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devilslayersbane

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Posts posted by devilslayersbane

  1.  

    Hrmmm... Well, still, that would give a little insight into to what kills what the most and how losing different buildings effects a games outcome (i.e. Approxomately how long from losing x-building could you expect to lose).

    Hmm... With that detailed info you would be like an APB sports analyst. Looking at the team, the attack strategies, the amount of players on the field, and the play-by- play of unit purchases.

     

    While specific vehicle vs inf battles I would care less about, I would focus on what buildings are the most detrimental to lose on maps. Typically one would assume that losing your primary economy would do this, however you could also find that losing your production would hamper protection of this. It could be argued that on some maps the Power plant is the primary building of focus. However, with out actual stats to compile and analyze, I would not be able to know. And while I don't doubt pushwall's own ability to do this on his own, I do quite enjoy activities such as this, so I am fully willing to do it.

  2. There's also Quantum Stealth, though the technology behind that is either highly classified or doesn't exist. The Canadian company that developed it stated that the U.S. Army cancelled it's request for invisible uniforms, and their website is very basic (though, I guess that's not inherently damning).

  3.  

    I just wanted to let you know that the Arma 3 Star wars mod stopped development due to potential legal ramifications after an email came to their devs from EA. Not a good idea.

     

    Let's make a Arma 3 mod for Renegade... jk horrible idea

    Well, as long as you didn't use actual arma 3 assests, it'd be fine. Nothing against the A3 EULA about using the setting they created in another game. And a comanche model already exists in renegade.

  4. Seamist:

    While I love grabbing a chinook at the end as the soviets to make a “daring” escape, I also feel like the allies getting as many reinforcements as they do is a bit overkill.

     

    Bonsai:

    I personally haven’t felt any imbalance on this map aside from that stupid turret placement by the Radar dome. I feel it should be a pillbox.

     

    Camos Canyon:

    I like the idea of the deterrent to Rocket rushes in mid-field. However, I’ve noticed that the sides also tend to have heavy activity early game as well. This tends to work in the Allied favor as the soviet base has worse visibility overall.

     

    Costal Influence:

    This map doesn’t come on as much when I play, and when I do play it, I always seem to join late-game.

     

    Complex:

    This is my least favorite map to play on as the Allies. MAD tanks are ordinance sponges when deployed and when you can deploy a crap-ton in an area that ordinance can’t be effectively deployed (the tunnels), you get recoverable games that die really quickly.

     

    Fissure:

    Maybe a slight increase to M72 splash as well? Just a thought.

     

    Guard Duty:

    The V2 spam is real. That’s all I can say about this one.

     

    Keep of the Grass:

    My favorite map thus far. Potentially could benefit from some scripted Air reinforcements? (don’t hate me for liking my hinds)

     

    Pipeline:

    This is one of the more fun maps, though I do notice a bit of a difficult grind for the soviets. Definitely could use some more plays before action should be taken though.

     

    Ridge War:

    Nice map balance from what I’ve seen. Though I rarely play as soviets on this map.

     

    Under:

    This map needs some sort of infantry blockers for the island, or an easier way to get there anyway. After the rocks come down I sit on the backside of it and snipe gunboats for days. Regenerating health makes sure I can stay back there and make it back to re-fill my armor when the need arises.

     

    Wasteland:

    I’m not a huge fan of this map, I always seem to get stuck on the wrong side of bullshit so I won’t comment on this one.

     

    Zama:

    Spy roof flares would be a much larger problem if it didn’t take so long to get from one base to another (and not get spotted, spies are bad at spying apparently).

     

    General note:

    I feel like most of these maps should be played a bit further. On average each map has been played just under 15 times. 15 is a relatively small sample size. It’s good enough to say “ok, there may be something to this” but not enough to say “this is how it is”.

  5. Well, atm, I just aim to create an Air-map. When full documentation came out I'd like to work on something more advanced, but I've never done W3D mapping before so starting small is what I need to do first.

  6. So... I hate to be that guy but I have to ask if there is ever going to be a new APB sdk released. Obviously, I don't know what it takes to make an sdk, but I know that the Gamma SDK won't work quite right for the purposes it would be needed for.

  7.  

    That wouldn't really make a difference for infantry. Also, it would hamper the balance that does exist.

