForestOfIllusion: Walking into the Chronosphere will now warp you back to the graveyard surface. RA_Under: Removed the Flame Tower overlooking the Sub Pen/Barracks dock. RA_Under: Replaced power plant with radar dome. RA_Under: Removed gap generator. RA_Under: Replaced tesla coil with 2 flame towers. RA_Under: Removed archway over Soviet base entrance, giving Artillery more freedom to hit things around it. RA_Under: Moved Allied rear pillbox and shuffled some rocks so that it's hopefully more useful. RA_Under: Deepened water behind the island. RA_Under: Removed deep snow as mines laid inside it were nigh-indestructible. RA_Under: Removed Underlying Thoughts and added Creeping Upon to jukebox. RA_Wasteland: Barracks gives no points for damaging/repairing, but gives twice as many points for destruction as normal (500). Get to the launcher and grab the patch! Be on the lookout for more updates, and we hope to see you on the battlefield!1 like
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To be fair, I should have seen this coming from a kilometer away. (For those too young to remember, Killer Minelayer KeKekeKeKe.) There are no 4 scum. We started the game with ten players. If we had four scum, then we would have had six town. Considering that Chris died on N1, we would have been stuck with 5 town vs 4 scum. Snipe then shot our MCT, meaning we would have been left with 4 town and 4 scum. However, the scum objective states that the Allies must be equal to the Soviets in number before the night. Guess what, the game didn't end. So no, three scum and a potential third party. Of course, we could also be stuck with a bullshit dead vs alive minigame due to town's well oiled scum wrecking machine. (As you, Cat5, have mentioned yourself.)1 like
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YOU SHOULD HAVE LYNCHED VOE, WHEN YOU HAD THE CHANCE. THIS IS WHAT HAPPENS WHEN HE IS NOT LYNCHED D1.....1 like
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How do you explain the Arizona memorial and the Iwo Jima statue in Red Alert 2, then? I know that it would've essentially been suicidal to attack Pearl Harbor, but evidence shows that it did happen. The question is why, and how did it end?1 like
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I like the idea of removing the RPG Soldier and merging it with the Grenadier in some aspect. Would give it more use for certain.1 like
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What if the Grenadier was given clearing charges? One could say his grenades are enough for anti-tank mines, but what of the option of a specialized explosive designed to better tackle anti-tank mines as well as destroying hedgehogs? Given the explosive death he already has, it wouldn't be any different with the added munition and still remain characteristic. Of course, if grenades already clear hedgehogs well enough then that would make my suggestion null.1 like
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I'm sorry I didn't see your response before. That is an incredibly well thought out response, and I consider it very viable.1 like
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