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Red Alert: A Path Beyond Update This is a big one, so if you don't have the patience for the whole changelog or you just want the cliff notes, just look for siren-marked units and bolded sub-entries. [blurb]Be sure to check out the latest developments for Red Alert: A Path Beyond! Warplanes, consistent AA, reinforcements, a combat score/economy overhaul and more![/blurb] General Gamma's radio commands have been replaced with Nuclear Winter ones, for consistency since not all of the NW ones got replaced before by whoever voiced the new ones. Due to limited voice-splicing capabilities with the old commands, and some unusual placements of newer commands, some commands have actually become different ones as a result: Ctrl+3 = "Beware enemy mines" (was "Attack the Barracks", which was for some reason separated from the other attack commands.) Ctrl+4 = "Don't buy Demolition Trucks" (was "Attack the War Factory", which was for some reason separated from the other attack commands.) Ctrl+9 = "That's real, disarm it" (was "That's a real threat". A true loss to us all, but let's face it, it was basically the new Intelligence Dubious.) Ctrl+Alt+3 = "Attack the Helipad" (was "Attack the Construction Yard"... a Helipad command exists in the old commands, but not new ones, and I ran out of room for all of the buildings. The helipad is a more pivotal structure than the CY so it deserves a command more I'd say.) Ctrl+Alt+5 = "Attack the Barracks" (was "Attack the Power Plant"... there's no PP reference in the old commands so we couldn't keep this.) Ctrl+Alt+6 = "Attack the War Factory" (was "Defend the base"... which is kind of already covered by "Bolster our defenses" and "Building needs repairs") Infantry General Unequipped A-Bomb Signal Flares are now visibly carried on a character's waist (though if they have multiple weapons the visibility of this depends on which weapon they have equipped because "back weapons" are weird). Pay attention to these so you know who to shoot! Officers Damage multiplier to building exteriors up by 50% (0.1 -> 0.15). Damage multiplier to MCTless buildings up by 7% (0.175 -> 0.1875). Magazine size up (50 -> 100). Reload time up (2 -> 4). This means the bigger magazine does not affect their overall DPS - just their alpha and their ability to give suppressing fire. Accuracy penalties adjusted (1 standing/0.2 crouching/0.2 crabwalking -> 1.25 standing/0.1 crouching/0.25 crabwalking). Accuracy penalties stabilise faster (1.25 -> 2 units per second). Armour penetration up (75% -> 87.5%). Now needs less 1 less headshot to kill most units. Flamethrower Splash damage up (27.5 -> 30) Splash radius down (10 -> 9.5). This is a winning trade unless your shot lands more than 6m off target. Death explosion damage up (50 -> 60) Death explosion radius down (10 -> 9.5). Tech Level down to 1. Grenadier/RPG Trooper The "artillery" form of the Grenadier has been cut from the game entirely, and the RPG Trooper has stolen his name on a technicality (he has a Rocket Propelled Grenade launcher, see?) as well as something else I'll mention further down the list. He uses the RPG Trooper's pale brown fatigues by default, but has old Grenadier yellow as an alternate camo. RPG-7 has an arc again. RPG-7 range up from 105 to 110m (same as LAW). Grenadier (aka RPG Trooper) no longer has a limited Makarov sidearm; instead he has limited F1 grenades (only 12), which take on the same role of being a last-ditch self-defense option against infantry: Now explodes on contact. Now only hurts infantry. Accuracy penalties actually work now (3 when jumping/sprinting, 0.25 when idle/jogging, 0 when crouching/crabwalking, stabilises at 3/sec). C4 logic was precluding this before. Velocity down (60 -> 37.5m/s) Range down (150 -> 75m) Splash radius down (10 -> 8m) Splash armour penetration down (50% -> 37.5%) Splash damage up (30 -> 40). Combined with the penetration reduction and damage dropoff this is actually a downgrade unless your foes are naked or you get a direct hit. Projectile size up (0 -> 0.25m) Screen shake is twice as harsh and long. Direct damage up from 0 (which was due to C4 not supporting direct damage) to 12.5. This uses the same warhead as the pistols, so this is merely equivalent to one Silenced Beretta shot, but that's not counting the splash damage. Rocket Soldiers Redeye/Strela are no longer homing. You will HAVE to lead your shots now - but if you can do this then you have a very reliable weapon, unlike the tracking version which just randomly didn't work. Redeye/Strela damage decreased (Redeye 140 -> 110, Strela 120 -> 80). This means the Redeye needs 1 more hit and the Strela needs 2 more to kill the enemy team's aircraft, but that shouldn't