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MPRA2

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Posts posted by MPRA2

  1. Thanks for the comments and suggestions, I will consider them if I ever get to doing more work on this structure.

    That is as good as I can get the shadows in C&C3, my computer is just not powerful enough!

    regardless it all looks great for something made with blood, sweat, tears, and in C&C 3. Nobody really zooms in much anyways, so they wont notice the jagged shadows until they zoom in.

  2. regardless of the issues and what you believe to be "sub par", It really looks quite nice. The shadows could use some filtering to get rid of the edgy pixels, and the tower's numbers could be a little smaller. The flag could also use a nice little animation when you get around to it. The windows on the tower could be a little more blue-ish or... I dunno, kinda like how windows in games look with that little blue tint to it.

  3.  

    ah shit. With all the problems you just listed, I wonder how Apocalypse Rising gets around all of these issues then?

    By spending the time APB devs spend with VIS setup on pathfind fine-tuning.

     

    Making sure bots shoot correctly, and aimbot hardcore.... kinda like zunnie's older bots before he dun goofed it up and made that glitch where you could crouch walk towards a bot and take no damage.

  4. Is there anyway to make this a regenerative weapon instead of limiting it to 3 only? Or just up the # of clearing charges engins get? On maps where Allies lose the War Factory but Soviets still have the mine layer, the 3 charge limit still makes the Soviet base practically inaccessible. 

     

    If engins can have more CCs, it would make more sense for Soviets to get engineers when attacking (just hop out and clear the mine), or just travel on foot to continuously clear mines. Allies engins can also have some incentive to stay alive after a failed attack on the Soviet base, just sneak around to continuously ninja-clear mines.

    Mines are pretty much pointless as of now..... Since the CCs have a large splash radius, can be thrown further, and you can refill them with a supply truck (if you get team support in field) then you can effectively clear out every single last allied AT mine in little under 5 minutes without losing all of your friendly vehicles to the mines. In my opinion, Allied mines are equal to the Hedgehogs you find near tank routes... Meaning they are just slight hurdles for smart Soviet players, and even if they run into the mines without an engineer, they'll just either spam engineers, or bring an engineer next time to clear out every mine in the field, leaving the allies with nothing to hold/defend with other than their players because GOD KNOWS THERE WILL BE THAT ONE ALSTAR V2 IN THERE THAT SNIPES ALL THE BASE DEFENSES!

    Then again, this is all from experience on the Allied team, so.... Yeah.

  5. Helicopters are not an option since the original mapper did not design the map boundaries with aircraft in mind. Go any higher than 15m off the ground and you'll see blue hell everywhere beyond the cliffs. So in order for that to work there'd need to be a fuckton of extra terrain added. And before you say "just have a really low flight ceiling", Pacific Threat's flight ceiling was like 30m in testing and people kept getting their helicopters stuck on the tops of trees because that's how short 30m is. And the Soviet base is already 8m above sea level so yeah... And no artillery units severely limits both teams' options in handling the land route and makes navy even harder for land to counter.

    Look..... I'm not trying to be rude or come out like an asshole, but.... a good Rocket soldier/Shock Trooper can be good against naval units.... You'll most likely see more tanks in the field instead of just infantry and artillery (maybe 1 or 2 tanks) oh and, don't forget that BUYING NAVAL UNITS IS AN OPTION! (if you didnt lose your naval production early game). A competent team can definitely counter naval units with rockets/subs/gunboats. your secondary fire on Destroyers/Msubs arent as useful as intended either due to them being inaccurate and having such short range... (Its a great idea that should be tinkered around with some more). Seriously though.... I know quite a bit of people who think the Artillery spam on the island is a bit... "dumb", so why not at least RUN ONE TEST or SOMETHING with the randoms/testers to see how the map plays out without ranged units for once. I mean... Its not too difficult to run a public test to get people's opinion.

  6.  

    I'll consider joining the next mafia game, even though i seriously have no clue what I'm doing, despite reading the rules a few times over....

    c6a4375f5a2909c3879547d89c1fd480073b54b2

     

     

    I believe it's absolutely fine. It's a great tactical game of wits and persuasion. Rules are few, and only to make it fair for everyone. Watch out of Cat5, Jeod, Chaos_Knight and Nodlied, they're the best there are. Each in a different way.

     

    Mafia teaches you to follow your instincts and rely on what you yourself think and believe. Teaches confidence.

     

    There is also me  :russkie: 

     

     

     

    I'm gonna watch out for FRAYDO, as he is not to be trusted anymore..... He raped my base in DTA a few days ago all over 2 soldiers being trapped in my general area.....

  7. I didnt really like the destructible bridges on Coastal.... The map goes: "First team to spam arty/support units on the island is 70% certain to win". With the bridges being destructible, it turns out to be: "The team that can hold the island and destroy the opposing bridge = no hope whatsoever for the team that cant push the enemy off the island". I still think Helicopters or just the removal of ranged units (Artillery/V2) should also be considered.... the map is very HEAVILY Biased to the team that spams the island the best, Naval units come second.

    but again, nobody listens to the guy who complains all the time. So, just take it as you will.

