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Showing most liked content on 02/18/2021 in all areas
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Also, nerf Tanya C4, like, right now. Split it to 2 C4s with a 5 seconds reload time so she can still solo a building. 30 seconds instantkill from full hp is absolutely uncounterable once placed. "but get better and mine the base" - did, the mines are 90% of the time killed by tha tanya transport or one single friend and from then on it's gg. No thanks.4 likes
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FE3H is one of the most enthralling games I've ever played. It's been about a year and a half now since it launched, and it still occupies my mind on a daily basis. Hell, the debate about game's story is still going on strong. There is so much to dig through that people keep finding new things that might tweak their perspectives a little bit. And there might be more coming soon, as I'm thinking there is a strong likelyhood that a Warriors game based on Three Houses will be coming soon.2 likes
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Please prevent self-detonating demo trucks from damaging your own secondary structures (sd, defenses, etc). Self-detonating doesn't damage your primary buildings so it should not damage your secondary buildings either.2 likes
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Three Houses is a fantastic game and it’ll last you a while if you’re tenacious enough to replay it four times or so. I haven’t been able to beat the dlc story yet.2 likes
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The problem is that there's no infantry counter to Tanya so it is extremely hard to kill her within 30 seconds and disarm the C4. In Renegade, Hotwire can also solo destroy buildings but she only has a dinky pistol to defend herself. It is much harder for Hotwire to protect her C4. Hotwire also has multiple c4s which potentially lets defenders save the building between detonations. I liked that. Especially if you could force her to detonate her remote charges early and repair the building before the timed charges detonated.2 likes
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I've always said that Mechanics shouldn't be allowed to drive vehicles. It's unfair to the Soviets that you can be in a tank and attacking an Allied tank but all that allied player needs to do is go behind cover for a sec to heal his tank. I do this a lot and I always feel like a piece of shit but hey, winning's winning.2 likes
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Elevate the soviet base. Sitting at the bottom of a cliff is a sitting duck base. Also totally blind to incoming attacks. Demos can roll it from the clifftop into the base (with gap gens if hinds are present). All the while the allies are on a clifftop, very easy to defend, see the whole map from, and it's hard to attack it. This has been a problem since always, not Delta specific. Elevate that dang soviet base on ridgewar please.2 likes
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Exactly this. I've tried looking to see the effect so many times that I've gone wondering if its not actually bugged, because I just never got the impression it made a single hit point of a difference. Even worse, trying to hit the rear instead of the side has ended up in me missing quite a few shots. And that just feels bad - if you can't even see the difference between a side hit and a rear hit, you realise that you would need like 50 succesful "Rear hit instead of side hit"s just to make up for missing that one shot. Today, whenever I get the choice between targeting front, side or rear, I know exactly what to go for. The side that's most likely to land my shot on.1 like
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That just means he has less of a life than you do!1 like
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I know they exist, not 100% sure on where they are, other than back should be weaker, front stronger, but the difference seem non-noticeable, either that, or they are at some obscure point that is impossible to hit consistently For V2, imo no, if you are alone with a V2 and no backup, yes a rifle should be a threat, you are literally in the most building damage focused vehicle, get an escort if you want to be safe Mammy missiles, a bit, but gotta watch out not making the aoe too big, as they used to, to the point where RS is not even a threat at all1 like
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Honestly, maybe it's just because I'm too focused on "shoot it until it dies," but I haven't noticed it make that much of an impact. The difference almost feels negligible to me. Most people do try to go for the rear if possible anyway, though, either because that's not where the enemy is looking (thereby maximising the time it takes for the target to respond to you), or because many vehicles have turret restrictions preventing them from shooting behind them.1 like
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Also I still formally support the reconstructing of the Grenadier and RPG trooper into a single unit, different from yall's failed prior examples(from which the only one yall have mentioned was an expensive version one which is the wrong-think way of going about this change)1 like