be a problem if tracking has resulted in plenty of misses for you! Strela reload time down (2.5 -> 2.2), to compensate for its greatly reduced power. Redeye/Strela velocity up (Redeye 200 -> 500m/s, Strela 160 -> 500m/s) Redeye/Strela range up (170 -> 175m) Redeye/Strela damage multiplier to boats up (0.5/0.4 -> 0.625/0.5), to compensate for the base damage reduction. Effectiveness in this area is barely any different to before as a result. Redeye/Strela accuracy penalties actually work now (2.5 when jumping/sprinting, 0 when idle/jogging/crouching/crabwalking, stabilises at 2/sec). Tracking logic was precluding these before. Redeye/Strela have a thicker smoke trail to make their presence more obvious. Now have their sidearms on Deathmatch maps. Mechanic Repairs Mammoth-class vehicles 33% slower. No longer auto-repairs at a faster rate when being a passenger instead of a pilot; with the removal of extra MBT seats this feature got relegated to the Ranger and APC, and was only relevant for the latter to aid in killwhoring. Medic Medic kit now takes 1 second to equip after switching/sprinting (was 0.5). Shotgunners TOZ-194 is now shouldered for easier headshotting/firing over cover. The "quick fire" DOT inflicted by Remington/TOZ dragonsbreath is now slightly weaker (2.5 damage over 2 seconds instead of 5 over 3) but has a 100% chance of being inflicted (was 40% per attack). Good for cancelling medic heals. Thief Can now steal from Ore Silos on any map (as long as the silo's terminal is not obstructed). However, he can only steal 33% of the Soviets' funds from Ore Silos, as opposed to 50% at the Refinery. Has a HUD help message explaining how to use him. Volkov Volknades range up (80 -> 100m) Volknades direct damage up (35 -> 70) Volknades splash damage up (27.5 -> 30) Volknades splash radius up (10 -> 11). Volktillery spread down (3 -> 2.5) Volktillery now has a harsher explosion effect and screen shake ala Beta; damage is identical though. Vulnerability to accidental AP mine detonation decreased (was 50% that of regular infantry; now 25%) Vehicles General Light vehicles (Artillery, V2, MRJ, Supply Truck, Demolition Truck) no longer have an innate 25% Tesla resistance. Updated purchase terminal logic for "optional" vehicles (MRJ, Soviet Ranger, Allied Chinook, Ore Truck) so there should no longer be any discrepancies in price/techlevel/availability that shouldn't exist. All that's really changed for the layman is that it'll be easier to enable these vehicles when map editing (for when the SDK comes out) and Ore Trucks are no longer available on maps without a Refinery. All vehicles have had a portion of their points reward converted from damage points to kill points. Demolition Truck, MAD Tank: 100 kill points Phase Tank, Tesla Tank, Mobile Artillery, V2 Launcher, Longbow, Hind: 50 Every other vehicle except ST: 25 Supply Truck: 12.5 Some vehicles' total point yield has been reduced: Longbow, Hind: Down from 150 to 125 Chinook, LST, APC: Down from 100 to 75 Mobile Radar Jammer: Down from 100 to 50 Just like with points, cash rewards for vehicles are partially shifted from damage cash to kill cash. Cash rewards are split halfway between damage and kill cash (just like with infantry), except for the Demolition Truck/MAD Tank where they are 75% kill cash, 25% damage cash. Vehicles more expensive than $1200 no longer have a cap on their cash rewards, so they are more lucrative to hunt down. Suicidal or unarmed vehicles (including the Minelayer) now only provide cash equal to 10% of their price in rewards, instead of 20% - just like how it is for infantry whose only means of self-defense is the Makarov/Beretta. Naval units that are not near a shoreline/dock/naval structure cannot be "accidentally" ejected (or entered) and all their occupants will instantly die when the unit is destroyed away from these areas. Currently this does not apply to Destroyers/Gunboats as doing this now would break their animations, but it may be expanded to them some time in future if this is resolved. APC Health down (400 -> 250). Armour class upgraded to Mammoth, which affords it slightly more resistance to flame weapons than its former 400-health "Heavy" self had, and making it almost as resistant to small-arms. Doesn't help against real anti-tank weapons though. Max speed up (13.66 -> 15.46, a ~13.2% increase). This puts it second only to the Ranger in straightaway speed. Acceleration/deceleration decreased; reaching max speed/stopping takes about twice as long as before. Which still isn't very long, but enough to make it hard to dodge back and forth like an LT. Spread up (0.25 -> 0.5) Projectile damage increased (6 -> 7), a 16.67% DPS increase against most targets. Projectile damage multiplier to mines up (0.75 -> 1). Projectile damage multiplier to aircraft decreased (1 -> 0.875). This lends it only a ~2% increase in DPS with its higher base damage. Projectile damage multiplier to buildings decreased (0.2 -> 0.16). This lends it a ~6.7% decrease in DPS despite its higher base damage. Projectile damage multiplier to mammoth-class vehicles decreased (0.5 -> 0.375). This lends it a 12.5% decrease in DPS in this area. Maximum/minimum turret tilts adjusted (+45/-22.5 -> +60/-20) Has a horn. Mobile Artillery Minimum turret tilt heightened (0 -> +2.5), effectively increasing its minimum range on flat ground by about 15 metres. Reload time down (4.875 -> 4.75), a ~2.6% DPS increase. Price up to 900. Chinook Transport Ascent/descent speed up (10 -> 11.6, a 16% increase) Destroyer/Missile Sub Range up (175 -> 180m) Mi-24 Hind Turn rate up (40 -> 75) Ascent/descent speed up (8.6 -> 10.75, a 25% increase) Bullet velocity up (250 -> 500m/s), should again help with actually hitting things. Damage multiplier to Mammoth-class vehicles up (0.125 -> 0.175). Pierces vehicle armour more (37.5% -> 50%) Clicks when out of ammo. AH-64 Longbow Turn rate up (55 -> 90) Ascent/descent speed up (13.5 -> 16.7, a 24% increase) Damage to naval units up (75 -> 80) Damage to Tesla Tanks down (80 -> 70) Clicks when out of ammo Minelayer Fixed bug where Soviet Minelayer stolen by a Spy would be targeted by defenses. Mobile Radar Jammer Can no longer be stolen while deployed. Price up to 1200. (If you're curious as to why, see the Radar Dome section.) Ranger Fixed issue where attempting to drive downhill at max speed would cause you stall out until you fell to LT-ish speed. Damage multiplier to defenses up by 6.66% (0.1875 -> 0.2) Armour penetration up (75% -> 87.5%). Now needs less 1 less headshot to kill most units. Now has a unique armour class, largely similar to light vehicles but with a few key differences: Retains the 25% Tesla resistance that light vehicles used to have. Only takes 75 health damage from AT mines (armour still gets insta-stripped as normal). It might not sound like it makes sense... but bear in mind due to the mine's targeting quirks, larger-profile tanks often have to drive straight over a mine to trigger it, while Rangers trigger them without even being that close to them. So just see it as them being less affected because they don't get directly hit Repaired 33% faster by Mechanics. Takes 25% more damage from Hinds. Shield does not take 25% reduced damage from nukes like other light vehicles do. Attack Submarine Projectile speed up (50 -> 62.5m/s). No longer has projectile extension so its projectiles will not noclip through targets at point blank range. Supply Truck Max speed up (12.23 -> 13.48, a ~10% increase). Does not affect Demolition Trucks. Tesla Tank Range up (122.5 -> 125m) Max speed down (10.11 -> 9.97m/s, a 1.4% decrease) Spread down (0.5 -> 0.25) Now immune to Shock Rifles (0.25 -> 0) Takes 40% less damage from other Tesla Tanks/Tesla Coils (0.375 -> 0.225) LST Max speed up (14.86 -> 15.12m/s, a 1.7% increase) Acceleration/deceleration is now much more rapid, reaching maximum speed or stopping in less than half a second (previously took over 3 seconds). Rotation is now much less drifty. Health down (500 -> 450). Now opens its forward ramp when near a shoreline/dock/naval structure, both indicating that you're inside the "safe zone" mentioned above and that you will disembark from the front (something that wasn't terribly obvious before). The LST's collision box is also lengthened slightly to include this ramp. Yakovlev Yak-9P Yes, you're seeing that right - the Yak is an actual main game unit and no longer a Lunar joke, thanks to some clever scripting. It's certainly not "proper" fixed-wing physics, it's just a VTOL with restrictions - but it works! Right now it's debuting on Guard Duty only, but it may find itself on a few other maps in future. In terms of their damage to units, think of them as a flamethrower with a lot more power - good at dealing with light vehicles, armour-broken vehicles and infantry, but can't put much of a dent in heavy vehicles that still have their armour. Also their splash damage ignites infantry, helping light them up for snipers/rangers/other Yaks to finish off if you fail. Unlike other aircraft, they have infinite ammo with a very long reload time (though since you have to turn around to hit the same target again, this reload time doesn't make much difference) - pick your battles wisely to capitalise on this to stay in play for as long as possible, since you can't take much punishment before dying (which will also kill your infantry) or having to return to the Airfield to repair or sell! While sitting on the Airfield you can idle, reverse and rotate like a