    How does waiting an extra 2 seconds for a tank hamper the balance?

     

    How does it actually affect gameplay? In RA doing something like this made sense, because build times were important. That's not a factor here. Build times are fairly instant.

  8. Personally, I'd like to see an urban map that wasn't crap. I'm sorry, but I never really enjoyed metro. I'd like to see one revamped with more above ground routes and the return of the tunnels (because I never got to use those) as well as some buildings that can be garrisoned on the second floor. But alas, now this topic has derailed.

     

    On topic. Yeah, no. Not unless you have a giant map where each team has more than one base could that even possibly be balanced with the game in it's current state. Even then, that's stretching it.

  9. Except for when they DID do more, (they used to double unit prices) it hindered late-game balance when one team was able to jump on nothing but your pp. This was crippling for both sides, especially the soviets. Also, right now, there are building which do arguably less than the Power plants. Take the Radar dome, for example. Sure it provides radar, however, it also doesn't have a secondary spy-specific function.

  10. Regarding the Airstrike, instead of making the plane able to be shot down, why not attach the entire ability to the radar dome? Then the player has a separate terminal where they can only call in an Airstrike every 5 minutes or so, and they're given a special pair of binoculars to do so. The recently implemented marker system would work to this end for this special pair of 'nocs, and to keep some balance, a faction-color icon appears on the radar for both teams. Then a scripted bomber would come and drop a large bomb, or multiple smaller bombs.

  11.  

    Infantry camo's would be very rare in this time period. Solid colors were used during WWI and WWII because it hides you better while moving. Camo's weren't used by most nations regulars in our time until after the Vietnam war. In the RA universe, we haven't had the lesson's of almost 4 (WWI, WWII, Korea, and Vietnam) wars to realize that war is becoming more sedentary as firefights start from a bit further away (100m vs 50m) and last a great deal longer. Solid colors would be used by most forces, and the only soldiers who would would be special forces soldiers, so the sniper, Tanya, spy, thief, and shock trooper would be the most likely candidates. Volkov would be on this list, too, but since he was an experiment that was used as a one-man army, he would be moving around too much for camo to be effective. Instead of camo, the other troops would be issued color-variants of their current uniforms (tan, OD green, grey, and white).

     

    Take your crazy logic and get out of here! You will not stop me from having my snow camo Technician on Pipeline.

     

    And all I'm saying is that instead of a camo tech, it's just a solid color uniform. Still have the choice between four options, I promise.

  12. Infantry camo's would be very rare in this time period. Solid colors were used during WWI and WWII because it hides you better while moving. Camo's weren't used by most nations regulars in our time until after the Vietnam war. In the RA universe, we haven't had the lesson's of almost 4 (WWI, WWII, Korea, and Vietnam) wars to realize that war is becoming more sedentary as firefights start from a bit further away (100m vs 50m) and last a great deal longer. Solid colors would be used by most forces, and the only soldiers who would would be special forces soldiers, so the sniper, Tanya, spy, thief, and shock trooper would be the most likely candidates. Volkov would be on this list, too, but since he was an experiment that was used as a one-man army, he would be moving around too much for camo to be effective. Instead of camo, the other troops would be issued color-variants of their current uniforms (tan, OD green, grey, and white).

  13. 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).

    It takes 2 seconds to select a camo. Sure, if your base is under heavy assault you might not want to waste such time, but it really doesn't take very long.

  14. please open spoiler

     

     

    Alongside plenty of old technologies commonly seen in the cutscenes, like piston-engine planes, grainy black-and-white photography, etc.

    Ehm... I fail to see what this argument is trying to prove. Old things are used constantly. If things work, they work. And if the soldiers in the field/whoever, have not been issued anything better, then sure, it will pop up. Why fix it when it's not broken? That can be said for a lot of old things. Especially if they do the job well enough. Plus the fact that GDI and Nod are inherently going to have smaller arsenals. GDI is essentially a UN mandated international COIN force that has very little governance of it's own equipment until the first Tiberium War broke out. Nod is an insurgent/terrorist organization that is funded by the black market and the impoverished nations that support it. Meanwhile the Allied and Soviet forces are in the middle of an Arms Race at the outset of the GWWII meaning that the all of the technology we see in RA is mostly new in comparison. GDI didn't develop the new mammoth tank until late in the war, same for the stealth tank and Nod. Meanwhile, advanced technologies such as the Gap Generator and Tesla coil are already being field tested in Red Alert.

