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Gummiel

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Posts posted by Gummiel

  1. 4 hours ago, GibbletsnBits said:

    In my small experience the BTR seems too effective vs Light Tanks.

     

    In what way? Pretty sure the BTR is supposed to not be utterly rubbish again LT (heck even a captain isn't absolutely terrible against LT, though still far worse than a BTR obviously), but even so assuming both drivers are about equally skilled the LT does have by far the most advantages. The only thing the BTR have is being slightly faster and a bit more maneuverable. On the other hand the BTR have a limited firing arc for its gun, where LT can short in all 360 degree directions, and in terms of firepower the BTR takes about 25secs to kill a LT, where the LT takes about 11sec to kill a BTR. in both cases hitting the front of the enemy vehicle for the entire time. and that is with only 50 credits more to purchase a LT than the BTR. Granted a missed shot from the light is more damage lost than a shot (or even several shots) missed from the BTR, since it is well cannon vs (heavy)machinegun. So yeah for a BTR to have any chance to battle a LT it need to happen at a longer distance to be able to dodge more shots, and on a terrain that is either relatively flat so it the BTR can keep moving, or the BTR need help from someone else (or the LT already being severaly damage)

  2. 1 hour ago, thedisclaimitory said:

    Anyway unlike the btr the apc carries people and those people seem to forget that ,and they also forget that the apc has somewhat more health and or armor than the btr and
     

    Actually BTR and APC have the same amount og health and armor (250/250), however the APC got mammoth armor type, where the BTC got light armor type.

     

    But yeah overall I do agree, it is in a very good spot, which is really surprising for something newly added

  3. 47 minutes ago, ChopBam said:
    • Splash damage increased 5 -> 15.
    • To compensate for the direct damage increase, the electric special damage type has had its damage decreased 22.5 -> 12.5.
    • To mitigate the much weaker flame effects overriding this damage, the speed of the effect has been increased by 10.

    So if I understand this right, shock troopers(and Tesla tanks) deal more damage right away but less over time, though at a faster rate?

  4. On 9/24/2021 at 10:58 PM, des1206 said:

    Now you guys can set things up for the Spy Plane.

    Periodic flyovers that automatically revealed all cloak Allied units and mines with objective markers.

    Probably via a flare or similar you can deploy for the spyplanes to stay over the area in a period, and then foc the spy could reset the time for next spyplane flare giving a reason for it to go to the airfield too :D

     

    On 9/24/2021 at 11:37 PM, Raptor29aa said:

    Spy plane could finally be of use hmm... Also I could also think of binocular recon working this way too. (That is to give some use to binoculars) 

    hmm Not too sure of that first of all it doesn't really logically make much sense for binoculars to be able to see that sort of stuff, and it also would diminish what is probably the main reason to actually grab and engi and go outside your base

  5. KOTG: Interesting with adding rocks and the sort depending on playercount. That said would there be able for if say you start up a "LAN" game alone in the client to have them removed there as an option, as you might want to try and test/practice things that includes those routes being open for instance in an environment that don't have other players actually get in the way.

    Also I assume you have made sure there is no cheeky way to kill the TC from that modifed soviet CY hill (completely impossible to see if that would be the case from just a SS ofc, just making sure you accounted for it)

     

    Pipeline: Very nice, that ridge always been weird to me, as it was impossible to get up to it outside of going practically back to one of the bases, yet it having one of the important oil derricks for that map, that combined with the objectives markers for any engis/techs should make the ridge a lot more lively I bet

     

    StormyValley: While I do like the idea of getting that SD more towards the front, that might be too far in the front, making it a bit too exposed and easy to destroy for the allied. I would probably suggest there moving it a bit back again (but not as far back as the current pubic one ofc), or move the defenses forwards as well to compensate it

     

    Hostile Waters: While it never bothered me really, now that you mention it the icebergs are unusually bright on that map xD

     

    Under: Totally forgot that map even existed in APB xD

     

     

  6. 41 minutes ago, ChopBam said:

    There are no capturable buildings in this game that are also destructible.

    Well there is no capturable gem siloes(or capturable of any building that exist as normal base buildings too for that matter) AFAIK in the current public version either, and all gem siloes (of which there is very few in the first place) are destructible, so yeah either option from that point of view is kinda equally likely, and with everything else the scripts team managed to do to the engine at this point, I don't consider anything to be truly impossible anyway, but I guess that means a no in this case at least

  7. 2 hours ago, CMDBob said:

    That's actually a good question! At the moment, they're AI controlled, I'd rather not have players have to constantly man defences if I can help it, as it's not the most fun thing in the world. However, I am considering some defences that are unmanned that a player can jump into as well. Those would be smaller affairs, more a gun on a mounting than a full position like these. Having a few positions where the defences can be bolstered if needs be is a fun idea. (They could even be purchasable and deployable/undeployable... Plenty of ideas for things that could be done, but ATM I'm trying to keep it simple with an anti-infantry, an anti-vehicle and an anti-air defence for each side.)