helicopter all you want as long as you don't float too high (keep trying to descend if you're worried about this). Make sure to build up speed on the Airfield before you take off; while you're airborne falling below 30m/s will cause you to take a slow trickle of damage, and below 22.5m/s you're dead. Only 4 Yaks can be in play at a time. Bots Since bots are unable to compensate for weapon arcs, MBT cannons, RPGs and Flamethrowers have no arc while under their control. Enfield/Dragunov still do though. Rocket Soldier/Grenadier bots now have a preferred range of 108m instead of 100, which should allow them to outrange a Pillbox/Flame Tower just like a player can. Captain bots are unchanged as the Captain's range advantage over defenses is very finicky anyway. Bots will now steal unattended vehicles if the owner suicides or takes too long to show up. Bots can no longer buy Rangers since they don't exactly use them intelligently. Buildings General Optimised unit collision detection on base defenses and Ore Silo, and ensured consistency between all their life/death states (so for example you should no longer get stuck in a SAM Site if you are standing on it when it dies). Airfield Of course, this has been added to the game too. This is where you repair and sell your Yak planes, and where you find them when buying them. Currently only on Guard Duty, but may find its way onto other maps eventually. (However, due to technical reasons, it's unlikely they'll exist on the same map as Soviet Helipads. Basically the airfield IS a "helipad" in the code and some issues arise if you have multiple.) Flame Tower Projectile damage down (120 -> 105) Splash damage down (40 -> 30) Splash radius up (12 -> 15) Reload time down (3.25 -> 2.75, resulting in a ~3.4% projectile DPS increase with the damage change) Power Plant No longer causes radar to go down on Radar Dome maps when destroyed/disabled. Now causes other main buildings to take 10% more damage when destroyed/disabled. Unlike the playercount scaling defenses, this applies to all forms of damage, and does not increase repair speed. Radar Dome Now contains terminals that can be used to call in an airlift of a Medium/Heavy Tank or Supply Truck if your War Factory is dead. These vehicles will appear somewhere near your Radar Dome - just look for the red/blue signal flare. However, this purchase method takes 30 seconds to cool down (though the tank and truck have separate cooldowns) and costs twice as many credits compared to a WF purchase, and cannot be used if your radar is offline (i.e. Dome is dead or jammed). These terminals do not exist on Hostile Waters or Seamist. Using a Spy to establish a relay will not re-enable the terminals. Turret Projectile damage down (105 -> 70) Splash damage down (25 -> 20) Reload time down (2.25 -> 1.5). So no DPS change on its projectile here; just harder to dodge. Aesthetics Re-enabled the new stealth shaders, as their buffer issues that previously resulted in extreme slowdown have been resolved. New main menu screen (plus a barebones version for the chat history background) by CCHyper and One Winged Angel. PCT screens, Ore Silo terminal screen, and Radar Dome screens are now fullbright. The ore chute on the Ore Silo is now tinted slightly blue for the Allies. TOZ-194 viewmodel moved to a position more in line with other shouldered weapons. Forklift's steering wheel is pulled backwards to match the hand positions of the driver. Turret's barrel now has visible recoil when firing. Turret now has a reload sound (shared with the Gunboat). Barracks flags have a new texture by Killing_You. Hind has a new urban camo texture by Killing_You. "Battle Control Terminated" now has a 3-second delay so as not to overlap with a building destruction announcement if the game ends that way. (Won't stop it from overlapping from a nuclear multi-destruction though.) Maps RA_AS_Seamist Enabled thieves again. RA_Bonsai Reduced out-of-bounds trees. RA_CamosCanyon_Bots Soviet Ranger is no longer available. Tweaked pathfinding for Soviet Barracks interior; now bots will be much more likely to path out instead of suiciding. Adjusted rally points near bases so that AIs will gather attack teams at smarter locations. RA_CoastalInfluence Reduced out-of-bounds trees. RA_GuardDuty Soviets now have an Airfield. To compensate for Soviet vehicular power being split among two buildings, Allies now have a Radar Dome that can serve as a backup WF. Both teams' Ore Silos are moved to more secure positions behind the War Factories. Allies' central Pillbox replaced with a Turret. Allies now have 2 AA Guns, one behind the Barracks and one on the Refinery hill. Soviets now have a third Flame Tower, far out by the southern end of their side of the river. Soviet base now