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Gummiel

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Posts posted by Gummiel

  1. On 3/8/2021 at 5:49 PM, Coolrock said:

    Prizes!

     

    Prizes will be awarded to the top 3 players based on the event scoreboard. Players who hav[blurb][/blurbe the most points over the course of 10 games after we hit 40 players will win the following:

    So what gonna happen if we somehow don't manage to hit 40 players at all then? xD

  2. 5 minutes ago, Coolrock said:

    Yes. 

    It had a lot of pretty interesting game modes, and the combat was decently fun at the time. The game suffered from not having a lot of members in the community, and most of them were making their way over to APB/Reborn not long after it released. 

    So it even mimicked Soul Survivor (the actual game) down the playerbase size you could almost say :P

  3. 18 minutes ago, moonsense715 said:

    I was just reminded: vehicle weakpoints. Either communicate them blue in the face or they should be removed. I just got to know even some top APB players didn't know about its existence and therefore it is a hidden feature and an unfair advantage for those lucky to somehow know about it.

    Actually let's see if the problem can prove itself: how many of you don't know what this is?

    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

    V2 and Mammy missiles need increased damage and splash. 

    V2s are already very squishy. Dying from a singe rifle soldier should almost never happen, yet if the V2 doesn't land a difficult perfect shot on the first try, they are likely dead.

    Mammies should not die 1v1 to a rocket soldier. I understand we need Allies to have a way to stop rushes when the War Factory is down. But mammies also need the ability to defend themselves. The missiles are nearly useless right now.

    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

  4. 10 hours ago, NodGuy said:

    I've always said that Mechanics shouldn't be allowed to drive vehicles. It's unfair to the Soviets that you can be in a tank and attacking an Allied tank but all that allied player needs to do is go behind cover for a sec to heal his tank. I do this a lot and I always feel like a piece of shit but hey, winning's winning.

    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

  5. 21 hours ago, Einstein said:

    Technical notes:

    - If I set it up correctly, v-sync should be enabled by default. You will want to leave that on at all times unless your PC is very special (like 2005 special). Turning it off can cause strange physics issues.

     

    Is this still true, if you normally use G-sync, which usually kinda replaces v-sync afterall?

  6. On 6/3/2020 at 6:32 AM, des1206 said:

    1. Make Chrono initiation time and reset time a function of distance teleported (Less distance teleported, faster reset time). At 300m max range with 30 sec recharge time, maybe the scale can be 1sec/10 meter of distance jumped (i.e 200m jump, 20s recharge time)?  By making short jumps faster and therefore less risky, it will encourage drivers to jump from flank to flank and make this unit more fun to use. Imagine how annoying it is for a Soviet tank column to have to deal with a CT that is in front of them, and then hops to their right, and then hops to their left. Phase Tanks can ambush too, but they can't jump from flank to flank. This will also add strategic depth to driving the CT and reward skillful jumping with lower recharge time.

    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)

  7. 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

     

  8. 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

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