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The flamethrower already only gets one shot every 3 seconds. There really is no reason for it to be any longer than that. The higher it goes, the more crippled he becomes in the open (which I thought you wanted him to be better in?) and the more overpowered he becomes in any situation with lots of cover for him to hide behind while reloading (like Fissure or certain building interiors). A few patches ago Volktillery had about 25% more DPS and it rendered raiding buildings from within mostly obsolete. And even then he was still doing "merely" 60% the DPS of a V2. I'm considering raising the grenadier's range a little instead, because the range gap between a Grenadier and the more damaging RPG is actually not that significant. When do Allies need a squishy 250$ machinegunner when they can just use a ranger? When do Allies/Soviets need a squishy 300$ rocket guy when they can just use a medium/heavy tank? When do Soviets need a squishy 900$ shock trooper when they can just use a tesla tank? Vehicles are not fit for all the situations that infantry are (and vice versa). Vehicles cannot get to all the places that infantry can. Vehicles are really easy to hit. Vehicles leave infantry behind when they die. A grenadier+V2 combo actually seems like not a bad idea because you're not going to bring your V2 close to the enemy base anyway (unless you have a pretty damn robust escort that also wants to attack things), it's going to be pretty hard to stop sneaky flankers from destroying your V2 even if you hop out with a shock trooper or something, and the more time you spend sprinting to the enemy base to continue attacking when your V2 inevitably dies, the more time the enemy has to start repairing. Also I hear MPRA2 is basically trying to get people to boycott the grenadier now because it is underpowered in his hands (just like, you know, the old one which was also underpowered in his hands). Unfortunately I don't negotiate with terrorists so this is not going to get me to do anything that reasonable people aren't requesting.2 likes
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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 There were some problems with the initial patch delivery; if you attempted to install before this post and failed, try again. Hey everyone! Another patch has just been pushed to the launcher and server based on your feedback! Changelist GENERAL Thieves, Flamethrowers and Minelayers have been moved down from Tech Level 3 to 2. Tech Level 1 now has the same units available that Tech Level 2 previously did. This is to provide more flexibility for future maps; previously TL1 was basically wasted space as it only had the units that are available without a barracks. INFANTRY Added Clearing Charges for Engineers. These are small timed explosives used for destroying mines; they do nothing to hard targets and don't do much to infantry, but they are actually better at mine clearing than regular C4 due to their 25% higher damage radius and 3-second timer. They also deal moderate damage to hedgehogs and bridge segments (10 destroy a bridge segment, 2 destroy a hedgehog). Engineers carry 3 of these at a time and can restock with a supply truck just like with C4. Raised throwing velocity of C4 from 10m/s to 15m/s. Grenadier and Frag Grenade have been overhauled: ROF decreased from 1 / 1.67 secs to 1 / 2 secs. Gravity effect down from 1.5 to 1. Targeting range up from 100 to 125; this is very accurate to the distance it can cover before it explodes. Splash radius up from 8 to 10. Splash damage is now unaffected by distance just like Shock Rifle splash (i.e. as long as something is within the splash radius, it will always take maximum damage, there is no falloff). Uses Timed C4 logic (3 second timer), so it is not prone to the problems that normally affect sticky projectiles and can stick on vehicles and infantry too. (C4 logic prevents the weapon from having a secondary fire, so don't expect to see one. This is also why it's not going on Volknades.) Can be disarmed by repair tools. (Protip: throw them into unreachable positions. This is much easier to do when outdoors.) Damage type is now separate from the Destroyer/Missile Sub type (required since C4 weapons cannot have direct damage). The main changes are that the grenade's damage to buildings is up somewhat (DPS is now comparable to Volktillery) and damage to naval units is way up (DPS is now comparable to Redeye/Strela except it also hurts submerged). Long story short, the grenade is now more reliable at splashing infantry in the field, and is essentially a weaker on-foot Artillery against buildings, but in close quarters you run a greater risk of hurting yourself, and give enemies a chance to get out of the way due to the timer. Grenadier health down from 60 to 50. Grenadier price up from 160 to 500. Grenadier credit yield up from 32 to 100. Grenadier kill points up from 37.5 to 50. Grenadier no longer explodes on death. Grenadier now has a limited-ammo Makarov for close-range backup. VEHICLES Gunboat cannon damage down from 50 to 45. Gunboat cannon velocity down from 300m/s to 150m/s. Depth