has another backdoor infantry route, going along the riverbank behind the Refinery cliff and leading to the Airfield. However, it is blocked by a concrete wall which the Soviets can jump over from their side. Vehicles cannot use this. Shrunk some of the tall evergreen trees on the inside of the map to make it easier for Yaks to divebomb safely. Got rid of the wooden ramp in the Soviet ore field. Moved Soviet ore zone slightly so AI truck should not reset its animation constantly. The cliff between the Soviet refinery and the bridge now sharply drops off into the river so infantry/LTs cannot circle around it. Shallow water is a little less transparent as it looks basically nonexistent from above. Shore around island now fades properly. RA_HostileWaters Has been removed from the game entirely until Raap's overhaul is ready. RA_Metro Power lines no longer have projectile collision. Fixed floating telephone pole in Allied base. Removed a couple of props around Soviet base entrance alleys. Allied north silo has been moved further forward. RA_LunarParadox Uber Captain machinegun accuracy penalties harshened (jumping/sprinting up 5 -> 10, walking up 0.5 -> 2, crabwalking up 0 -> 1; stabilising rate up 2.5 -> 3) Uber Technician PortaCoil accuracy penalties harshened (jumping/sprinting up 2 -> 5, walking up 0.25 -> 1.5, crabwalking up 0 -> 0.5, stabilising rate up 1 -> 2) Uber Captain/Technician health down from 250 to 200. "RAlistic" Grenadier now correctly gives his monetary kill reward once on death instead of for every hitpoint he loses (which resulted in a total $2500 reward) Yuri Molotov now has the correct gravity settings. RA_PacificThreat Removed all non-AA defenses. RA_RiverRaid Rangers can no longer slide over the Mammoth Tank/barbed wire blockade between the Allied War Factory and their ore field. Increased fog thickness to 240/360 (was 300/450) RA_Siege Cannon primary warhead changed from Artillery to Shell (which means DPS to buildings is down 28%) Cannon primary spread down (0.5 -> 0.25) Cannon secondary projectile extension up (0.25m -> 1m) Destroyed cannons take 87.5% longer to repair (now 3x as long as the "living" cannon) Re-added and expanded on the filler mesh between the castle walls. All the castle wall meshes are no longer double-sided, since the updated filler mesh does the job of preventing camera clipping instead and with less of a performance footprint. Water damage is no longer dealt through an outdated netcode-hungry method. RA_Under Reduced out-of-bounds trees. Removed one Allied Turret. Added a filler mesh in between the tunnels to prevent camera clip abuse. Snowfall reduced by half. RA_Wasteland Fog endpoint now randomly fluctuates between 60-300m (was 60-450m). Snowfall reduced by half.7 likes
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You'll get your Allied candy. I guess you haven't been in enough games with ChopBam to realise this3 likes
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[blurb]Coming soon to a RA:APB near you! Introducing the Yakovlev Yak-9P![/blurb] [thumb]thumb_apb.7.png[/thumb] Red Alert: A Path Beyond Dev. Blog Yakovlev Yak-9P Set to debut on Guard Duty, the Yak will afford the Soviets an incredible alpha-strike in their arty-hunting efforts. The Yak can reach speeds of up to 45m/s (the next fastest unit being the Longbow at a mere 24m/s) and expend its magazine in a minimum of 1.33 seconds. The Yak boasts infinite ammo but with a long reload time, although that shouldn't matter much as once you've expended your magazine you're turning around for your next attack. It's splash damage ignites infantry, better allowing your comrades to finish the task should your target remain alive. While mostly effective against infantry and light vehicles, the Yak can still find opportunities in armour-broken heavy vehicles that are on the retreat. As in Red Alert, the Yak will cost 800. With a health of 350 and lack of armour, be advised that your attack runs will leave you vulnerable to return fire. Choose your battles wisely and you can stay airborne for long periods and dish out more punishment than a Hind can. Unlike the Hind however, in the event you are shot down your infantry will also die in the crash. Airfield It goes without saying that the Airfield will also be included as a new structure. Purchased Yaks will fly onto the strip waiting for takeoff, and here you repair and can sell your Yak. It should be noted that the Airfield is technically a "Helipad" in the code, making it unlikely to see both buildings on the same map. Nonetheless, we can discuss how to fit the Airfield and Yak into high-tech maps and implementing them in the future.[thumb]thumb_apb.7.png[/thumb]2 likes
