harvester
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Posts posted by harvester
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Hind has low hp (can easily be taken down by RedEye SAMs and AA batteries) and having lots of ammo is intended because that's what gunships are for.
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Is having yaks and migs a good thing? why do people keep asking for them. Then the allies should get an F-22 or something else since Migs and Yaks are Russian aircraft.
Also, why do we need Cruisers? Doesn't the Destroyer already serve the same purpose? Then what do we need to give the Soviets if the Allies had cruisers? A V2-missile platform warship?
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- Vehicles can't be driven by anyone other than rifle soldiers. Which, to be fair, is probably one of the less unreasonable changes that could be made... except it'd be a big step backwards with regards to making infantry useful, and would be a MASSIVE nerf to the Allies due to mechanics. A nerf which they really don't need considering it is very possible for Soviets to win games in the face of LOLOPMECHS.
Technicians drive Ore trucks, MRJ, mobile gap generator, and MineLayers. (other non combat vehicles i forgot to mention)
Volkov can drive a phase transport.
Spies can drive a supply truck.
And captains/kapitans control vessels.
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An mcv so when your construction yard is gone (or the map didn't start out with it), you can buy an mcv and transform it into a construction yard in your base? I don't think base building really fits in the game. Having them as specific objective units like in RA_Soviet_Invasion map (a co-op map that existed long ago) would be nice, but not in normal games.
I think having this will help balance the allies as the artillery tank just doesnt compare to the soviet's V2 rocket and can damage submarines.
lol
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- Popular Post
- Popular Post
Don't mind me, I'm just Easter egg harvesting. (i know it's a poorly done avatar)
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How about also make the nader free and available without bar? He will be like a sucky RPG trooper vs. vehicles, sucky rifle in the field (unless you have skill), sucky flame trooper in buildings. Jack of all trades, master of none.
Yeah, I don't mind. A basic level all-rounder that is not powerful in every situation just like a rifle soldier but with its own pros and cons.
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Forget about pop ups. They're annoying and disruptive more than technicians repairing tanks. Don't try and fix things that ain't broken. The best teacher for newbies is experience, they'll learn from their own mistakes faster than annoying pop ups that most people don't give a shit about. Nobody in the game cares about losing a game just because a teammate isn't experience like them other than a handful of tryhards butthurt over some video game.
However, a separate help page for newbies about basic tips and unit info may be needed, how about the EVA data link page like in Renegade that explains about each units and structures?
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Is killing soviet aircrafts in Seamist endgame necessary? And cyborg commando???
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Under: Don't know about the tesla coil needing to go, the problem is the Soviet units flooding the field attacking harvesters. Since Renegade, the first thing that comes to my mind about Under map is the deadly base defenses and the brave sacrifice & teamwork to take it down.
Seamist: The biggest threat to the Soviets other than Cruisers is the rocket soldiers on the hill. Also, I mostly see Soviets buying support vehicles and go solo, only thinking about teamwork and buying tanks when there's 2 minutes left.
Pacific Threat: Soviet infantry push is effective against Allies here, Longbows don't much, unlike the Hinds. Soviets have shock troopers, flamethrowers, grenadiers, kapitans and RPGs. The allied infantry that can do real damage are just captains and rocket soldiers (rockets rarely used to attack, unless there's plenty of Hinds).
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Maps like Zama or Stormy Valley, people might wanna choose the Woodlands or the Urban camo. Or in Ridge War, some choose Woodlands, some people choose the snow camo. I say the camo choice stays.
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What about neutral capturable structures?
As long as it's not stealing enemy's tech im fine.
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Can we make power plants do more than just control advanced base and AA defenses? That's all they do now, correct?
Wrong, they also control radar.
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lol at these guys who are disturbed by the wrong terrain colours...
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I like having more camos on vehicles, especially the frequently used ones(snow and urban MRJ are very rare). I remember there was a woodlands camo for mammoths in a red alert cutscene but I don't mind if mammoths are restricted to black because I always get fooled by a black urban heavy tank thinking it's a mammoth so it's kinda funny that way.
For infantry, only the ones that are already wearing camo patterns like Tanya (already have 3 camos) and the 2 snipers should be fine with selectable camo.
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As long as the officers are buffed against tanks, it shouldn't be a problem for losing team to fight back tanks. I don't want a single mammoth tank to be kill-whoring or single-handledly (or with less teamwork) wreck a base.
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Great update.
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The remix is Trouble to the ears.
As for the rocket soldiers, I don't have any problems with a prolonged game, the longer the funner for both sides. It just dooms the Allies when Soviets roll out mammoth tanks.
Other updates are nice.
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What about the mega ore silo the soviets had on Assault Seamist? That thing is so cool it didn't appear in the 'm' tab.
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I guess everything else other than rockets must be perfectly balanced now.
Except maybe medics and RA_CoastalInfluence's soviet refinery position.
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Have you looked to see what the Deploy hotkey is?
I can't find any Deploy in the options. All I found is the MAD which was always Q, and it still didn't work for the MRJ.
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Only in Red Alert, at least. Tiberian Sun doesn't have/need them.
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My feedback:
1. Maybe I'm just a bad Captain but the Allied Navy handling is terrible. I wasn't aware of any border warnings at RA_PacificThreat and my vessel self-destruct for deserting the battlefield eventhough I was trying my hardest to turn back when I got the 10 second warning. At least make it easier to rotate so depth charges have more chance or at least make Submarine Kapitans more afraid when closing in an Allied vessel.
2. Missile Silo at RA_Under is a no. Same reason why MAD Tanks are not allowed there: Hitting the enemy base from your own. I don't mind helipads, it doesn't even bother me at all at RA_Hourglass but I'm fine with or without them.
3. I can't deploy the RadarJammer. The Q button works for MAD Tanks but not Radar Jammers. My MAD hotkey is Q(default) in the Extended Options.
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can someone explain about the forest of illusion volkov? he appeared out of nowhere after a taunt and killed me eventhough I was minding my own business
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- Naval combat has been reintroduced - Good, no war is complete without ships.
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APB, no allied cruiser?
in W3D Hub Discussion
Posted
The harvester is faster and have more health. MCV is slower and more expensive. Just get a harvester or supply truck if you want to drive around.