Charge damage down from 120 to 90. Depth Charge actually hurts ground vehicles now (assuming they're daft enough to take a dive). Destroyer/Missile Sub damage to heavy vehicle armour up by 33% (0.75 -> 1). Destroyer/Missile Sub damage to super-heavy vehicle armour up by 100% (0.5 -> 1). Destroyer/Missile Sub splash radius up from 12.5 to 15. Gunboats and Destroyers now behave like wheeled vehicles with rear-wheel steering. This allows them to turn much faster and their top speed is higher, but they cannot turn without accelerating anymore. Mammoth Tank regen up from 3 to 5. Mammoth Tank missile velocity up from 100m/s to 200m/s. Mammoth Tank missile splash radius up from 10 to 12. Mammoth Tank missiles arc up 60 degrees like the Missile Sub ones, making them easier to use against infantry on hills and nearby aircraft. Longbow missile velocity up from 100m/s to 200m/s. Longbow damage to Heavy vehicles up by 12.5% (0.8 -> 0.9, same as Mammoth vehicles) Hind damage to main structures down by 20% (0.125 -> 0.1) Adjusted light/med/heavy/mammoth vertical turret traverse restrictions to affect their ability to target aircraft (Light is better, others worse) BUILDINGS Missile Silo's damage warnings are correct now. Missile Silo no longer provides (unusable) flares after its destruction. Removed Tesla Coil's anti-infantry splash damage of 6.25 (effectively 37.5 in a full burst) so it is able to hurt and kill less infantry in one burst. (Taking a full blast is still almost certain death even for Tanya.) AESTHETICS MCT glass now properly gives off glass effects at <25% health. Mended a bunch of infantrys' broken forearms (Soviet Rifle, Grenadier, both Snipers). RPG Trooper is now based on Grenadier's model. All infantry have had their first-person hand/sleeve textures updated to reflect their actual models (except Allied rifles, Soviet engineers and Volkov who were already accurate) MAP CHANGES RA_AS_Seamist: Removed pillbox directly in front of the Radar Dome. RA_CamosCanyon: Fixed floaty trees. RA_CoastalInfluence: Moved Allied refinery back 5m to render it a little less vulnerable to V2s. RA_CoastalInfluence: Propped bridge-side defenses up on platforms/rocks to make them more capable of hitting units on the bridge. RA_CoastalInfluence: Arty/V2 Spam Peninsula has now been turned into an island; both teams have to cross a bridge to get on it. RA_CoastalInfluence: Tesla Coil downgraded to 2 Flame Towers. RA_CoastalInfluence: Added destructible hedgehogs to the Arty Spam Island, which will have to be destroyed for vehicles to advance. RA_CoastalInfluence: Added a cliff line on the south side of the lagoon to make it harder to spot enemies approaching on the long land route. RA_CoastalInfluence: Fog thickened from 300/450 to 200/300. RA_Complex: Removed concrete walls shielding ore fields. RA_Complex: Shrunk ore fields so trucks have to travel a little further. RA_Fissure: Tech Level down from 5 to 2. RA_GuardDuty: Tech Level down from 2 to 1 (no change since TL1 is now the same as what 2 was before). RA_PacificThreat: Removed one ore silo per team, and upgraded the existing one to a double-income one. So the economy is more vulnerable to destruction but less vulnerable to thieves. RA_StormyValley: Fixed vehicles being able to climb the central hills. RA_Wasteland: Fixed Barracks targeting. RA_Wasteland: Fixed a bunch of multimaterials, should improve performance 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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in previous versions the allied support classes such as the mechanic and medic earned a little bit of credits for healing or repairing other units. can we have this back please? for balance reasons they shouldn't earn point for healing, but they could at least earn back some credits to make playing them worthwhile. the old 'jump out and swing the wrench at your med during combat' strat got nerfed which makes the mech now more an support class in field, instead of a infantry class for drivers. unfortunately it's not really rewarding to get a mech and do repairs while your teammates earn all the vehicle kills and points recommendations during that game. speaking of recommendation's is there still the recommendation for repair points?1 like
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Rise my people...I have returned! And the wiki lives, too! I'm just trying to remember how to construct the damn skeleton...1 like
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I can give medics/mechanics a flat income for healing which is unaffected by the "value" of the unit they're healing to make it less abusable. Here's some potential values to start: Medic healing: 10 credits per second. Since medics heal 10 health per second your teammates have to be losing that much for you to gain that much though. And bear in mind that this is better than the income you get for damaging any infantry. Given the time taken to abuse, it's probably not worth abusing. Mechanic healing: 10 credits per second. Since mechanics heal 75 armour per second your teammates have to be losing that much for you to gain that much though. This, on the other hand, is less than the income you get for damaging most vehicles. Since vehicle health repairs at 37.5% the speed armour does, that goes down to 3.75 credits per second when healing a vehicle that has no armour or has been hurt by things that pierce armour, such as shock damage and oh yes water damage. Hoorah for reduced abuse potential! Points are of course not being given. As far as I'm aware recommendations for repairing vehicles and buildings do still exist, not sure there have ever been ones specifically for infantry. I remember "Good Support" from MP-Gaming which covered both infantry and vehicles though. But last I checked there's no value in the auto-rec config that handles recs for repairing infantry, only vehicles/buildings1 like
