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devilslayersbane

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Posts posted by devilslayersbane

  1.  

     

     

    ^ Indeed. It's pretty safe to say that anything from RA1 would generally fare very poorly against its equivalent from Tib Dawn, and would be little more than practice targets for the weapon systems of Tib Sun.

    Except for the mechs. Literally all you'd have to do would be to run into them. Also, I'd like to point out that many of the weapons in RA were just "downgraded" variants of TD stuff (most of the time). Nod used the M16A2 and the M2 Bradley, which wouldn't really be able to do much damage to the RA era light tank (which could be a number of things, my bet is the M24). The M2 would have the armor advantage, sure, but the M24 has a 75mm cannon, compared to the Bradley's 25mm autocannon (Tbh, the M2 always felt the wrong choice for Nod, something more like the FV101 would have been a better choice for the role). The Heavy Tank would have been able to stand against GDI's Medium Tank, and the Phase Tank has the firepower advantage over the Ezekiel's Wheel. The M110 artillery was used by both the Allies and Nod. The hind is a flying tank with an arsenal big enough to take down an orca and an apache. Not only that, but the only naval asset we ever see GDI use is the Gunboat and the Carrier, both of which would be easy prey for subs. Now, the M270 MRLS would be able to ruin multiple V2's at a time (8x230mm Rockets vs 1xTactical Ballistic Missile). There's only 40ish years between Red Alert and Tiberian Dawn, and while a lot can change, it's also been 40 years since vietnam, and the US is just now trying to get rid of it's M113's and is finally getting around to replacing the M4 (orginally the CAR15). The M110 howitzer is still in use, and even the M14 see's limited use as a marksman/sniper rifle.

    Nah, there's no way the GDI Mammoth would have gone decades without some changes/improvements somewhere to its ammo or armor layout.

    Please see the M16, which has been the same basic weapon since it's inception during the vietnam war.

     

    Nod uses a custom variant of the Bradley with a 75mm cannon (and the real-life Bradley has TOW missiles to fight tanks), while the real-life M16 has gone through many changes to improve its reliability and user-friendliness. ;)

    Ok, I'll ignore the renders for now.

     

    Now, as for RA vs TD stuff, there would be a huge number of differences and technological advances in the time between RA and TD. The closest comparison in our timeline would probably be the weapon systems of the Korean War vs. those of the Gulf War or perhaps the Iraq War. The technological advances during 45-ish years between RA and TD would be immense. Let's do some comparisons:

    Which is highlighted by armies and forces who can have a modern army running on it's heels with Korean War era tech. That's a great comparison. Thanks!

     

    Infantry:

    • Apart from the exploitation of new technologies (and perhaps a few updates to the 'rules of war'), the basic tactics of infantry would probably not have changed much. That being said, advances in technology (particularly communications/navigation equipment) would theoretically allow GDI and Nod forces to be better-coordinated and conduct operations more efficiently.
    • This is mostly true, and there's not much I can say about this.
    • Advances in personal body armour would afford Kevlar-equipped TD infantry better protection than their RA counterparts, who were typically just wearing WWII-era steel helmets. At best a few specialized troops might have armour similar to the heavy steel chest-pieces used during WWI and WWII.
    • This advantage is debatable. Smart tactics and commanders can easily nullify any advantage this gives. Plus the fact that GDI's GAU-3 is based off of a fundamentally broken weapon design means that GDI troops would experience plenty of weapon jams.
    • Improved camouflage patterns could give TD infantry an edge over their RA counterparts who were largely clad in solid-colour uniforms (olive drab, field grey, khaki, etc.), although the extent of the advantage provided is debatable.
    • Like it has already been stated, this is a debatable advantage.

