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  1. [blurb]Naval refinements and traffic dispersements and urban environments, oh my! Get the latest developments today![/blurb] [thumb]thumb_apb.k.png[/thumb] Red Alert: A Path Beyond Update INFANTRY AK/M16/MP5 damage to boat health up by ~7% (0.35 -> 0.375) AK/M16/MP5 damage to boat armour down by ~29% (0.175 -> 0.125) Remington Slug damage to boat armour down by 50% (0.375 -> 0.1875); DPS now matches primary fire M60/PKM damage to boat health up by 12.5% (0.333... -> 0.375) M60/PKM damage to boat armour down by 25% (0.333... -> 0.25) Redeye/Strela damage to boat armour down by 20% (0.5 -> 0.4) Shock Rifle damage to boat health/armour down by 20% (1.25 -> 1) Shock Rifle damage to submerged sub health/armour up by 20% (1.25 -> 1.5) Flamethrower damage to boat armour down by 20% (0.625 -> 0.5) Basically the gist of all this is these guys will be worse at fending off boats by themselves (except LSTs), but with the assistance of a gunboat/sub/close-quarters LAW breaking the armour for them, this disadvantage fades, especially with the captain and naval artillery. However this does mean all these units have a longer total time-to-kill against boats (except the Destroyer/Missile Sub whose overall anti-boat power remains "unchanged"). This probably won't affect Hostile Waters in its current "rocket men on the bergs every day" phase, but should encourage more of a naval focus on the other naval maps maybe? Clearing Charge cover penetration down to 50% (was 100%); should be a liiittle less OP against clustered groups of hedgehogs now. VEHICLES Gunboat max turret tilt up from 8.75 to 22.5 degrees; it's no longer a TOTAL sitting duck against Hinds but it still has its fair share of blind spots. Destroyer health down from 500 to 450. Missile Sub health up from 200 to 225. Destroyer reload time down from 3 to 2.75 seconds (DPS up by 6.66...%) Destroyer/Missile Sub projectile velocity up from 100 to 200m/s; should be much better at shore bombardments and hitting aircraft. Destroyer/Missile Sub damage to boat health up by 20% (0.375 -> 0.45) Destroyer/Missile Sub damage to boat armour down by 10% (0.25 -> 0.225) AP Mine damage radius down from 10 to 8. AP Mine damage up from 300 to 600. Should cleanly kill Tanyas/engineers now. Longbow damage to aircraft down by 10% (1 -> 0.9); Hinds/Nooks now a 7-shot kill unassisted. Longbow damage to buildings (except base defenses) down by 12.5% (0.2 -> 0.175). BUILDINGS War Factory construction time has been sped up to allow vehicles more time to automatically drive off the construction zone. You should no longer accidentally buy over anything like a V2/OT unless there's a huge pileup already. This should help the bots on RA_CamosCanyon_Bots too. AESTHETICS All infantry worldboxes are slightly larger and properly centered, which should help with the first-person camera clipping issues at certain facings (it's not completely gone at the sides though...) Helmeted infantry (i.e. everything except Technician, Sniper, Tanya, Volkov, Starshina, Kapitan and Thief) now have a helmet hitbox. Since this merely displaces the upper portion of the head hitbox instead of extending upwards to cover the true height of the helmet, and has the same damage multiplier as the head, it doesn't affect gameplay at all - all it does right now is produce metal impact effects. It could easily be changed to have a purpose beyond aesthetics in future if there's a call for it, but I doubt that'll happen. MAPS Some jukeboxes have been altered: Fissure: Eaten Alive replaced with Militant Force Ridge War: Floating replaced with Snake Stormy Valley: Techno Babble removed RA_Metro is back! Here's what's up compared to its Gamma iteration: Tech Level set to 3. No Mammothspam this time around! Jukebox now features Floating (initial track), Eaten Alive, Fire & Ice and Techno Babble. (Hence most of these being kicked off of other maps' jukeboxes.) The streets are now much more heavily lit. Texture overhaul; most of the old textures are replaced with ones used by current maps. Prop overhaul; the old props are replaced by current ones, and bases and alleyways are full of clutter. Removed base defenses. Silos are now spread out, one being on the north side of each base and the other at the south. The north Soviet silo's computer is inaccessible and thus cannot be thieved from. Destructible hedgehogs temporarily block off one of each base's attack routes and funnel traffic at another one. Added an underpass connecting both Barracks to the south side of the map. Added a cargo truck parked somewhere, just because. Added ambient sounds for the river, bushes and utility pole transformers. Kerbs now have invisible collision ramps to smooth out unit movement, making it harder to flip your rangers and ensuring your infantry don't "fall" randomly and lose accuracy when they shouldn't. Added VIS culling. RA_Complex Fixed missing Supply Truck spawners. Reduced snowfall. RA_PacificThreat Allies now have a Pillbox at the front of their base. Fixed some VIS errors pertaining to the ruins west of the Allied base.