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Ugh, that round was absolutely terrible. Sometime after you stole my minelayer and plopped those mines down in ore field, I figured "ok well, there's probably no more AT mines so I should go mine that tunnel entrance". Nope. *BAM* one minelayer down. "Okay, well, NOW there's probably no more mines" so I bought another minelayer to go do the same thing. *BAM* two minelayers down. THEN I bought an engineer and a third minelayer, went over there, saw one blue X on the radar...but also a blue dot in the tunnel signifying a Tanya. "No time to waste, must stop that Tanya now...and I can probably drive around that last remaining mine". *BAM* three minelayers down. Also, you didn't just nail a demo truck, you got two. I bought a demo, drove towards tunnel, but heard combat ahead so I turned around...a teammate behind me also with a demo did the same thing. Then...MAD TANK DEPLOYED. "Huh? Did someone deploy MAD in tunnel?" Thought about turning back to base to get out of blast radius, or just sell demo, but then someone says "MAD in base". So then I drove towards bridge (where the hedgehogs were) to avoid my demo blast hitting our own base, while the other demo driver I think tried to go around the long way. Pretty sure I didn't take anything down with me when my demo blew, but the other guy's demo killed our Tesla Coil...although that didn't matter much since our power plant was already dead. Wow...I knew I was causing trouble, but not to that extent.1 like
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Ugh, that round was absolutely terrible. Sometime after you stole my minelayer and plopped those mines down in ore field, I figured "ok well, there's probably no more AT mines so I should go mine that tunnel entrance". Nope. *BAM* one minelayer down. "Okay, well, NOW there's probably no more mines" so I bought another minelayer to go do the same thing. *BAM* two minelayers down. THEN I bought an engineer and a third minelayer, went over there, saw one blue X on the radar...but also a blue dot in the tunnel signifying a Tanya. "No time to waste, must stop that Tanya now...and I can probably drive around that last remaining mine". *BAM* three minelayers down. Also, you didn't just nail a demo truck, you got two. I bought a demo, drove towards tunnel, but heard combat ahead so I turned around...a teammate behind me also with a demo did the same thing. Then...MAD TANK DEPLOYED. "Huh? Did someone deploy MAD in tunnel?" Thought about turning back to base to get out of blast radius, or just sell demo, but then someone says "MAD in base". So then I drove towards bridge (where the hedgehogs were) to avoid my demo blast hitting our own base, while the other demo driver I think tried to go around the long way. Pretty sure I didn't take anything down with me when my demo blew, but the other guy's demo killed our Tesla Coil...although that didn't matter much since our power plant was already dead.1 like
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You will most certainly have the freedom to add your own units and buildings (see: Raap's Hostile Waters). Every thing you may need to learn to do that can be found in the W3D Tutorials section. Of course, tutorials aren't worth much without the proper tools! GET STARTED - INSTALL THE TOOLS Game asset creation, character modeling, map making and more! All can be done with time, patience, and the desire to learn and to create!1 like
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Oh Silverlight, if only you'd played the next round of complex. Stole a pair of MADs as a spy and activated them right as they rolled of the assembly line. Second one nailed a demo halfway to the allied base. Was too busy to screen shot it though.1 like