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Here are some textures I have been working for a while. These are inspired by another set of custom textures I made back in 2010-2011 for various equipments found inside de buildings. These are up-scaled 1024x1024 compared to the old ones, to accomodate more details. Anyway here are the ones I made thus far: I know there are some edges where the textures are not aligned, or are stretched, or too narrow. There is nothing I could do there, because that is how the original texture was applied on. Anyway, I'm planning to continue with fixing the lights and those monitors from the radar dome.2 likes
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The Yak is amazing to fly, Pushwall has done an amazing job on it! Allies have more units in other areas, would be a bit silly to give them planes "because".2 likes
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I think its a general consensus that you should avoid getting into situations where you will lose your tank unless you are going to trade it for a more expensive soviet tenk2 likes
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That tricky Pushwall. Saying there are no plans for further development and then developing plans right beneath our noses!2 likes
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Balance wise, they kind of fill that "fast attack vehicle" niche that the Soviets often lack, at the cost of being made of paper and being forced to aim their shots on the fly (no pun intended). Balance doesn't always have to be 1:1 symmetrical.2 likes
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Not every unit needs to have a counterpart for things to be balanced! For every Yak/Mig in action there is one less Soviet infantry+vehicle on the field! Let's be as Ralistic as possible.2 likes
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Looks neat so far. Not sure if outright killing the pilot would be a good idea tbh considering that it's much easier to crash and outright die. But I guess we shall wait and see. Also I see that my "crash" mechanics idea is in as well2 likes
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I remember back in the Beta days all the calls of 'it'll never happen'. Honestly, it's kind of surreal being here. I also remember people telling me in the 9935 days that the mod was dead too, so maybe predictions are just tricky things.2 likes
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Should have known there was a reason for delaying the patch. Excellent choice trying this on Guard Duty, the map really needed something to make it more exciting than, well, guard duty. Take that 2007! Ten years later, W3D finally offers airplanes! Looking forward to the solution to enable them on high-tech maps (Siege was created for airplanes). Also the MiG. Also the to-be-created Allied equivalents. Also me getting triggered by that helipad airfield texture resolution...2 likes
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This is great! I also agree that both sides don't need equivalents. If you want that argument than soviets should have some sort of stealth ground unit. As that is huge. However, the soviets have their sheer power and might to help balance against that with tesla units coming to mind immediately as a counter.1 like
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Yeah, I got a mammy down to around 25% the other day, more than enough for my rocket soldier to finish off. The game should be about the tactics used, not 100% about the stats.1 like
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Oh yeah, particularly in more open maps. I've seen more lights than mediums on KotG since they can take advantage of the terrain and cover to perform hit-and-run attacks on Soviet assault convoys, to the point where many rushes fail because they lose so much health along the way and don't have the speed or maneuverability to retaliate. Really the only maps where it feels underused are maps like Complex and Under, where there's too many bottlenecks for it to be a viable option. As for the TT, the LT is a great counter since it can get into it's blind spot better than most other vehicles.1 like
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Amazing to see this finally showing up in the game! Very good work you guys!1 like
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I guess it comes down to personal preference. Mine ranks Ralism above content diversity. I always loved the C&C games where one side got more air units to play with while the other side got more naval or infantry. Personally, I really don't mind the Soviets being more air dominant while Allies need to rely on creative infantry and ground vehicles use. If we give Allies fighter planes, it will leave a bad taste in my mouth. Is this still Red Alert? Where do we draw the line in terms of creating new units for the sake of fun?1 like