    As an addendum, I've got ideas for larger defences, for larger, higher tech bases (stuff like artillery guns, full sized SAM defences, CIWS type things...)

    Liking the idea of having both AI controlled main defences, and then some extra smaller things manable by players, also gives people that might not have the money for tanks og higher tier infantry and option to actually contribute in the defense properly, while not requiring players to be there to defend. The small manable could be the only option however on small maps that are not supposed to have full defences, like Pacific threat in APB for instance, that kind of maps

  8. 16 minutes ago, OWA said:

    That is...checks watch... next Friday

    No Next Friday would be tommorow ;) But sure looking forward to an update every day untill then :)

     

    As for the AR battle bunkers well why not just use faction locked doors (I know APB have some of those (mainly roof doors on some buildings)? Maybe allow the allied spies to open those doors as well (whether he can just walk on in like any other, or have to do something to gain unlock the door first I leave up to you, as that would be a matter of balance then). This would allow using the spy to try and clear bunkers from the inside but ofc the more soviets in there the harder it would be for him for obvious reasons. Also maybe some stationary heavy machines guns mounted for shooting out of with to increase your firepower (but would make you an easier target to kill too both from people shooting in from outside or for spies sneaking inside).

  9. 8 minutes ago, 1000MammothTanks said:

    I like the points change but why not award the full 1875 points to the players? And ironically Chopbam got less points for destroying the War Factory after the change.

    Ehmm that is what is happening on the current build by giving the 250 bonus to all players (which is also the reason chopbam got more total points after the change). IN both cases he get 375 points for actually destroying the building, but in the current version he and everyone else on  get another 250 on top. After the change he only get the points for the work he actually does.

     

    Another effect the current system have that this will fix as well is that it usually makes spied super easy to spot, as most times after a few buildings are destroyed for the most part the scoreboard will have the leading team in the top half, and the team being behind in the bottom half. With this change hopefully it should be more mixed, and you thus can't use score to spot the spy as much (there are still other things in the scoreboard that can be used, like the rate of credits tickles if its not the same for the 2 teams, or when a harvester dump comes in, the spy is not getting money at that point)

  10. So with that repair animation for the SD, will there be made a similar animation for helipads and refill pads? Seems like a nice visual indication that it actually works (which if arguably even more important for refilling), specailly also since it would give new players that may not be 100% familiar with max ammo count an indication that they are full now. And the helipad did have such animation in RA... refill pads... well didn't exist, but I am sure you can come up with something fitting there too ;) 

  11. 18 hours ago, Guard55 said:

    My nominations for MVP goes to @GaryOak , @rantanplan , @Momok, @PXD2000 , @forg0ten1 and Gummiel.

    One of the best plays I witnessed was forg0ten1 running over GaryOak with a grounded Yak.

     

     

     

    well I do have an account here, just quite an old account so still using my old username here ;)

     

    I would like to nominate @V0LK0V  I think it was (again could really use a discord overlay in the game xD)

    Also @PXD2000 for the soviet mechanic and shock trooper(from crates) on NorthByNorthWest

    as well as ice187dna for raping our ears with her microphone as well

  12. 1 hour ago, Coolrock said:

    This would probably make a lot of players never want to play again :v

    Yeah I don't see it being very fun for either team even then regardless, as it is really is equally boring to get steamrolled, or being the one to steamroll

  13. 12 minutes ago, Coolrock said:

    I can shorten it down to something like 5-6 games instead. Last event though, the tenth game really made the difference. I’ll check it over with @FRAYDO.

    My point was actually that it should not depend on the amount of games played at all (except for maybe a minimum to count, so you don't go in and get one or 2 very good game way above your normal level, and walk away with a very high average that way), but rather than the current total score, take the average score for each player, so you don't get a unfair advantage by getting some really good game, that is not representative of your normal score, or get boned by having a really bad game or 2.

    I am ofc aware, that such a change is unlikely to be implemented for the current event, so just stick with the plan here, was more thinking for future events

  14. 15 minutes ago, Coolrock said:

    Have a little more faith in us :v

    I never said I didn't think we would hit it, was more of a hypothetical, worst case scenario question :D

     

    On a more serious note I feel like maybe taking the average score of each persons game (without a max. limit, though maybe a min for 3-4 games or something) would be a better option, as one could then try and compensate for a bad game by playing more, but you would still need to actually be decently good to get a consistent high score. With the system planned for this though(which is certainly better than what been used in the past, don't get me wrong), if you get 1 or 2 bad games within those 10 that are used to record score you are more or less boned

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