  8.  

    I can tell you right now that 3 Caps could definitely take on a Hind and at least heavily damage it to where whatever stray unit is in the field can finish the job.

     

    That's not a solution when the enemy has many Hinds. Unless two thirds of the Soviet team has ragequit when they were winning for some reason.

     

    I rarely see Hind rushes on large ground maps... Only Hostile Waters, Pacific Threat, sometimes on Stormy Valley, and VERY RARELY on Ridge War.

  9. Well, to quote a good friend of mine, "Everything is OP when the enemy is using it.  :v "

    FRIEND!? HOLY SHIT I HAVE FRIENDS! AND I THOUGHT MY ONLY TRUE FRIEND WAS A DEER AND AN ANIME CALLED FRAYDO!

     

    Does the Longbow count as a Hind counter? I mean, I basically can't go anywhere in a Hind when Longbows are in the air. You can't fight, you can't run...you just die.

    Longbows are the best counter to Hinds. Even without the APC's new gun, it would be pretty good against a Hind. Granted it wouldnt KILL IT, but it would be wounded.... The point would be "DON'T LOSE YOUR BARRACKS!" Buuuuuuuuuut, nobody gets that apparently. What if Soviets lose their War Factory? Shock Troopers/RPG are the only counter to vehicles if you dont count Volkov, as he isnt in most maps, and you cant really count the Shock Trooper either because he's not in too many maps either.

    Soviets lose Barracks? Well then, you lose Sniper/RPG/Shockie/FlameGuy/PocketArty/Volkov/Engineer. You lose a good amount of tried and true Anti-Infantry units if Mammoth Tanks/Tesla Tanks aren't an option..... Even then, Teslas are squishy, and Mammoth Tanks are just as slow as a MAD tank, and if you don't have Minelayers available? Well you better hope you got the repair cat, or some good teamwork because Allies WILL get into your base.... Look at BOTH sides of the coin first. Soviets and Allies both have very good units in their Barracks/War Factory. Hinds can EASILY be wounded (if not killed) if you know what you're doing, and you don't solo it like a lemming.... I can tell you right now that 3 Caps could definitely take on a Hind and at least heavily damage it to where whatever stray unit is in the field can finish the job. or just use it's direct counter if you cant buy rockets..... THE LELBOU.

  10. Well, if the Barracks goes down on a map that's not ToTheCore, Allies don't have very many good AA options. The APC seems pretty well suited for this niche.

    Well, how any video game logic would work: "if you lose a building, its your team's fault for not defending it well enough" 3 Captains can take down a Hind if they are good at AVOIDING THE HIND'S SPRAY..... They could also at least heavily damage the hind too, they have slightly longer range than the APC/Ranger anyways, as I have tested on Pipeline a few days ago. Cap could outrange flame towers just outside of their circle, while APC/Rangers had to get well within firing range in order for their shots to hit. All in All, the APC is good as it is, but its real role as an APC, is to: 1. Of course carry soldiers safely into battle coupled with being Mine Resistant, 2. Medium AP support, and 3. POSSIBLY harassing vehicles. I mean, Kaskins has 2 APC varients that are made for Anti-Aircraft if you want that....... slap the SIDAM turret or a Vulcan Chaingun on the APC to make it better against aircraft.... Thats my personal opinion though, but of course I'm probably wrong because "I complain about how everything is OP."

  11. Ran tests on all my hardware, and it all checks out.... I'll definitely order new sticks of RAM since EVGA told me that the RAM was slow. Once I get a stable income, I might just replace the CPU when the 4790K goes below $200 USD.

  12. Hey, Pushwall, if you want the APC to be an anti-hind measure for when the allied Barracks is down, it'd be realllly nice if said APC could hit a hind anywhere but maximum range. 

    What I'm saying is it needs several degrees more gun elevation.

    Also the Camos Canyon Soviet Defenses could use a shuffling or two so it's a bit easier for Allies to get into the soviet base during a start of map supply truck rush... Soviets can walk right in, Allies have to take a very narrow path with a ST at full speet, that doesn't always work because sometimes the flame tower is just too smart (or lucky, or your driver too unlucky) to be dodged.

    I mean, we have the special AA trucks and Missile soldiers for a reason here..... its like a more.... Well armored less DPS AA vehicle.

  13. Nice list of changes, thanks for the update. Hopefully the APC doesn't eclipse the Light Tank.

     

    But still nothing to the flamethrower and the grenadier? 

    Only change being infantry maps get totally destroyed by the Fire Nation attacking the Allies..... Fissure being the best example...

    but no, The APC isnt a choice over light tanks as they do less DPS than a light tank. They have a heavier gun, but its got a shorter range than the Cap, a bit more total damage output than the M60, more armor, and can transport support soldiers with it. Yes.... APC rushes are great on maps like Complex and Pipeline.... DO IT....... They also do a tad bit more damage to infantry if you land good headshots, which could be easier due to the rate of fire being noticeably reduced.

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