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No, there wasn't really much except the few. Giving her 2 C4 which do 60-65% structure HP, with a 3-5 sec delay between detonations, would alleviate a large amount of concerns against Tanya, while also opening the door for higher skill play; "Do I waste 20-30% structure damage to kill one building, or spread it and coordinate with a Tank rush and potentially garner a double structure takedown?" In relation to the Mechanic and vehicle talks, I discussed with @Coolrock about the Costal Influence match where I did the Chrono rush, about how I was mid with my brother as he Mechanic'd and I Medic'd. It breaths a large breath of cooperation into the allies to make them actually use their wide variety of support troops and vehicles(Supply Truck has a new use to refill Medic Armor Cache's as they help heal up the frontline infantry) and this also helps with the secondary issue related to what happens if you get double TT burned and lose your tank, now you have nothing to really do but run all the way back to base, where soviets if they lose their tank, they typically are a shockie or RPG coming out and can continue the battle. Additional balancing would 100% be needed to MBT's on both sides if mechanics shift from the 100% go to guy to a support infantry. Even Mechanic repair speed might need to be readdressed.1 like
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This. I agree that jumpspamming around the mct with the engi wrench to disarm the bomb was annoying for the Tanya player (happened to me as well), but now you have to stand still to disarm it, ready to be headshotted by Tanya. So in any 1v1 cases, you either have luck and kill her very fast and THEN buy a repair unit and disarm bomb, it's pretty hard to pull off within 30 seconds. Or ignore her and just disarm the bomb, she either has to be really bad at aiming or you need 4 engineers/techs around which is usually not the case (or even if it is, that's a lot of players required to counter a single unit that is not limited in number). Also in Ren, vehicles could not blow up the mines as they were placed indoors, disarming them required Hotwire to stand outside the building for some time.1 like
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The more ground Tanya has to cover, the more likely she is to die before using the second C4. Going between buildings means having to cross more potential minefields and angery defenders with starshinas and volkovs. If she pulls off a double then Soviets have to git gud I guess. And like you said, it requires a rush with a group. It's not something that one goober soloing behind enemy lines can do, like her current ability to kill 1 building that all the Tanya complaints centre around. It'd also put a lid on people suicide driving vehicles up to a flame tower/coil, putting one tanya C4 on it and winning.1 like
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I actually wanted to do this when I was still working on the game, but there's a huge problem with it. C4 can attach to other C4 (as shown in my avatar). If you throw a C4 on the MCT, and then you throw another one and it attaches to the first one, you just screwed yourself because now the second one can't explode; it'll just vanish harmlessly when the first one explodes. Moving around while throwing a C4 (either to avoid fire or to attempt to ensure that the second doesn't attach to the first) while having not the best of ping is already begging for the game to launch your C4 off in a different direction and miss the MCT, and this would just make matters worse because it feels even more bullshit than missing the MCT. So there needs to be a way to make C4s not collide with each other for this to work. So... just make the C4s do 60% MCT damage instead of 50%? Isn't this a problem with MADs too? I always felt I should upgrade their damage from 34% to 37.5% or something to make it harder to cheese them but it's one of those things I kept forgetting about and it doesn't really solve the core problem of how you have to align the stars to get MADs in position in the first place1 like
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That would actually be interesting, though would have quite a big impact, but certainly could alleviate some of the concerns @GaryOaktalked about too, of allied having basically comparable firepower to soviet, while being able to repair in field. If mechs can't drive tanks, well allied would first have to sacrifice at least one person for mech duty, and probably have at least one other vehicle he can be a passenger in to protect him when needed (apc or ranger), which would cut down on the amount of MBT's they have if they want to sustain of the mech, and in really big games/pushes, may need more than one mech to adequately do it. AND since there would have to be used other infantry for the tank driver (probably would be RS and captains mainly), it might be good to bring a medic along too, to heal them, and the mechs up if/when needed, when some of the tanks do go down. So in short it would mean much more varied units would have to be in use in an allied push Also would mean that phases would have to be a LOT more carefull too, when acting alone, as they can't have a mech inside them either, so taking even a bit a damage, they would pretty much have to retreat to find a mech or an SD, as even a small amount of damage would put them in risk of getting killed by the hard hitters in a single shot. That said though, yeah I think it could do a lot of good in high player count games, but I do fear it would absolutely decimate allied in low player count games, so unless it is possible to have it so mechs can only be drivers when there is less than say 4 players on the team or something, I fear it would do more harm than good Other than that yeah the flamethrower and volkov could need some tweaking. Flamethrowers I just end up rarely even getting. And if I get a volkov against inf I end up often just using his AT cannon even against inf, his AP don't seem to do much for me, essentially making him a beefier but very expensive RPG-soldier. Not sure what those tweaks should be exactly though1 like
