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Showing most liked content on 07/08/2020 in all areas

  1. I mean proper planes were said to be impossible for a long time too, AFAIR. Also dogs in RA, does jump on enemies when it attack, so maybe it dont ahve to technically be a melee weapon, but maybe you can do some shenanigans that turn the dog into a projectile while it attacks, and bag into a character after the attack or something like that, I dunno
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  2. I mean, the ants, -kind- of work. This isn't going to be perfect, its an engine that is twenty years old. We're just looking for more new things
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  3. Because everything always works for APB
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  4. I don't think it's a write off, I think it's more down to us not approaching it properly and actually carrying out prototypes for it.
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  5. Copy from my thread for the idea discussion "The Attack Dog is the most important counter against allied spies and infantry in general and we need them in game (because we have some really good spy players in APB). They are faster than all other infantry and kill a soldier in one hit, even Tanya. "But Meta, what if the soviets destroy the allied vehicle production and the enemy comes with a lot of dogs? it's unbalanced" - People driving with Anti Inf Minelayers into the enemy base if allied Vehicle Production is dead, also allies rushing in the same case with APCs and Rangers into the Soviet base so this argument is invalid. Dogs have no Armor and can killed pretty easy by one player with good aim or 2-3 casual rifle soldiers. To give a spy a small counter against dogs, he can carry a "dog spray" (Anti Shark Bat Spray flashbacks) that paralyze or slow down the dog for 1-2 seconds so the spy can counter the dog. Because of Dogs the Kennel would be a new target for allied players to get rid of to make room for their spies and infantry. If Chitzkoi makes also hold in APB he would be a very pimped version of the Dog, also he would need oil to not make weird mechanical rusty sounds when he moves. If a Dog Player sees a Spy, he should see not the soldier facette, instead see a british black suited man that run for his life."
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  6. I'm pretty sure I've mentioned before that I think dogs would work best as a passive base defense, somewhat comparable to the Gap Generator; have a Kennel in the base somewhere that spawns dogs periodically to roam around the base, destroy the Kennel(s) to prevent dogs respawning. Maybe have the dogs put an indicator (like the arrows over cloaked units near an MSA in IA,) over the heads of nearby (15-20m from a dog, maybe?) spies, or even just any nearby Allied infantry unit, to encourage people working *with* the dogs to defend the base. Preferably, the dogs would still be vulnerable to full-sized weapons, but for their anti-infiltrator role, having them be resistant to handguns (and thus, Spy, Thief, Engineer and Tanya) might be a good idea. Though I must also admit, GeneralCamo's purchaseable buddy dog is also a good idea.
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  7. I don't think becoming a dog is a good idea. It means you're useless for the entire rest of the game if you combine it with the previous idea. Back in the day though, it was proposed that purchased dogs could roam around the base as passive defense. Rather than this, perhaps purchasing a dog means that you become a dog handler. Basically your standard infantry unit (maybe a Starshina or Kapitan could also purchase them, but I see it as a bad idea to give Volkov or Shock Troopers this ability) gets a dog that follows you around, sniffing down spies and hidden infantry units. This also prevents issues with melee weapons that this engine has, since the AI would be handling that and not a human.
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