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  1. I had to search for this just for you, FRAYDO.
    5 likes
  2. It is heartwarming to see the old Westwood guys have another go at their games from the golden ages of RTS gaming. Good luck Petroglyph and thank you EA for this move, I will definitely play when it's done!
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  3. Don't forget who owns you. 😛
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  4. 3.3.0.3 General Fix memory leaks during loading screen, alt+tab and chat history that would eventually crash the game. Fix particles being delayed or not appearing at all on the first few shots of any weapon. Shrunk HUD by 25%. Give it a try, and if it's still not the right size for you, head to the downloads section for a bigger or smaller one. Make sure to only install the small one if you actually have a small screen resolution, or else some weapon text may spill onto other HUD elements. Shortened some weapon names to accommodate new HUD sizes. AP Mines are now a little less performance-heavy. All rocket-launching weapons now have backblasts. Rockets have less gaps in their smoke trails. Rockets have thicker but shorter flame trails. Homing rocket-launching weapons have less ridiculous turn rates on their missiles (except the Redeye/Strela/SAM Site/Phase Tank which were already reasonable). APC Max turret tilt down (60 -> 45 degrees) Gunboat Moved cables to avoid clipping with barrel. Tanya Damage back down to 25. MiG Missiles now disappear from the model when fired. Alt camera is now underneath the middle. Overhauled missile behaviour: They no longer have lock-on, so they will not follow moving targets, but they will still track to the position you're aiming at (just like the Missile Sub's ballistic missiles). So you are not required to mouse over the unit in order to hit it, but doing so is still helpful to confirm that you've entered firing range - you will have to lead against fast-moving vehicles though. Velocity increased (50 -> 100m/s) Turn rate increased 25% Error ratio decreased (0.33 -> 0.2) Range increased (100 -> 110m) Hitbox size increased (0 -> 3m cube) Damage to buildings decreased (50 -> 40) since they can now easily one-strafe and run whereas the slightly more damaging Yak needs two strafes and is slower Missile damage to infantry down from 50% to 5% (since missiles with a large hitbox are much easier to hit infantry with, and coming from above they are basically guaranteed to be "headshots" - the original damage value would be able to one-shot any infantry with basically a 100% success rate) Now fires 2 missiles at once with a 1.5 second cooldown between salvos, instead of 3 at once with a 6 second cooldown. So if used properly it can now use all 6 missiles in one strafe. Under, KOTG Fixed floating trees.
    1 like
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