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Everything posted by MPRA2
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well I mean you can see the bubbles...... you'll look either more fabulous, or terrifying in battle though.
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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.
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Apocalypse Rising AR :: October 2016 Update
MPRA2 replied to Apocalypse Rising Team's topic in Red Alert 2: Apocalypse Rising
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. -
I sir, FUCKING LOVE YOU. THAT PINK SUB IS NOW MINE!
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Apocalypse Rising AR :: October 2016 Update
MPRA2 replied to Apocalypse Rising Team's topic in Red Alert 2: Apocalypse Rising
I still think this balance is better than APB's Balance. you got invulnerable terror drones!? what more could you ask for! -
HOT DAMN! I LOVE ME SUM UNEXPECTED JIHAD! Can I get a few hugs from the Uranium inside of that Ice Cream Truck?
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*sigh* its whatever then, I give up. #whiteflag
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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.
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I have bad times ALL the time bud... I am the ORIGINAL GENOCIDE RUN.
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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.
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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.....
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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.
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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....
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Games [POLL] Would you be interested in a simplified intermission mafia game?
MPRA2 replied to Jeod's topic in Forum Games
I MAY consider it, as long as I can be a Sandbag Wall in front of the Soviet War Factory. -
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.
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Apocalypse Rising AR :: October 2016 Update
MPRA2 replied to Apocalypse Rising Team's topic in Red Alert 2: Apocalypse Rising
Terror Drones, despite having no control whatsoever on their movement................ Are the best units in AR. -
FRIEND!? HOLY SHIT I HAVE FRIENDS! AND I THOUGHT MY ONLY TRUE FRIEND WAS A DEER AND AN ANIME CALLED FRAYDO! 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.
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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."
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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.
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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.
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LETS GET SPOOPY MENGELTEN! I sexually Identify as a Skelerocker.... I want you all to break your backs sitting in me.
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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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Still cant get it to work. downloaded it, and it gives me .dll launch errors.. so whatever.
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So after a few weeks of figuring shit out and talking to a computer support tech company, EVGA, and tech savvy friends on the interwebz. I have come up with 3 possible causes to my computer problems. 1. CPU going bad 2. Motherboard failure 3. RAM failure or Opsys corruption. any other help trying to narrow this down?
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Its most likely something to do with the scripts/game itself. it happens to me in Reborn and the Apoc Rising test, despite me having good enough hardware to run 3 instances of the game at once. turning off Vsync will definitely help, as it rarely drops below 60fps during heated and prolonged matches. Under is one of the maps that is real wacky with my computer though. Oh, it also occured frequently on earlier versions and sometimes the current version of dblaney and kaskin's Imperial Age, which confuses me a little bit. I always thought it was the size of the map and all the props/scripting in it. Rarely I would get massive problems on Pipeline when the sandstorm rolled in as well.