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Something I've had to parrot here quite a few times is the sentiment that, for APB, "major development is over". This does not mean all development is over, but it also means we're not completely overhauling the game anymore like the full Beta, Gamma and Delta releases did. Here's a more thorough explanation: I'm satisfied with Delta as it stands, minor bugs/balance issues notwithstanding. The majority of the playerbase seems to be satisfied with it too. Many of the things left to implement from Red Alert are either MASSIVE timesinks, impossible to balance, or impossible to implement period due to engine limitations. I have already spent a ridiculous amount of my free time just fixing Delta up to its current state by myself, because throughout 2015 more and more members of the team either wound up with too many real life issues to contribute much, or they just vanished entirely. The dev team is pretty much down to me and ChopBam at this point and nearly everyone else here is busy with their own projects. I really shouldn't be pouring so much time into this since I'm not getting paid for it. I've enjoyed developing it, sure, but I can't really make it my life. I'm not about to start charging people for this game that has always been free. Especially since the only work I've actually done on it was optimising the balance and tweaking other peoples' maps, and oh yeah, there's copyright issues too. Therefore I am pretty much just here to maintain the current game by fixing bugs and balance problems, and maybe fixing up a few more maps and features that we actually have most of the framework for, because anything bigger is not a good use of my free time. So before pitching your ideas, ask yourself how long you think it would take for one person to do, if you would like to spend that much time doing it, and if it would be worth it. If not, you should probably think smaller. However, even the simplest-sounding undertakings might be stopped by the engine's limitations, and if that's how it is, then that's how it is. I have an idea that will make this gameplay feature more true to Renegade/Reborn/Red Alert! This game is not Renegade or Reborn and is not trying to be. As for Red Alert it was a very flawed game mechanically, tank spam ahoy. Many of its nuances don't translate well to FPS either. APB is more about borrowing RA's setting than its gameplay, though we do try to emulate it in the few places where it's both reasonable to do so and the engine allows us to do so. I have an idea on how to implement a Red Alert unit/power that isn't currently in the game! There's all sorts of reasons why these things aren't currently in the game: You'd better have a model and texture for it already, or know someone who can do them, cause if it's not on this list then that's most likely the primary concern, and for many of the things on this list it's just one of many concerns. Helicarrier: This would be really boring to play as. At least in the similarly unarmed MGG you're right in the action and get to crush people... Plus we don't have a model. Parabombs: Basically a nuke that wouldn't even one-shot buildings, and we lack a complete Tu-16 Badger model. Attack Dog: Spies are definitely not powerful enough to demand a hard counter - plus limitations in how we can mask their identity make them easy enough for players to detect without dogs anyway. If people come up with ideas that'd make the spy more useful, and the scripts team are able to implement them? Then I'll consider it. MCV: APB isn't SimCity. I'd rather not double the length of matches just to make people grind up their bases. The unit itself is ingame already (though it is one of the oldest and ugliest assets that we still have...) but it's only there as an objective unit for custom maps, it can't deploy. Tech Centres: Bases are big enough as they are without more massive structures of dubious purpose. Also, currently lacking the team tech centre models. We may be able to use the NBNW neutral tech centre CMDBob made as an objective somewhere though. Chronosphere/Iron Curtain: While we do have a Chronosphere model, and we may have some feasible scripting logic lying around for it, we don't have a model for the Iron Curtain (only a "destroyed" prop) - and for balance reasons we'd have to introduce both superweapons into the game at the same time. I have an idea for a new map/new take on an existing map! Go ahead and get a discussion started! Just be aware that the further your map idea deviates from standard AOW gameplay, the more likely you are to run into things that either can't be done without jumping a ridiculous amount of hurdles, or just flat out can't be done... or for the map to just not be well-received as has been the case with so many other maps that have deviated greatly from standard AOW gameplay. Also, developing each map is a pretty big time sink. I have an idea to fix this overpowered/underpowered unit or Allied/Soviet biased map! Go ahead and get a discussion started! There's probably a bunch of ways of solving it with a bunch of them being quick and easy to do. Or maybe there's something about the units/maps involved that isn't immediately obvious that I or another regular will be happy to explain. I have a bug to report! File it in the bug tracker. Thank you for your understanding1 like
