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Red Alert: A Path Beyond Update Can you tell I'm running out of things to say in these? There's still more coming up, like the Chronotank and RockTrap overhaul, but I didn't want to put this patch off any longer. Enjoy! (.1 and .2 are just to fix some post-release issues) General Bullet ricochet sound radius up (15 -> 20m) You can now learn some basic information about your unit by pressing H. Crosshair is now dynamic; the less accurate your weapon, the more its lines move away from the dot. Jumping/falling will produce a considerable effect here, and with some weapons, crouching. This should make it a lot more obvious that these accuracy penalties/bonuses are in play. Flashing effect for the out of bounds zone is now less harsh (opacity was previously 0.3 or 0.4 varying between maps; is now 0.2 for all) Your team's mine count is now displayed on the HUD. Mine limit now ranges from 20-60 depending on the map (lower tech level, size, number of buildings = lower mine limit) instead of being 60 for all maps. Here's a list of all the maps' new mine limits. Use !mlimit ingame if you forget. 20 mines: Seamist 30 mines: Canyon River, Metro, Pipeline, Under 40 mines: Bonsai, Camos Canyon, Coastal Influence, Complex, Keep off the Grass, North by Northwest, Zama 50 mines: Stormy Valley, Ridge War 60 mines: Siege, To the Core Infantry Human animations have partially been fixed. Right now only injury animations are back, but in future we may see the return of idle animations, and the taunts/emotes that existed in Beta. Grenadier Back to its old durability system of having 80 health with no armour. Now has a limited pistol so that it has some option for point-blank infantry engagements. Grenades are equal for both teams; Soviet now has the direct damage of the Allied one (50 -> 45), and Allied now has the splash damage of the Soviet one (30 -> 37.5) Splash radius up (7m -> 8m) Damage to buildings up (0.25 -> 0.3) Damage to vehicle shields up (0.9 -> 1 for light, 0.7 -> 0.8 for heavy, 0.5 -> 0.6 for mammoth) Grenades more affected by gravity. No longer explodes on death. Medic Medic Kit has returned to the old area-of-effect, over-time heal that can be interrupted by Flamethrowers and doesn't affect other Medics. Armour Cache has been nerfed for anti-infantry purposes but boosted for anti-vehicle; while it still prevents armour loss from non-fire weapons and thus prevents the possibility of your men becoming extra exposed to rifles/pistols, it doesn't have additional small arms damage reduction on top of that anymore. Instead, it's returned to its old system of only being effective against indirect explosive attacks - but it's now somewhat more effective against them; most forms of explosive splash damage are reduced by 80%. Fire, electric, nuclear, C4 and AP mine damage are still unaffected. Rifle Soldier Damage to base defenses down by 20%. Shock Trooper Splash damage to infantry down (7.5 -> 5) Direct hit damage to infantry up (20 -> 25); DOT duration down from 2 to 1 second (harder to interrupt) Speed up (6.5 -> 7m/s; now "average") Health down (70 -> 60) Tanya Points value down (100 -> 75) New gun sound. Volkov No longer has napalm or trishot attacks. AT cannon damage down (70 -> 60) AT cannon warhead changed (Sabot -> Shell) - this is the same warhead as the Light Tank, so it is less effective vs heavy/superheavy vehicle shields, but better against buildings (its anti-building DPS is now on par with an RPG). AT cannon range up (90 -> 100m) AT cannon ROF up (0.75/s -> 1) AT cannon now has no splash damage. Shotgun replaced with a slug rifle; range up (60 -> 100m), damage down (50 -> 22.5), ROF up (1.5 -> 2/sec), inaccuracy down (3 -> 0), velocity up (250 -> 1000m/s). Poor for close combat; keep your distance and snipe stuff. Now receives the same damage from anti-tank weapons that everyone else does. Can't be tracked by homing missiles anymore. Can now only receive a maximum of 25 damage from a single fall instead of 50. Speed up (7 -> 7.5m/s; now "fast") Price down (1750 -> 1500) New death sounds. A-Bomb Flare Damage down (1000 -> 800); now needs to be a little closer to buildings to one-shot them, so it'll be harder to take down an entire base in one go. Vehicles Neutral vehicles Can now be sold for money at the Service Depot; Supply Truck 75, Cargo Truck 350, Mobile AA Gun 300, Mobile Construction Vehicle 1000 Respawn times increased; Forklift/Supply Truck 30s -> 60s, Cargo Truck 30s -> 3m, Mobile AA Gun 2m -> 3m, Mobile Construction Vehicle 5m -> 10m Minelayer AP mines are no longer an instant kill to ALL infantry - they now deal 110 damage with 0% armour penetration, or