     

    Tanks:

    • RA tanks were most likely using rolled homogeneous armour, while TD tanks would have composite armour.
    • This means that RA tanks would be considerably cheaper and faster in most instances. The tank in which this would mean the most is the Mammoth, which, no matter how hard you try will never be able to have the surprise advantage. Also, the Heavy Tank has some early Composite Armor plating, which while it would most likely be inferior would help to mitigate any armor advantage.
    • Tanks rounds would vary considerably between the two wars, since RA tanks would almost certainly be loaded with AP and HE rounds not unlike those used during our WWII. At best they might have HEAT rounds or maybe early versions of HESH in small quantities, while TD tanks would be equipped with a variety of specialized tank-killing rounds like APFSDS.
    • Again, this ties into the cheaper category, meaning that the Allies and Soviets would be able to put more units on the field. Also, you have to remember that a drop of RA ore is probably a quarter of the value of TD Tib. Meaning that if the Allies and soviets capture or reverse-engineered the Tiberium refinery, they would have a vastly more numerous arsenal
    • The high-tech fire-control systems of TD-era tanks would be far superior to anything available in RA, which would be mostly if not entirely analog/manual. This would enable TD tanks to get their first shots off before the RA tanks have even laid onto their targets.
    • This is true. But the RA tanks would, as I stated, most likely be faster than their TD counterparts. This also wouldn't mean anything against Infantry supported Tanks or in Urban environments.

     

    Aircraft:

    • Aside from the fact that the propeller planes (Yak) used during RA would have no chance against a modern jet fighter, the massive advances in aircraft design, avionics and weapon systems over 4 decades would mean that even the Soviet MiG's would be utterly inadequate against the high-tech aircraft of GDI and Nod. Given the right conditions, even an Orca or Apache equipped with modern countermeasures and AA missiles could probably take down a MiG-23 with ease.
    • Considering the fact that even the Soviet Union only uses the Yak in a CAS role, the MiG (and any variants of it) would most likely be the only Aircraft equipped for any type of Combat Air Patrol.
    • Allied and Soviet helicopters of the period would stand very little chance against Nod's modernized Apache, and the sheer maneuverability of GDI's Orca would enable it to literally run circles around the old Longbows and Hinds before promptly shooting them out of the sky.
    • This is relatively dishonest. The fragile nature of the Orca would mean that most contact with enemy helicopters (especially those running on more conventional rotors) would spell instant death. Not to mention the fact that even if it did run circles around the Longbow and the Hind, it means nothing if it can't get a shot off. The Orca is a single-seat support VTOL. All of it's guns are forward facing and the pilot cannot change that. The Longbow and Apache are both going to be somewhat evenly matched, as very little changed from their spans of time (The Apache was already outdated and only a few changes were made due to the Orca and was limited to CAS by Nod). The Hind, however, is literally unmatched. It's not as fast as any of it's contemporary's listed here but it has the armor to compensate. It's arsenal is vastly superior to any of the other with multiple rocket pods, bombs and wire-guided missles. The Yak-B would literally shred the Apache or Orca due to its high ammo capacity and rate of fire.

     

    Space Assets:

    • Even without their Ion Cannon, GDI would still have an overwhelming advantage in communications and reconnaissance capabilities thanks to their large network of high-tech satellites, compared to the limited capabilities of the very few prototype satellites that were launched in RA (those that didn't suffer failures during launch/orbit, that is).
    • I have no response to this. Though, I will say that GDI must have had some serious communication issues because their commanders never seemed to know the landscape well enough.

     

    Stealth Technology:

    • Nod's developments in stealth technology would give them a tremendous advantage, allowing them to ambush enemy forces with ease and hide their forces from Allied/Soviet reconnaissance efforts. Since the Stealth Tank is high-undetectable to all but GDI's most advanced sensors, it's pretty safe to assume that it would be totally undetectable to the relatively primitive sensory equipment available during GWWII. Even the Phase Transport/Tank, which only reached the prototype stages during the war, would be totally outclassed by the Stealth Tank. Ironically, the Stealth Tank, being a very advanced weapon system, is itself probably equipped with advanced sensors and could very well be employed to hunt Phase Tanks. :v
    • This doesn't take away the fact that the phase tank has a superior firepower, and infantry carrying support.