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I did get both mafia members to vote for me, and then basically every single player who bothered to use that information died.1 like
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Yeah! I actually changed it so he says Comrade once again. Scorched Earth and the way he says it is cringe. I also took away the unique lines from the Sergeant/Starshina, Capitan/Kapitan, etc. and gave them the same generic sounds as the Rifle Infantry.1 like
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Flamethrower is wayyy too undrpowered both for its price and efectivness. If you'id add an ability for it to do more dmg ot buildings and the ability to deal way more dammage when headshotting, it would balance it out for its price (or just bring back the old one) And Soviets not having mechanics is also a not fun thing. Im not saying you should add them to Soviets, but an allied vehicle can be just infinetly repaired for free so repairs for Soviets in the sd for free or just give soviet vehicles more hp in general to balance them not being repairable for free as the allied ones tho. (just my sugestion, i personally thing mechanic is op, idk if anyone shared my opinin tho)1 like
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From an outside persepective APB has been refined in my opinion to perfection. I've never honestly seen a more balanced game in my life. I am sure more of the other players that play regularly will be able to pin point the specfics. But compared with Med Mech, Ranger/M60 outranging Coils, Early Demo's, Stinger doing building damage, V sniping of the past it's pretty incredible to see how far APB has come and will be for the future.1 like
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i miss the old flamethrower so much lol. as for maps, the most blatantly imbalanced one is ridgewar. Allies seem to win that one every time. maybe bring the tesla coils back at least?1 like
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[SEMI LONG READ - SORRY] One of the most important issues regarding balance for me is that I actually really dislike playing as Soviets. Yeah they are the slow but heavy firepower Faction, where the Allies are the quick and nimble Faction. The thing is, though; A good working Allied team can still present a heavy frontline with really high fighting power (think of: Mobile GAP + Medium tanks, Arties and Mechanics). In fact, a really good Allied front can probably beat any Soviet front, IMO (just IMO tho, lol). A good working Soviet team is, however, still completely tied to the fact that they are slow and that the Allies have vastly more options for moving around and being dynamic. EG: If you're playing CamosCanyon as Soviets, and the Allies blew up all the FT's -> you need to be afraid of phase rushes. But if you want to guard against phase rushes, you need to keep some players behind to defend. If you keep some players behind to defend, your slow moving rush has so much less chance of actually accomplishing something. In the end, the Soviets will have to let the Allies make the first move and react to it. Overall, I must say that I think that the Allies have way more ability to dominate the battlefield and determine a game's course of events. For my feeling, if the Allied team has good players, the Soviet team is almost always reactionary in play. Do I have any suggestions on how to 'fix' this? Nope, because I suck. In fact, a lot of people will probably disagree with me anyway. And even if they don't, the stats prove that the overall balance between the 2 factions turns out fine in the end, I guess..1 like
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The need to remove either one and folding into the survivor is what I'm getting at with Grenadier VS RPG Trooper1 like
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The grenadier and flamethrower sharing the splash role is fine, but they need to bring different splash to the table. Grenadier needs to be fast, cheap, and do flat average damage all around. Flamethrower needs to be slow, medium priced, and do decent damage to light armor. At the moment, I find shock troopers and flamethrowers too fast comparatively to other troops, they are meant to be the slowest boys running around, with the shock being slightly slower. The benefit of the grenadier is he is FAST and CHEAP, but does flat damage to all armor types(meaning he's vastly better than flame against heavy vehicles) The benefit of the Flamethrower is he has large splash, and hurts light vehicles better than the grenadier. I am all for the abolition of the RPG trooper. I never liked it's introduction, as it overlaps the uses of the Grenadier/Flamethrower and makes it vastly harder to make them both viable(add the fact that RPG Trooper is just a long range Grenadier cause both are technically grenades)1 like
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Make Flamethrower Great Again. Increase the price of Rocket Soldiers. I think they are too cheap for how effective they are at destroying tanks. Increase the turn rate of cruisers. They are so frustrating to maneuver right now. Killing a main battle tank should kill or do massive damage to the infantry inside. Reduce the price of demolition trucks so more people buy them.1 like
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Whatever changes go for Volkov, great, but this is by far the most important thing to fix for Volkov. Make him say his classic line again. "Commander."1 like
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