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TK-421

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Everything posted by TK-421

  1. You are in violation of the forum posting rules, section 4: Stay on topic. And you shall name it... Gamma. ...so who is in favor of 4.0.0.0? I read the OP and the redo of structures and units and that got me wondering if making the jugg fire like it does in TS FS a part of the redo, how is that going off topic?
  2. Does that mean the jugg will fire like it does in TS FS?
  3. So for $500 I get a unit that does less damage vs. buildings and vehicles than the $300 RPG trooper, no anti-air capability, but better versus infantry and slightly longer range.with no LOS needed. Doesn't make sense does it?
  4. *Sees change to Grenadiers price* 500 hundred why not 180-250
  5. >see response against that > Alternative posted below there.
  6. Technically it should be a 203mm since it's modeled after the M110 which has an 203mm howitzer.
  7. Um, what? So far artilleries have killed 1116 infantry, 1007 vehicles and 571 buildings, and 1496 artilleries have been destroyed. Meanwhile, V2s have killed 708 infantry, 975 vehicles and 460 buildings, and 1539 V2s have been destroyed. Looks to me like artilleries are doing a lot better than V2s... Unless you're referring to the original Red Alert's total joke of an artillery which was basically a Grenadier with a vehicle-sized hitbox, no resistance to anti-tank weapons, and 4 times the price. The RA cruiser had to exploit a bug in order to target submarines. If you're conveniently overlooking that, why aren't you demanding for grenadiers to be able to fling grenades all the way across the map? Have you ever... you know... actually bought a mobile radar jammer in this game? Getting in one prints a big unmissable message about how you can deploy it when near the enemy radar, get out, and have it do its job by itself. As for the MGG I can see where you're coming from but the MGG here is, unlike RA's, actually powerful enough that it might be worth using in some circumstances. Making it deployable as well would be overpowered... and run contrary to your "make everything exactly like RA because that's more important than fun or balance" mission. If you're asking for Allies to get more players than the Soviets? Not possible. And not needed, considering they already have a decent win ratio. Harriers are VTOLs. Yaks and MiGs are not. We do not have fixed-wing aircraft physics. Also implementing them at this stage would require a grand rebalancing. Not happening. And going back to the Cruiser. This has already been brought up before and there are many many reasons why we won't do it: We don't have a model for it. There would be no counter for it if the Submarine Pen was down. It would have to have only one turret because the game does not support multiple turrets unless the additional ones are AI-controlled (and the AI doesn't shoot buildings, which is what the Cruiser's main job is, so that would be pretty damn pointless). It would be too big to navigate Hostile Waters. Having to overhaul naval combat AGAIN. I got a way for it to work (see the first page of Additional units for APB)
  8. Oi, relax mate. You know what you should do? Add cruisers! Dude! Thats the best idea I've heard all day! He totally should! I even got a way to add them in (see first page).
  9. Thanks for making Under Allied BIASED (recently on it and lost) who's idea was it to remove it reverse it it's like removing the OL from Under in TSR and Vanilla, I understand removing the Gap Gen.
  10. If you want realism, Gunboats would be called Destroyers, Destroyers would be called Frigates or Cruisers, and Cruisers would be called Battlecruisers or Battleships. But this is a game, not real-life. Actually cruisers would still be cruisers due to them 8in guns and their size (even though the Iowa class portrays them in cutscenes) and Gunboats would be either a corvette or Patrol boat the Destroyers eh depends on how big it is.
  11. Great thanks for removing one of the purposes why DD's are used (ASW) in RA 1 AND real life.
  12. Not even the silhouette, how'd you know I was a guy, shame I don't know how to do any modeling except actual models (model rockets for example), thanks and another solution for the two man thing one drives the other mans the turrets if that's possible.
  13. In testing, the destroyer had its depth charge ramp set up as a second turret. Problem is there can only be one turret bone so it had to use the barrel bone instead - meaning that not only was the missile turret unable to tilt up/down, but you also had to look up or down to rotate the depth charge ramp. Which was terrible because you can't see the subs you're aiming at unless you're looking down so the ramp was ALWAYS aimed to the left when it was in use. If this were done for the Cruiser, both turrets would not be able to tilt up/down (so the gun would be REQUIRED to have either no arc at all or a very shallow one) and the rear one would require you to not be actually looking at the enemy base if you wanted it to aim at either side of the Cruiser. Enjoy staring at the ocean or the sky instead of the carnage. Alternatively you could spend 20 or so seconds turning the Cruiser to face the enemy base so you actually get to see what you're trying to hit, negating the whole "I have turrets that can rotate!" aspect completely, only to realise that since the second turret is on the back of a very huge vehicle, you have to then move about 50m closer to the base just so the rear turret can actually HIT the base. And then you're in range of machineguns and tanks, not just Strelas. How about making it so that 2-3 players make it fully functional one pilots and uses the front turret and the other uses the rear turret or one pilots the other two man different turrets?
  14. I find selecting camo a waste of time every second counts especially when your base is under attack so get rid of camo or have the make the appropriate camo for the map auto selected or have said camo be the only camo for the map, I also find it just for looks so for said reasons I select default camo (the first camo selected).
  15. I didn't add inaccuracy to the list. what about total damage that arty does, what about just slow, what about a shallower arc, are you sure two turrets won't work? (be creative)
  16. Don't do drugs or drink if you must do it less.
  17. My idea of balancing the cruiser would be total damage would be 10-20% greater damage than the DD, slightly greater range than DD (but still in range if the strela),really slow, same or higher cost as the missile sub, reload would be slow as the (V2's reload time or slower than that perhaps), rounds would have a big arc (greater than arty or the V2's secondary perhaps) and the turrets would move slow.
  18. No rocket/ RPG troopers without barracks? THAT'S UNFAIR if the other side has armor/aircraft/ships HOW is the side without the any anti-armor supposed to fight back if they don't have any vehicles, vessels or aircraft to counter (if they've lost War Factory, HP NY/SB), it's almost like you want to the other side to just give up even though might have Conyard, Refinery/silos/ left add the ability to buy them without barracks back next patch or I'm no longer playing APB.
  19. When will the Jugg fire like it does in Tiberium Sun Firestorm?
  20. it already does, you just have to use both left and right mouse buttons (left to fire the left and middle guns, right to fire the right hand one.) No it doesn't the left and right guns fire first at the same time THEN the center gun fires.
  21. When will the jugg fire like it doe in Tiberium Sun Firestorm?
  22. Okay it's listed there but I can't install it why?
  23. Already have the Ultimate Collection AND The First Decade.
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