     

     

  2. You're entirely right, however these changes aren't reflected in the TD universe. The M1 Abrams in TD uses a 105mm cannon, and according to the game manual for RA, the medium tank there also sports a 105mm cannon (I'm aware the files say 90mm, however that may have just been to separate them in the filing systems). There's no talk of any TUSK armor being used in TD, or ERA armor for the bradley's. Such technologies would give the TD armies a fairly decisive advantage of the RA armies. However, I doubt there was much of a need for such technologies until the first tiberium war started, simply due to the fact that GDI had the funding of the entire UN. Meanwhile Nod would have only been dealt with in COIN operations until the breakout of the war. In fact, most of the technological development between RA and TD seems to be the Mammoth's self-repair, integrating a more advanced radar in the apache, the orca, and re-inventing the wheel in an overall inferior design (I'm sorry, but I never used the stealth tank in TD). Sure the later developments seen in Renegade would have made a difference, such as giving GDI a service rifle that isn't fundamentally broken. However, it's entirely feasible that a 4 way battle between these factions as their armies stand in their respective games would be up for grabs.

  3. ^ Indeed. It's pretty safe to say that anything from RA1 would generally fare very poorly against its equivalent from Tib Dawn, and would be little more than practice targets for the weapon systems of Tib Sun.

    Except for the mechs. Literally all you'd have to do would be to run into them. Also, I'd like to point out that many of the weapons in RA were just "downgraded" variants of TD stuff (most of the time). Nod used the M16A2 and the M2 Bradley, which wouldn't really be able to do much damage to the RA era light tank (which could be a number of things, my bet is the M24). The M2 would have the armor advantage, sure, but the M24 has a 75mm cannon, compared to the Bradley's 25mm autocannon (Tbh, the M2 always felt the wrong choice for Nod, something more like the FV101 would have been a better choice for the role). The Heavy Tank would have been able to stand against GDI's Medium Tank, and the Phase Tank has the firepower advantage over the Ezekiel's Wheel. The M110 artillery was used by both the Allies and Nod. The hind is a flying tank with an arsenal big enough to take down an orca and an apache. Not only that, but the only naval asset we ever see GDI use is the Gunboat and the Carrier, both of which would be easy prey for subs. Now, the M270 MRLS would be able to ruin multiple V2's at a time (8x230mm Rockets vs 1xTactical Ballistic Missile). There's only 40ish years between Red Alert and Tiberian Dawn, and while a lot can change, it's also been 40 years since vietnam, and the US is just now trying to get rid of it's M113's and is finally getting around to replacing the M4 (orginally the CAR15). The M110 howitzer is still in use, and even the M14 see's limited use as a marksman/sniper rifle.

    Nah, there's no way the GDI Mammoth would have gone decades without some changes/improvements somewhere to its ammo or armor layout.

    Please see the M16, which has been the same basic weapon since it's inception during the vietnam war.

  4.  

    How about Cyborg Commando vs. Technicians?

    ^ Realistically, a fight between a Soviet Mammoth and a GDI Mammoth might as well be this, since it'd be like putting an old Pershing tank against an M1A2 Abrams :v

     

    Well, that all depends. Yes the Soviet Mammoth's self-repair systems weren't entirely finished upon production, but after GWWII, the only major changes that would have been done by GDI's engineers would be with the FCS, repair systems and engines. In all actuality, the Soviet Mammoth may not be able to win one-on-one, but it'd put up a fair fight. An experienced crew would be able to probably take down the GDI mammoth.

  5. Gamergate meets W3dhub?

     

    I've watched some of her videos, they were OK, I don't get the hate, Misogyny in the gaming community is ridiculous.

    Because they're dishonest and don't give a whole picture. There's literally an entire written series of documents going through the logical fallacies and lack of any reason as to why "over-sexualization" is a bad thing. Not to mention she uses tiny sample sizes most of the time, and many of the games and DLC she lists also have a ton of other alternatives to the one she lists. Then, when people give her honest criticism (yes, I'm aware that there has been actual harassment towards her, but that's been very exaggerated) then she cries misogyny and makes a shit-ton of money off being a victim.

    Misogyny in the gaming community is ridiculous.

    No, no it's not.

  6. So, I'm kinda new to overclocking and I'm afraid to hurt my system, especially since my laptop is currently out of the picture and I don't have the money to replace the parts on my system. So I would like some advice on overclocking my CPU (specs at the end of post). Currently, under a stress test (running at 3.5 Ghz) the CPU temps hover around 49-52 degrees Celsius. This is at about 73-89% CPU usage (according to Speed fan and CPUID). The max Turbo-boosted speed is 3.9 Ghz. My cooler is the thermaltake frio. Any advice is welcome.