instakill you if you don't have armour. This only makes a difference for Mechanics, Sergeants, Captains and Medics who are now able to survive a single mine from full health+armour, but will be left injured and completely unarmoured afterwards. The Medic's Armour Cache does not reduce health damage from mines or make armour immune to mine damage like it did in older versions, but it'll at least allow a group of infiltrators (if they only get hit by one mine) to regain enough armour to benefit from armour's damage reduction properties against other weapons. Mobile Artillery Fixed position of front lamps (they were slightly floating). Now comes in forest/desert/urban/snow camo variants. No longer benefits from the "base defenses take more damage with less players" system (as it allowed V2s to 2-shot pillboxes and they share the same damage type) Mobile Radar Jammer Cannot be deployed in mid-air or on the sides of cliffs anymore. Prints a chat message to your team when in range of the enemy Radar Dome. Ore Truck Value of higher-end resources is reduced; mixed ore/gems are worth 525 instead of 700, and pure gems are 1050 instead of 1400. This also means the Soviet default economy on KOTG/RidgeWar are weaker. Ranger Soviet Rangers no longer get targeted by defenses when stolen by a spy. Allied version now comes in forest/desert/urban/snow camo variants. V-2 Launcher No longer benefits from the "base defenses take more damage with less players" system (as it allowed V2s to 2-shot pillboxes) Submarines Much more resistant to tilting; they should now be completely level at all times, which should stop them from getting stuck when re-entering a Sub Pen for repairs. Having only the periscope above water no longer counts as surfaced; you have to go all the way up to the surface, which should stop torpedoes from "missing" boats by going under them. Climb/dive speed increased by about 35%. When diving, there is now a 2 second delay before you gain underwater damage resistance bonuses; this means bobbing up and down between shots for invincibility time is no longer a viable cheese tactic against boats (it's still possible but it would drastically slow down your damage output if you wanted to do it). Attack Sub price down (550 -> 450) Missile Sub price up (950 -> 1150) Missile Sub range up (160 -> 170m) Aircraft Now have Red Alert-esque "generic" names just like ground units do, instead of their "real" name (AH-64 Longbow -> Longbow Helicopter, Mi-24 Hind -> Hind Gunship, Yakovlev Yak-9P -> Yak Attack Plane) Yak Now flies forward automatically while airborne (cruise control). So you no longer need to keep a button held to avoid death, meaning you can chat freely and won't be screwed if your game window loses focus, and you can't "kill your engines" in flight to quickly deny the enemy a kill at any time. No longer able to gain altitude while on the airfield. So no more accidentally trying to treat it like a helicopter and instantly dying. Control scheme adjusts slightly depending on if you are taxiing (on the runway) or cruising (airborne). While taxiing, W accelerates (just like it does for everything else) and S descends and decelerates (but cannot reverse). While cruising, W ascends and S descends. Since you have to hold W to leave the runway properly, this will create a smooth transition into ascending while automatically cruising - and since you have to hold S to land, this will create a smooth transition into stopping on the runway. Just in case you're wondering why the controls aren't inverted. Is now much more stable when trying to turn around on the runway; you should never end up accidentally flipping over when doing so, even if you're not holding the descent key at the same time. Unfortunately the stability measures in the vehicle physics do slow down its rotation somewhat but it's better than worrying about flipping. No longer gets targeted by SAMs when stolen by a spy. Removed the enlarged in-flight hitbox. Max speed down (~44 -> 40m/s) Build limit down to 2. Can no longer fire while grounded. Now has limited ammo and must refill at the Airfield. Carries a total of 30 rounds. Damage output in a single pass is no longer limited by magazine capacity; your full ammo loadout is now all in one magazine, so if you are able to line up multiple targets, you can hit them all in one strafe with all of your ammo. However, against a single target like one building/arty that you want to focus on, you will still need to make multiple passes in order to use all your ammo. If there are no terrain obstacles or other Yaks hindering your approach and you get the timing down you should be able to use up to about 20 of your 30 rounds at a time against