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Patching you in, please standby... Red Alert: A Path Beyond Update As has been stated, development on Red Alert: A Path Beyond continues. In fact, Pushwall and the team have released a new patch based on your feedback! In this update you will see map adjustments, infantry, vehicle, and boat changes, several aesthetic improvements, and more! But that's just the short of it. Here's the long of it: Changelist GENERAL The damage nuclear weapons do to units has been nerfed significantly; infantry take 1/3 as much damage as before (which will still kill most of them unless they're on the edge of the weapon's range, but Volkov can now barely survive a point blank demo) and vehicles take half as much damage. INFANTRYThe Medic has a new weapon: The MP5-N sub-machinegun. Compared to the "semi auto" M16 he previously had, this reduces his killing power from afar due to its lower accuracy and range (max range is halfway between that of the pistol and the M16) but in close quarters it is essentially a PKM with slightly more stopping power in exchange for a considerably smaller magazine and slightly worse accuracy. As a result, he is much more useful in CQB situations (where he is most likely to be used). [The MP5-N was modeled by Ric, originally textured by The_Beerinator, and modified by Killing_You.] The Medic Kit's healing rate for armour is up from 0.5/sec to 1/sec. Half of the money you get for killing infantry is now given for damaging them instead. Fixed the points/money rewards for killing Sergeants/Thieves, which were 1% of what they should have been. Reduced movement penalties for the Shock Rifle. AI Snipers have 3 times the normal delay between shots, and 2 times the normal reload time. Grenadier splash radius up from 7.5 to 8. Flamethrower splash damage up from 25 to 27.5. Shock Rifle splash damage up from 5 to 7.5. VEHICLES Ranger price up from 500 to 600. Ore Truck price down from 1400 to 1000. Tesla Tank splash damage up from 15 to 20. Handling on Gunboat, Destroyer and Naval Transport has been improved. Depth charge "proximity" up from 17.5m to 25m. Attack Sub torpedo damage multiplier to buildings up from 0.1333 to 0.15 (a 12.5% increase) Attack Sub torpedo projectile speed up from 40 to 50. Destroyer rocket damage down from 80 to 75. Missile Sub rocket damage up from 40 to 42.5. Mine limit is up from 50 to 60. Each team cannot have more than 2 Demo Trucks on the field at once. Mammoth Tank's rate of fire is now equal to the Heavy Tank's. Ranger/APC guns have double the magazine capacity but they now mimic the damage/ROF of their handheld versions instead of just being better. Minelayers can carry a passenger. Supply Trucks, APCs, Naval Transports and Chinooks can now carry 6 people instead of 5. Added hud help text to Mobile Radar Jammer/MAD Tank explaining how to deploy/detonate. Mobile Gap Generator can no longer take a passenger since passengers screw with the bubble. BUILDINGS Dead Ore Silos can no longer be stolen from. Fixed Soviet Ore Silos having slightly less health than Allied ones. AESTHETICSThe Grenadier's frag grenade has an updated model and first-person animation. Fixed the Grenadier's blocky thumb. The Helipad's appearance has been altered to be more consistent with the Refill Pad, and its light animation now only plays when reloading a unit and not all the time. Fixed z-fighting on the first person M16. The "ghost" M16 now uses the new M16 model. Bullet casings, grenades and depth charges are now properly lit. Silenced Beretta has a smoke puff. Pistols have bullet casings now, and rifles have new ones. Mobile Gap Generator now has a funnel like the normal Gap Generator. A bunch of sounds have been enhanced: Tanya's Colt .45 firing Longbow engine Volkov's voice/handcannon switching/reloading/AP firing LST engine Tesla Tank/MRJ engine Mammoth Tank engine/firing Door sounds Light Tank engine/firing Phase Tank engine/firing AA Gun firing M60 firing Defenses rotating C4 ticking Gunboat firing/reloading Cruiser firing (Seamist) PERFORMANCEDecals on dynamic objects (like units and base defenses) have been disabled due to the crashiness and visual issues surrounding them. They may be reimplemented at a later date when they are more stable. MAP CHANGES RA_AS_Seamist: Allied unit composition has changed: Start with 1 less Light Tank and APC After 5 minutes, they gain 1 Medium Tank and APC by Chinook airdrop. In the LST drop, a Medium Tank and APC are downgraded to a Light Tank and Ranger. RA_AS_Seamist: Soviets now have a Service Depot by their Helipad. RA_Fissure: Removed Thieves and Mechanics from the purchase list. RA_Fissure: Timer shortened to 10 minutes. RA_ForestOfIllusion: Changed some things with the Chrono Vortex event. RA_ForestOfIllusion: Timer shortened to 12 minutes 30 seconds. RA_ForestOfIllusion: Added a couple places for crates to spawn away from the control points. RA_GuardDuty: Allied ore tunnel and Soviet north mountain pass are now impassable to vehicles. RA_GuardDuty: Removed some overlapping water sounds. RA_KeepOffTheGrass: Minelayers now work, so the map shall be added back into the rotation! RA_PacificThreat: Flight ceiling is raised from 37.5m to 50m. RA_Pipeline: Added a Flame Tower/Pillbox to the WF side base entrances. RA_RidgeWar: Replaced the Tesla Coil with a Flame Tower. RA_RockTrap: Reduced the chance for health crates and added an MP5-N crate. RA_RockTrap: Added a couple places for crates to spawn away from the control points. Get to the launcher and grab this patch update. Be on the lookout for more updates, and see you on the battlefield!1 like
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