     

    System specs:

    Asus Sabertooth X79 Motherboard

    Intel i-7 3930k Sandy Bridge-E

    16 GB DDR3 RAM Crucial Ballistix Sport

    EVGA GTX 970 SSC

    700 Watt Power Supply

    1TB Western Digital Caviar Black

    1TB Samsung Desktop Class Spinpoint F3

    240GB PNY Optima SSD

  7. Yeah I know there's the compass, but it takes a second or two to look at it and figure out my orientation...I guess I don't see why you'd want to use compass directions at all when you can get the information out in a more obvious and straightforward way.

    Yeah, the compass/radar is actually relatively crappy for any type of directional navigation. This could be mitigated if it spun, but as it stands the "enemy forces to the X" are pretty pointless.

  8.  

    And having the AA launchers NOT outrange 1500cred ships would mean there is no land counter to destroyers/missile subs except arties, V2s and volkovs. None of which are available on Pacific Threat or Hostile Waters, and on Coastal Influence only V2s are actually reliable for this.

     

    Having them on the list after the bar is dead also creates a game where the winning team can't actually WIN because there's still rocket soldiers fucking everywhere preventing them from rolling in and destroying the base, which also leads to people just getting snipers and... guess what? KILLWHORING.

    It also means keeping the barracks alive is less important.

     

    So, my other suggestion stands. It'd be a disadvantaged rocket soldier that only has the primary launcher and is only available after the barracks is dead. It can also cost more. Sounds like a decent middle ground to me.

     

    Or you know, choose the other 2 options (keep it as is and remove them after the barracks is dead) that either increase the killwhoring rate, don't punish a losing team for losing the barracks (although, losing tanya's, mechanics, kovs, and shockies is kinda of big deal, I'd go for a shockie over a rocket soldier any day), and/or punish a team so much that there's no hope of return.

  9.  

     

    [Actually thoughtful text that is really in depth - this person should be an academic]

    It's to save people the insane amount of scrolling that they don't need to read multiple times. AKA tl;dr

     

     

    Looks like other methods work just as well. Also, knowledge of someone being an asshole on a regular basis does not equal justification for being an asshole. That's a naturalistic logical fallacy.

    For an actual TL;DR verson of Raptor's observations:

     

     

    The permanent rosters spawned from a number of issues occurring in different eras of APB:

    -.9935 killwhoring and tanya's

    -beta phases and apc's

    -Gamma's tech levels

     

    This lead to the issue in Delta's release of:

    -Rocket's AA launchers outrange 1500cred ships

     

    However removing them from the list would do the following

    -Remove 90% of any chance of coming back after losing War Factory/Bar

    -Increase the difficulty of taking down enemy vehicles 3 or 4 fold

    -Create an game where after losing the War Factory or barracks the losing team just gives up and either

    -leaves game

    -requests surrender

     

    His comment is a lot more in depth and a good-but-short read. It's a lot more complex issue than "just remove rocket soldiers from the permanent buy list" because this game has map-specific and situation-specific balance issues that the Rocket soldier being permanent helps to mitigate. I.e. What works well in an RTS doesn't always work well in a FPS.

     

  10. I never was a fan of bullets doing any sort of substantial damage to tankw unless it was something like a shilka, or an AA defense battery. I know in red alert they could damage tanks but that was more of a gameplay choice thats necessary in RTS.

    Well, maybe at the time, but Wargame certainly found a way around it. But if we do that, then we'll still need rocket soldiers after the barracks goes down. And you'd see even MORE of the Rocket-soldier spam than we do, because all other infantry would be rendered effectively useless.

     

    Suggestion 1:

    We could, and please don't kill me on this, but we could add an allied grenadier unit. Probably something like a 20mm HEDP grenade launcher or just some F1/M67 based frag grenades. Or even a more specialized M79 style Grenade launcher. But, then we lose more RAlism and some new modeling has to be done. And this would only really be a viable alternative on Land-only maps, as coastal and air defense would go down.