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  2. http://www.mafiauniverse.com/forums/forums/50-Past-Mafia-Championship-Seasons
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  3. @Thingyman We offer Voe as tribute.
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  4. Its all my fault for breaking the timeline with my time machine that also doesn't fit the time period
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  5. Hey, looks like 23 of you got one of your wishes. (Actually Metro was already underway at the time this thread was posted. So don't expect the others to come that quickly )
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  6. Scuds are bigger, but they are the real life 9K52 Luna-M/Frog-7, a precursor to the Scud. 60's tech by the way.
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  7. We've acquired 21 people formally signed up as interested and even more asking questions about the PUG matches. Fantastic! This is something we hope to turn into a regular thing across all W3D games if it picks up, so this is a great start. We're currently setting up the server backend infrastructure required to support these matches as well as teamspeak channels, PUG rules/guidelines... you'll all be notified on the forum when the first PUG is going to be - hint: soon / poll results. For those of you who are asking about PUGs and clan wars and all of that we advise you to send a response right here and let us know you're interested so we can keep track of how many people might show up at a PUG event. You are not obligated to show up, as it will be organized similarly like a game night, only with a coordinated team versus team match-up. HOW TO JOIN A PUG EVENT? In order to participate, all you need to do is join our TeamSpeak (ts.w3dhub.com) and jump into the "Waiting Room" channel located under "PUG Arena". After a short time for people to gather up, we'll most likely select two very experienced APB tacticians with good communication skills to "lead" each faction. One for the Allies, and one for the Soviets. There is a good chance these commanders will be W3D Hub staff members to maximize our event's overall potential on both sides, but in theory anyone could take on the role provided you know what you are doing - so speak up if you feel like leading us to victory! NOTE: The PUG server will most likely be protected from intrusion via a password or whitelist. The only way to participate is by getting direct access (or password) through your team's commander. DO NOT GIVE the server password to anyone who IS NOT IN YOUR TEAM'S CHANNEL! Only players who have been sorted into teams get access; just because you are in the waiting room does not mean you will be allowed to drop in mid-game. Stay patient if you're late to a PUG event. After our commanders have been chosen, they'll sort out the teams so that we have an evenly matched setup. This will be done either by each side choosing one person, then the other choosing the next, or just by a general consensus and depending on who wants to play with who. Anything goes, it's just important that we have an even number of experienced players on both sides, otherwise one side could end up loosing due to some form of inexperience, however slight. Balanced teams are key! At some point we're going to select the maps we'll be playing. Either by random selection or popular vote. We should have a pool of at least three maps to play. After which we could add more if players so wish. We can even shake up the team rosters or switch factions, anything goes... Once teams are sorted out, we'll split off into two faction-specific TeamSpeak channels. Each team will have a bit of time to come up with a strategy for the next map in the current PUG rotation. This should take about 10-15 minutes, or something similar depending on how many people are playing. Commanders can ask for volunteers to play in certain roles such as dedicated repair defenders, scouts, special operatives for thief/spy missions, anti-tank units or things like dedicated air cover. Depends on the game plan, so pay attention during this phase. Experienced players are encouraged to help devise battle plans, but keep in mind that the commander has final say in case of a stalemate or disagreement on tactics. If everything is set and both teams' players are all online and ready, commanders will notify each other and you will be given the green light to join the server. Make sure to follow PUG rules and ask your commander or any W3D Hub staff member if you have any questions. Here's the first draft of the PUG rules (subject to change depending on what PUG regulars want): Please refer to the "PUG Arena" TeamSpeak channel description for the latest PUG ruleset. This is just an example of how things might go, as it is the first draft. We have to start somewhere. Once again, to anyone interested but not sure if you can make the PUG events or not, make sure to let us know that you're following along and would like to participate. The more people we can add to the possible roster of players, the easier it is to see what kind of turnout we can expect in the future. Plus it helps drive more interest and life into the W3D community. Just leave a comment here saying you'd like to play and that's it! You have no obligation to show up because it's just like any other game night, only we actually pick teams on a separate server setup. Who's excited for the first PUG match? Stay tuned for more information - we'll have a time and date pretty soon! Just check the poll for a possible hint!
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  8. Eh, I figure in a universe set in the 1950's that has 1990's Apache Longbows and M1 Abrams variants fighting tanks derived from the 1970's T-80U escorting a portable version of the 1940's V2 rocket.... historical accuracy goes out the window Hell I think one of the only units in the game that actually fits the timeline is the Light Tank, if it's a Walker Bulldog
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  9. If you're doing "APathBeyond", I suggest a rename to not confuse the map with, well, the game. Perhaps just "Beyond" would suffice, referring to the lengthy travel distance - But seriously, I don't see how this map could be playable without some quick victory objective associated with War Factory destruction.
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  10. If i enter the championship and die Day 1, I will be the perfect representation of this community and its traditions.
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