     

    Personally I follow the old lore of RA being the prequel to TD, with RA2 being a separate off-shoot resulting from a change in the series of events during or following RA. This being the case, we're naturally going to disagree on a lot of things. :v

    As always, we disagree. That will never change. :v However, I think that it's safe to assume that, considering that we're comparing the two games and their factions, we'll be limited to what's actually cannon and found in the game. The RA connection to TD will have to be considered fan-fiction at this point. (However, I do - gasp - agree that the RA > TD connection would make for a better and more interesting story.) Well, according to the multiverse theory, both are true.

     

    Even if a lot of advanced technologies appeared early in the conflict, it's logical to assume that these were early versions and/or prototypes, and that these would be further developed over the course of the war. Take heat-seeking missiles for example; In all likelihood, their capabilities were probably very limited at the start due to being an immature technology, but were steadily improved over time and were much more effective by the end of the war, but due to the simplicity of early C&C games (no upgrade system yet), this was too impractical to show in-game unless you want a cluttered sidebar. The same goes for all aspects of technology, like tanks (late-war heavy tanks being better-armed and armoured than their early-war versions, etc.), but again, this would have been impractical to show in-game due to simplistic gameplay.

    You don't mass-field prototype technology. If it works, you field it en-massed. If not, then you'll limit it to only a few elite regiments. Heat-seeking missiles, for example, function throughout the game. Sometimes, they do fail to function, but I blame that more on human error and battlefield conditions than failure of technology. And yes, it is impractical to show in-game, thus limiting us to what's in the game. :v

    Oh, and to prove my point that it's not Korean-era tech, the first guided MANPADs, as seen in the game, didn't come into existance until our late 1960s. (Just one example.) And the CH47, AH64, M72 Law, etc.

     

    Also the only jet plane seen at the start is the Tu-16 Badger, which in our timeline first flew in 1952, a difference of only a couple years at most; easily achievable even if RA's tech was only slightly more advanced than ours at the time. MiG's on the other hand weren't seen in the Soviet campaign until later missions, implying that such technology was not available at the start.

    While migs are indeed not under your command from the start, the highly advanced spy plane, however, is available pretty early on, specifically Soviet mission 4. (Funnily enough, this is also when gap generators are introduced for the allied enemies.) If such an advanced high-speed spy plane is available for just about anyone, then I'm pretty sure that the normal mig fighter and the badger aren't that high tech either. In effect, it means that this kind of technology was available from the start. Like I've stated before, it's based on what's under your command at the time. You may start out as only an infantry company commander, who ends up becoming the commander of an entire Corps.

     

     

    tl;dr, I agree with nodlied. He made good posts.

  15. However, Ice, you also have to think about the logistical side of things. The Allies are a conglomerate which means that while the countries share their tech, each country still has it's own standing army with it's own entirely independent arsenal similar to our NATO. So while the unit you command may only have the RA1 Allied arsenal, you could also have another commander with other unit's at his disposal such as an M551 sheridan or the F86 Sabre. The same could be said for the Soviet Arsenal as well, as we all know that the USSR loved to make a shit-ton of variants for everything that went into production. So while you as a soviet commander may have only Heavy tanks as your main battle force, another commander might have BMP-1's. Hell, in all likelihood you control a soviet VDV unit because you have paratroopers. Not every commander has access to every asset available to a country. Meanwhile, GDI is not a conglomerate, it is structured international military force with donations from a multitude of countries. While it's safe to assume that GDI has a much larger arsenal than you have access to in TD, it's going to have nothing on the diversity of the Allied Arsenal during the GWWII. The same thing goes for Nod. Nod is an Insurgent force that is given funding through tiberium, and disenfranchised 3rd and 2nd world nations. most of their equipment is developed in-house from existing equipment, to suit their own tactics. Their later-war technology is also going to end up being largely unavailable to un-proven commanders due to the extreme cost of the weapons.Thus, while nod's arsenal is probably much larger (probably larger than GDI's total arsenal), it still wouldn't match the sheer diversity of the GWWII soviet arsenal simply because, while Nod is technically an insurgent (or paramilitary towards the end) force, they still have standardized weaponry.

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