     

    Suggestion 2:

    have a second rocket soldier unit that's available after the barracks goes down for each side, carrying only the primary rocket launcher and a side arm. This would still punish the losing team for losing thier barracks, without completely ruining them. Keep in mind that this would be a secondary rocket soldier class so it be something like this:

    class al_rocket_soldier
    {
    	health = x;
    	armor = x;
    	weapons = M72, FIM_43, M951;
            mesh = c_al_rocket_soldier.w3d;
    }
    class al_rocket_soldier_db: al_rocket_soldier //dead barracks
    {
    	weapons = M72, M951;
    }
    
    //forgive my pseudocode
    

    And the _db class would be available only after the barracks was down.

  11. ISDF INFANTRY:

     

     

    • 099-9 Rifleman: The 099-9 MOS is the standard Rifleman. He is armed with an M21 EMR (Electromagnetic Rifle). He has a MK I helmet and front plate armor, and He can switch between full automatic fire (<100m engagements) or 4 round burst (100-500m).

    • 099-5 Autorifleman: The 099-5 Autorifleman is equipped with a gas-operated M27 IAR. He fires fully automatic and has only a helmet, as he can carry more box magazines with him that way.

    • 099-3 AT Rifleman: The 099-5 AT Rifleman carries an M21 EMR for infantry engagements. He can switch to his X8 HEAT launcher in order to engage vehicles. This launcher can also be force commanded to take out groups of infantry.

    • 087-8 Medic: The medic is armed with an M21C carbine variant of the EMR. His carbine is burstfire only and can only engage out to 400m effectively. He also has the IMK (Improved medkit) that can heal one soldier at a time.

    • 087-2 Siege Trooper: The Siege Trooper is the pinnacle of anti-base infantry. His M21+ comes with a underslung 60mm Mortar which can level most based defenses from ranges as far as 1200m. He’s a bit slower than most units, but he’ll use his mortar on anything further than 300m if commanded to do so (default 600m+)

    • 087-1 AA Trooper: The AA trooper is a lightly armored unit with an M21C and X9 “Grounder” MANPADS. Typically working behind the front lines, the X9 is capable of defending about a kilometer around him.

    • 075-5 Sniper: The sniper is armed with an M20 LRR. He’s able to pick off infantry out to 1500m. He also is pretty good at prioritizing targets and will shoot for commandos first.

    • 059-1 Tank/Base Crewman: The ISDF Army crewman is left behind after the destruction of the vehicle/static weapon/building. He is armed with a M99 “Mausoleum” PDP (Personal Defense Pistol). Like the Naval Crewman, he can be upgraded with the M21C

    • 049-1 Naval/Air Crewman: The ISDF Navy Crew (the Navy commands both the sea-based fleet and the air-based fleet), is left behind with the destruction of naval or air vehicles. Unlike the Army crewman, he is trained to swim. He is armed with the M99 PDP, and can be upgraded to carry the M21C.

    Just a little information about the MOS numbers: They actually mean something.

    First number =0-1 indicates enlisted or commissioned officers (warrant officers do not exist)

    Second number =0-9 Typical battlefield placement with 9 being front-line and 8 being support. 4 is the exception to this as it applies to Naval department's units only. 0 Would be the ISDF supreme commander

    Third number =0-9 Minimum rank required for this position. Officer ranks start at 7.

    Fourth number =0-9 Indicates training level (not tier) 9 being the lowest, 1 being the highest. Medic is 8 because all soldiers of the ISDF are trained in basic first aid and buddy aid, plus the IMK greatly reduced the amount of training required.

  12. The problem is that they're two separate weapons, and thus need separate sounds. This was fine in Gamma. But I see no reason why the sound can't just be copy-pasted, given a new filename in the always.dat folder and one used by the hind and the other used by the pillbox. Sure it seems a bit redundant, until you start talking about sound modding.

  13. Well, after reading through this entire thread in one infuriating sitting. I can say this: Back in 2.1, I would sit in an empty server once in awhile until someone joined. I'd get maybe 3-4 people, on a good day, 5-9. But I remember very clearly that as soon as the WF went down. Most people on that team would leave. I ended up leaving the game for awhile because of how disenfranchising that was. Personally, I'm glad that the Rocket Soldier stays. Though I do agree that the Strela and Redeye need a range reduction. On Seamist I can be hit just by leaving base from that hill next to the barracks.

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