Jump to content

Gummiel

Member
  • Posts

    38
  • Joined

  • Last visited

  • Donations

    0.00 USD 

Everything posted by Gummiel

  1. @xJohnFly @everspace_game It's today ;)

  2. Any info on the specifics of the prices, and top 3 over how many games, assuming its raw max score, or are you gonna do something different (like average score or something entirely different)
  3. @GamerZakh How DARE you accuse people on the Internet for not being all-knowing?

  4. sadly I can't, since it was not exactly a progress hindering issue I am long past the point, so don't have the a normal save from then. I will try in a bit and load the save the game made at the start of the mission and see if it still happens with that one. Also should be noted that I played on Commando (highest) difficulty EDIT: Yes using that start of mission save, the objective did complete successfully, playing on commando difficulty again, so, not sure why I didn't think of keeping a save around from that time for this, I should have known that would have been a good idea sorry
  5. So the secondary mission to "Disable Upper Sam Sites" does not complete even though I clearly kill them (tried both killing the shore cannon before and after kills SAM sites, but no difference there)
  6. 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
  7. After the death of Romeo the God Arc Soldier project is getting a massive up-scaling, helped by Julius quitting as… https://t.co/gVCqP9Ipyq

  8. @GamerZakh Why does it even matter, whether an accent is fake or not? As long as it is understandable, I don't see… https://t.co/nJhlrXjGZf

  9. Well may you Rest in Peace Romeo, doubt he gonna come back from that. But despite the loss of a member, the life of… https://t.co/QZqXhU6Sl7

  10. 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
  11. 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
  12. So what gonna happen if we somehow don't manage to hit 40 players at all then? xD
  13. So it even mimicked Soul Survivor (the actual game) down the playerbase size you could almost say :P
  14. What is this sole survivor mod even? Does it try to mimick like the actual sole survivor game (but in FPS style ofc), or something entirely different?
  15. 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 all
  16. 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 though
  17. Really wish you would actually post at least a European time in these kind of announcements as well
  18. I think I am gonna nominate AZ-Stalker, at least I think it was him on discord leading quite a few nice strategies (don't really know people's voices, and discord overlay don't work in APB )
  19. Is this still true, if you normally use G-sync, which usually kinda replaces v-sync afterall?
  20. If this is done you probably should allow you to teleport without having to open the map up, to be able to better control the short jumps (you would ofc still need the map for long jumps)
  21. 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
  22. So apart from the rather obvious disable high tier units by destroying enemy tech center, maybe something like this Someone mentioned on discord already giving allied a map, like the chronotank uses, but able to see all enemy units (and not use the map to teleport ofc unless you are a chronotank) after 10-15 minutes (GPS satellite launching) in the match for as long as the allied tech center stays up. Liking this idea really The soviet tech center is ofc a lot harder, as it never had a function of it own beside teching up in RA1, but maybe if the allied spy infiltrate it the allied would be able to buy some hightech soviet units either for a limited time (and I mean very limited time, anyone not directly inside, or in the very near vicinity of their base would not have time to get back and buy anything, and there wouldn't be time to buy more than 2-3 tanks at any rate across the entire team due to construction time), or a limited amount across the entire team (using amount would limit the amount of infantry that could be bought as well (or maybe then actually limited amount of inf and limited time to buy tanks, would work best?). Also this would be tied as well to what other soviet structures are still standing, so if soviet War Factory is down, the infiltrating the tech center would only give access to high tech soviet inf, not tanks, and if there is neither a War Factory or barrack anymore, it would simply not be giving any benefit at all. So not only would this require some pretty decent teamwork and communication to take proper use of such an infiltration, it would also give a very interesting choice for allied, what target to go for or if they should try and delay destruction. Maybe also in case you say infiltrate tech center and then kill soviet War Factory right after before you used up the time/amount of mammoth tanks you could you would loose access to building those tanks too. This way it would be near impossible to just get access to high tier soviet stuff that the soviet can't get themselves at the same time (ofc you would still keep what you bought but again it would require very tight teamwork to infiltrate, build and then demolish after things are built for the allied to have stuff the soviet dont have access to), and ofc you would still have to pay full price for the soviet stuff you do buy
×
×
  • Create New...