one stationary target. Gun vertical tilt restrictions loosened from -22.5/7.5 to -25/25 (so now it has an easier time of hitting longbows that decide to go above it) Role overhauled; it's now more of a base assault and anti-infantry unit than an arty hunter. One Yak can do about 45% damage to a main building (except CY) with all its ammo, only taking slightly more time to use all its ammo than a Longbow would - so it's basically the Soviet equivalent to the Longbow in this regard, except even with 2 they need some ground support to finish the job. Being able to fire as many bullets as possible before passing their target also greatly helps their damage output against infantry. However, they are somewhat weaker against vehicles than before, and can't kill a full-health artillery in one pass. The exception is against Rangers and Longbows, which they can easily decimate in one pass if they can hit them. Buildings AA Gun Damage down (60 -> 50 vs helis, 60 -> 37.5 vs planes) Rotation speed doubled. Airfield Maintenance for landed planes (repair/refill/sell) is no longer available when the Airfield is destroyed. Can no longer be used to sell helicopters. Repairs are no longer automatic and free; they work just like Service Depot repairs, but unlike an SD multiple planes are still allowed to repair at the same time. Allied planes can no longer use it to repair. However, they can use it to refill ammo, so a spy can still wreak a decent amount of havoc if he's allowed to. Barracks On infantry-only maps (currently only Wasteland but will apply to future inf maps too) it has 40% less health and grants twice as many points when destroyed compared to normal. Radar Dome Airdrop price reduced (150% of the vehicle's War Factory price instead of 200%) Can now call in Ore Truck airdrops. SAM Site Damage down (75 -> 65) Tesla Coil Range vs vehicles down (160 -> 150m) Bots Can now buy infantry that don't require a Barracks (Sergeant, Captain, Grenadier) if the Barracks is dead. Grenadier bots now hold their weapons properly. No longer get stuck shooting Construction Yard exteriors after they're destroyed. Group rushes start faster. Better at getting into vehicles. Maps Canyon River Reduced trees in lower route. Coastal Influence Remade the island to have a wider vehicle route and a much lower altitude; passing naval units can now fight vehicles on the island and vice versa. Added more defenses to island route, and in positions that are harder to abuse. Soviet base no longer has a height advantage. Allied land route has much fewer defenses. "External" SDs are closer to the base. Ore Silos are more sheltered. Added new piers. Guard Duty Allies now have a Construction Yard instead of a Radar Dome. (Radar Dome's "backup WF" nature basically never mattered due to the WF having a really sheltered position compared to the dome's. And just like the dome, an Allied CY was also in the mission this map's based on.) Allies now only have 1 AA Gun and it's on the War Factory roof, where it's harder to kill, but doesn't protect nearly as much of the base as the old layout did. Added an extra flame tower by the Soviet Refinery. The mountains around the south side of the Soviet Airfield are gone to make it easier for Yaks to take off and land from that direction, and for the new flame tower to do its job. Reopened the northern mountain infantry route into the Soviet base, since sneaks at the south aren't really possible anymore due to the new terrain layout. The ledge with the tree and the bush on the mountain between the Soviet Refinery and central river is no longer accessible. Both Soviet river banks have been narrowed a bit so Allied vehicles have to expose themselves and drive up onto land to attack flame towers. Fixed V2 rockets glitching through water. Keep off the Grass Moved frontal Flame Towers a bit further away from base. Allied WF turret has been moved up to the hill between the WF/barracks - so it's a bit more exposed because it's further from the base, but it should actually be able to hit enemy units now and not be a pain to repair because you don't have to jump to repair it. Lunar Paradox No longer has the restriction on donations that normal maps have. (Both because it's not a serious map and because the map constantly causes the server bot to die, which resets the timer for enabling donations when the bot comes back.) LST physics are unfucked, shouldn't get stuck on everything anymore. Pimpin Ranger is more lowridery; when idle its chassis is about as low as it can go without clipping through the tires, its suspension only becoming exposed when accelerating or decelerating - even a slight tap is enough to get a good bounce out of it. Pimpin