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Proper LT usage is about speed and maneuverability. Get behind the HT where they can't hit you. Rush the flanks quicker than a med can. The element of surprise often offsets the lack of armor, if used right, as you'll get quite a few shots in before the enemy even knows what hits them. I've used it this way quite a bit lately, and I feel like back in the day even more people did so.1 like
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FINALLY THE YAK SOMETHING WE HAVE ALL BEEN WATING FOR FOR YEARS AND HAS BEEN IN RENALERT IN THE ALPHA OF IT NOW THE AIR FEILD LOOKS SOO MUCH BETTER sorry caps because m just so EXCITED now all wee need is cruisers but will they add it the world may never know1 like
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Thing is, we already had a Yak model and texture on hand, so that was easy to put in as all it needed was the landing gear animation. Not so much with the MiG - we have no assets for that at all. If you're extremely attentive you may have seen a teaser somewhere on this forum that accidentally showed a MiG, but it's a placeholder model that's just being used to prototype the unit's stats just in case we ever end up with all the means to implement it in future. And I'm not too comfortable with the idea of Allied planes. From what I remember that was just a Chronojam fever dream. We can probably work around the "imbalance" in other ways, like having MiGs on certain naval maps if Cruisers become a reality, as they seem like they'd be a natural counter (CI would need a terrain overhaul to make room for an airfield and for planes to not be able to peer into blue hell, but Hostile Waters could probably have an airfield added with ease), or sticking them on Seamist where the teams' base balance is already intentionally out of whack anyway. On Guard Duty, the Allied Radar Dome you see in the video is the balancing factor against the existence of an Airfield, and anyone who's been paying attention to feedback threads may have some idea as to why a team having a dome could possibly be a good thing and not a hindrance.1 like
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And I've been upholding those same messages until just 2 months ago as well. It can take a long time for a solution for something like this to pop up, but oh boy, when it does... The solution unfortunately came too late for me to implement it into the "testing grounds" of Lunar Paradox but I think the VTOL Yak was enough of a teaser1 like
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I like how when you go in the War Factory control room the two techies turn around and look at you like "Um...?"1 like
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Something I was considering for Volkov was him having an armour bar that cannot be depleted, or just removing his armour and baking the armour resistance percentages into his "skin" - both would have the exact same effect (though both could be confusing in their own different ways - either "why is this guy's health going down so slowly compared to other people with no armour" or "why does this guy even have an armour bar if it can't be depleted") and would play nicely with the idea of having heli crashes primarily affect armour and doing so in a way Volkov doesn't care much about. Though the Volkov thing would certainly need some other balancing factor since it means he can't be whittled down to a more vulnerable state like everyone else can.1 like
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Howabout a compilation of Voe getting overrun by the enemy team when he tries to go sniping too close? I should be able to make that one easily.1 like
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Units that will benefit: tech & engin, spy, thief, tanya, snipers, sergeant slug and M16 alt fire. So overall it definitely is more of a buff to Allied infantry. If this is done it will further close the distance on cheaper vs. more expensive infantry in terms of infantry lethality. I'm not sure if I like that. I didn't pay $1,500 for a Kov to be one shotted by a $150 sergeant! To be honest I find basic infantries (rifle/shotgun) to be a bit too lethal for their price. Why? Because basic infantries are more often used in defending (since rifles spawn freely and they are not good vs. vehicles). An infantry attacking team has to deal with a constant influx of $0 free infantry, which discourages infantry rushes. In other games there will be a respawn timer to accommodate this, but not in C&C mode.1 like
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