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GeneralCamo

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Everything posted by GeneralCamo

  1. Another patch has been released! Get more information and the changelist in the full update! Red Alert: A Path Beyond Update Hey everyone! Another patch has just been pushed to the launcher and server based on your feedback! This patch contains mostly balance changes, but there are other things in the update as well like an overhauled MCT, a few new sounds, changes to Coastal Influence's Soviet base, and more! But many of you want the long version, so here you go: Changelist INFANTRY Thieves take 3 seconds to steal money, and Soviets are now notified about the stolen money as well. Rocket Soldiers/RPG Troopers cannot be trained without a Barracks. Medic Kit healing effect duration down from 6 to 5 seconds. MP5-N range down from 70 to 60 (same as pistols/shotguns). MP5-N reload time up from 2.1s to 2.35s. MP5-N warhead changed from standard Assault Rifle bullets to AK-47 spray bullets (damage to all vehicles/buildings reduced by 15%). Flamethrower splash damage up from 27.5 to 30. Flamethrower direct damage down from 80 to 70. Fire damage multiplier to building walls up from 0.24 to 0.25 (a ~9% decrease after the damage nerf). Fire damage multiplier to building weakpoints up from 0.32 to 0.35 (a ~4% decrease after the damage nerf). Fire damage multiplier to pads/silos buildings up from 0.24 to 0.3 (a ~9% increase after the damage nerf). Fire damage multiplier to defenses down from 0.32 to 0.3 (a ~18% decrease after the damage nerf). Shock rifle damage multiplier to building weakpoints up from 0.2 to 0.225 (a 12.5% increase). Shock rifle damage multiplier to pads/silos up from 0.15 to 0.175 (a 16.66% increase). Allied sniper bots no longer give out 100x the intended points/cash. VEHICLES Gunboat/Destroyer turn rate improved. Destroyer rockets no longer arc up as this causes them to be unable to fire sometimes for some reason. Destroyer/Missile Sub rocket projectile velocity up from 50m/s to 75m/s. BUILDINGS The side windows of the Power Plant can no longer be broken. AESTHETICS The appearance of the MCT has been vastly improved, with the texture/model overhauled by Synaesthesia and the animation redone by Generalcamo. Rangers, APCs, MBTs, Artillery, and Gunboats now have visible barrel recoil. AA guns use the right sound file now. New sounds for Destroyer/Missile Sub and V2 rockets. Pillbox/Hind use 2 separate sound files (currently identical). Higher-quality stereo versions of the following music tracks: Crush (Rock Trap) Deception (Camos Canyon) Face The Enemy (Coastal Influence, Guard Duty) Fogger (KOTG) Industrial (Pipeline) In Trouble (Pipeline) Militant Force (Fissure) On The Prowl (Forest of Illusion) Re-Con (Stormy Valley) Run (Camos Canyon, Under) Terminate (Under) Underlying Thoughts (Under) Vector (KOTG) MAP CHANGES RA_CoastalInfluence: Removed a couple of the Allied defenses around the inlet and added a Soviet flame tower by the bridge. RA_CoastalInfluence: Soviet base is raised up to the height of the bridge. RA_CoastalInfluence: Thickened fog a little as there is no ridge blocking base-to-base sight anymore. RA_GuardDuty: Fixed a VIS error in Allied Barracks basement. RA_KeepOffTheGrass: Fixed hole in terrain behind the Soviet base. RA_Pipeline: Fixed the floating rocks on the "V2 ridge". RA_StormyValley: Fixed the out-of-bounds zone. RA_StormyValley: Improved lighting level slightly. RA_Wasteland: Medium/Heavy Tanks no longer respawn. Get to the launcher and grab the patch! Be on the lookout for more updates, and we hope to see you on the battlefield!
  2. I honestly don't like the lack of "defend this" radio commands. If there is a tanya sneaking into an important building, the EVA isn't going to let you know about that, and you waste valuable time with text chat.
  3. Except it is impossible to add units to the purchase list when a building is destroyed.
  4. Scripts 5.0 is not used for the current release version of TSR, so that isn't an issue.
  5. There are no current plans for Imperial Age to appear on the launcher. They are not a standalone game, they are a renegade server (albeit a heavily modded one).
  6. However, in a world dominated by vehicles, sometimes forcing the enemy to get out of their vehicles because an APC slipped by and invaded their war factory is a good thing. The major problem with a single pistol though is the medic is already at a disadvantage due to not gaining the points from killing the building (therefore not many people want to be him). He should at least have a weapon to allow him to contribute to a fight, but not BE the fight like in gamma.
  7. It gives the allies a significant advantage though. Spies can simply let engineers in. The Soviets do not have that luxury.
  8. If it turns out to have too many negative effects, it can always be reverted or changed.
  9. Just like in Red Alert. I don't see the problem?
  10. I'm personally on the side of "let's try removing them and see what happens". This could go bad, but it might go very good too.
  11. Well, after you get done stealing credits as a thief, you can steal vehicles as it has similar logic to the spy in that it ignores the cooldown vehicles get when they exit the war factory. Other things I do not personally consider necessary since as soon as you are done with the thief, the money you stole can be used to buy something cool. Medics do not gain money however, so they did need something to make them more viable than an M16 which is somehow semi-automatic.
  12. What happens at BHP does not happen here. Therefore it does not apply here. Back on-topic please.
  13. They actually had rocket soldiers in Red Alert. No reason to not have them here.
  14. I don't recall honestly. I never really cared for them. My only say on them is what I assume is the secondary fire is a little, ridiculous to say the least. On Fissure at least, I see them standing in their Barracks just firing off flaming shots that burn you for a bit. With a few of them doing this, it's a little insane. I'm pretty sure this was added later, because the first time we tested them, they didn't do anything of the sort. It's the primary fire. And it was in since beta... only it was less obvious since Beta's fire graphics were terrible compared to what we have now.
  15. I do know the shotgunners were always intended to not require a barracks however. This was way back in the .9935 era, so it wasn't possible like it is now.
  16. That statement may seem stupid, but before the split, there was because a single player (who was never banned) who basically demanded that "THE SERVICE DEPOT SHALL NOT DIE!" so he could pad his K/D. And yes... this drove a lot of players away. Infantry purchasable without a barracks was introduced in 2.1. It was a great change IMO, since it gave people a chance to kill vehicles. But since they lost Tanyas and VOlkovs and Shockies, they could not kill them as easily.
  17. Because Einstein's job is to moderate threads in this forum. Including this one.
  18. That was back in 3.4.4. Our current 5.x series of scripts have significantly changed core game code, which may make this highly undesirable for stability reasons.
  19. That would just create more work for the developers, for little reward. The MP5 was chosen because it was suited to the time period of Allied weaponry (The M16-A2 is from the 80s, while the MP5-N was from the 70s).
  20. Except that would dilute the roles of the vehicles in the game. Which I am personally not a fan of.
  21. I notice that no-one pressed that dot link I had FRAYDO sneak in. Either that or you all are keeping VERY quiet about it. I doubt it though since it is such a surprise.
  22. Just be glad that CJ isn't still running the show. If he was, Rangers would be on all maps, all the time, all factions, and you would see KovTaxis and ShockTaxis. GG any allied offensive
  23. Please no. Hourglass proved that close-quarter renegade style maps do not benefit from helicopters.
  24. It is in-game. Shooting the back of a heavy tank does more damage than shooting the front. So far only the allies seem to be taking advantage of this however.
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