Ranger has proper LeanK settings which should make it more resistant to self-tipping. Added a new vehicle to each team: Rangerhead for the Allies, and Flammoth Tank for the Soviets. As for what these units do, you'll have to find out yourself. They show up on the sidebar as the more expensive unit that's using the ranger/mammoth icon; the old Pimpin' Ranger/Micro Mammoth are the cheaper ones. Chrono Dust Blower's warping has been upgraded to a newer, more instant system. Metro Removed blocker around the "unfinished" building with the forklift (you still can't drive it) Rangers can't ramp over the hedgehogs anymore. North by Northwest Fixed spikiness of the central hill. Allies' frontal defenses are now 2 pillboxes/1 turret instead of 2 turrets/1 pillbox. Pipeline Oils are only worth 2 creds/second instead of 2.5. Adjusted position of Allied coastal pillbox and nearby cover so that heavy tanks can't hide from it and infantry are less protected. Seamist Cutscene Cruisers have been fixed, they actually attack the Soviet base now. Cutscene Cruisers now also deal damage to ground vehicles if any happen to be caught in the path of their shells; still completely harmless to infantry though. Cutscene Destroyers no longer snipe air units; they're just there for show. Added cutscene Gunboats too; also just for show. Spies can no longer crash the game by trying to infiltrate a Refinery that doesn't exist. Siege Added extra ground routes in the form of bridges going over the river, connecting the behind-castle route to each team's Radar Dome. The base walls close to these routes have been opened up and an additional base defense has been added to guard them (Flame Tower for Soviets, Pillbox for Allies) Tesla Coil is moved closer to the Conyard so that it doesn't cover the Soviet bridge. Stormy Valley Fixed infantry collision on the girder ramp in the Allied ore field. Fixed small portion of the out-of-bounds area that played the sound every frame. To the Core Church door now repels all heathen machines (except our lord and saviour Volkov). [blurb]Can you tell I'm running out of things to say in these? There's still more coming up, like the Chronotank and RockTrap overhaul, but I didn't want to put this patch off any longer. Enjoy![/blurb] [thumb]thumb_apb.8.png[/thumb]1 like
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Small feedback from me, regarding the Coastal Influence. Today i played the first game on it after patch, and i have to say - this map changed insanely when it comes to positioning of defensive V2. To the point where i was unable to stop anything that came through island/bridge unless its right in front of me and im certain i can hit it without problems with arc missile. The only areas where i can easily straightshot at anything on bridge were Service Depot close to Refinery and right in front of entrance to bridge. Refinery fundations can also be counted here but (just like service depot) you can only fire from side on bridge, while risking your shots being most likely blocked. In addition to that, lowering the elevation of middle island makes it nearly impossible to attack Arties on island. The fact that bridge (and entire island) was moved a bit to the North also have a bit of part in that, as you need to fire over bridge to hit anything - and you still wont be able to do that. Another thing is defense vs naval. Previously you could rather easily fire at ships coming to attack the Sub Pen - now since the area is flat you cant freely adjust your V2 trajectory by pointing your launcher on hill from Refinery to SubPen and aiming that way. It can be done, but you must be very close to the water now. In other words, as someone made a joke in discord,1 like
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The only thing I could possibly hope for out of airplane mechanics in this engine in future is having the plane's pitch and velocity adjust appropriately for climbing and diving. Probably not to the point of being able to do completely vertical dives since that would count it as a "tipped" vehicle and kill it, but whatever. It'd look a lot better than right now where it stays completely level at all times while in flight. As it stands though it's only able to pitch when being bought due to the power of cinematics and it's only able to pitch while taxiing on the runway at high speed due to the power of suspension (yeah aircraft actually have suspension in this engine! obviously it only matters when grounded though). At the very least though, it's only a visual issue and not a gameplay one. Damn, should have known I'd forget a map. I'll fix that later.1 like
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