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gammae102

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Everything posted by gammae102

  1. I think one of the problems is that the things Grenadier sorta has the same niche as the Flamethrower. Make the Grenadier too good, and it becomes basically a half-priced Flamethrower. One idea that I liked, which was floated around during great Rocket Soldier debate, was to make Grenadiers still purchasable after Barracks destruction. The problem then becomes that the Allies don't have any equivalent to this. I wonder if the Grenadier could actually replace the Starshina after Barracks destruction, being that they both seem to excel at close-quarters infantry combat?
  2. Realistically, if the Soviets actually try and take to the field with Kaptains and RPGs to try and stop the Mine Layer rather than sit in their base and twiddle their thumbs until they have money for V2's, it's not that hard to stop it. I just think the Mine Layer will be virtually useless once shocks are out in the field. Really, the more I think about it, the more I think it's best just to give the Soviets another 5 minutes to get the Radar Dome. At the very least, see how much a few extra minutes would sway the balance and then if it's still not enough, try something more radical.
  3. Seamist: My original thought was to maybe get rid of the Allied Helipad, but the Allies don't have too robust of a base as it is. Plus, the Soviets still having Hinds would complicate that. I will say I think the Allies should have an AA gun or two removed. Also, maybe the Allied Ore Silos should be moved to a more vulnerable position to help the Soviets out. The other possibility would be a simple time extension. Making the Allies survive another 5 minutes would definitely help the Soviets.
  4. You know, I actually mapped out on graph paper the Allied mission where you have to capture the Missile Silo or whatever it was with the intention of trying to learn mapping and maybe make some kind of death match map for it. The hope was that my lack of skill at map-making could be made up by the abundance of right angles. Realistically it's not anything I would have the time to even attempt to do any time soon, but if anyone did want to work on it I could try and find the blueprint I made of the underground facility.
  5. For what it's worth, in the Dark Ages before Delta came out zunnie's Co-op server was the best thing APB had going for it.
  6. In APB raising the price is just about the same thing as increased build time, since it means you have to wait longer to get the money from your silo or ore truck. Doubling prices is way too much of a penalty, but if we did want to go that route, maybe something like a 10-25% price increase would suffice. That being said, I don't think we really need to tie anything else to the power plant. Taking down the gap generator/tesla coil is already a pretty big reward, and I think the power plants are already some of the first targeted structures on many maps.
  7. Metro and Bunkers I never particularly cared for, but Canyon River was always a favorite of mine and Shallow Grave might be a nice inclusion now that naval has been reworked. I think, for obvious reasons, A Path Beyond should be remade too, but I also realize that that map would need to be the most extensively reworked.
  8. I only played one match on this map where there were around 22 players, so I'm not sure if my observations would hold up in a smaller map. But in the one match I played, it seemed like barely any damage was done to either the Advanced Naval Yard or Advanced Subpen. This made me wonder if the base defenses were truly necessary. It may very well be that they are in smaller games, and it's only because there were so many ships that no one could pull off a good attack. On a similar note, do you think it would be possible to make it so Attack Subs could damage turrets? Gunboats and Destroyers can both attack Flame Towers, but the Attack Sub is completely defenseless in this regard. I'm not entirely sure what the range on subs and turrets are, but as long as subs don't grossly outrange turrets or anything, I think this would be a good change.
  9. At this point, it would be pretty hard to add the Chronotank just because of balance. If we put something like that aside though, I think it might have to work similarly to how the Devil's Tongue works in Reborn. I'm not sure if it would be possible to have the Chronotank's speed increase while in "subterranean" mode (or even add VTOL), but that's how I could see it being done. Of course, even if that could be implemented, it would seem to steal the Phase Tank's niche.
  10. You guys do all realize there's a compass on your radar that tells you what direction you are looking, right? And even if the command was there, spamming, "Defend the War Factory!" doesn't have nearly the same effect as saying, "tanya wf" in team chat.
  11. Honestly guys, the rocket soldier issue now has its own topic here. All you've been doing for the last 50 posts is talking at each other. I guess everything else other than rockets must be perfectly balanced now.
  12. There is really just one issue here I would like to be addressed. I think Destroyers/Missile Subs should outrange rocket soldiers. I'm sure that there is some file in the game where you can either confirm or debunk this observation that they have the same range. But my personal experience with this was on Coastal Influence. I was Allies with a Destroyer. There was a Soviet with an RPG in the Subpen (which wad already destroyed). I tried to edge just into range where I could pick him off, but I could not seem to get into range without putting myself vulnerable to his shots as well. Perhaps I am just poor at aiming, or whatever, but my opinion is that a $300 infantry that is available after the Barrack's destruction should not be able to have the same range as a $1500 boat.
  13. I'm inclined to agree with Coolrock regarding rocket soldiers being a bit overpowered. Granted, the Allies need something to counter the superior Soviet armor, but it's incredibly hard to mount any kind of attack when the team is a bunch of rocket soldiers since tanks, boats, and aircraft can't do much against them. Sure they are weak against infantry, but throw in a few riflemen who respawn as soon as they are killed and it becomes pretty hard to mount any kind of attack unless you have a demolition truck.
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