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Everything posted by Kaskins
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It is winter of 2020 and a bit as usually late i guess. But nevertheless is June August of 2021 here's would be the final update for Interim Apex before fully transitioning into custom armor.ini which may take a while before the changes is fully digested by the player-base. The reason the change log was delay partly to hotfix critical issue and changes that didn't get fully backtrack after reverted, adding on is to let the player's try out every single unit without knowing the surprise what they will find. For now no new maps until probably i think late this year or if I can my new PC hopefully, but map update is a possibility. PT-91M Pendekar, give it a spin. AMX-13/90, but during PvE/Bot match as team skirmish you may catch a few variants. T-82 is a new heavy tank for Nod replacing the T-62 tank slot, T-62 will be lower down a tier. My last time overhauling the Abrams tank line. The visual model enhancement overtime after i get to improve my modeling/unwrapping skill. BMP-1 replacing the BMD-1 model which will be subject to re-modeling. T249 Vigilante is a new GDI Experimental vehicle which cost a fortune but extremely fragile to play. Altay is a new MBT for Tier 5 for Nod. Tunguska has been overhaul and revamp. Classic_GreatWall_E06 not to be confused with Legacy_Greatwall. There are other new assets or content that will be as usually leak by me in bot match. Roadmaps or prediction of the future? Can't say that but what will probably happen is that. I will be able to get new PC soon probably in February after lunar new year which i may host my own test server for the upcoming newer build and possible some bot match there if you want to. Due to the PC component shortage in the industry this is very unlikely happening anytime soon. Estimate time would be end of the year or mid next year 2022. Do note that some of these changes i may have miss or remove due to the issue i was trying to resolve and many things were reverted due to an instability with the armor.ini where there is a chance when a match start everyone has 0 ammo and subsequently crash. Revamp VTOL Aircraft re-balancing. Bot match now functionally working on 15+ maps for both GDI and Nod. Experimental weapons or units will spawn during PvE/Bot Games so join in those game and pay attention!. I have lost count probably is few dozens of variation and variety. All the weapons of vehicle has been tweaked and based on the factor of the tier and weapon caliber size/type. All vehicles and unit score has been tweaked. Some bugs and glitches may occur such as GreatUnder as it require a re-do on the map vis. ZSU 57-2 deployed missing sandbag. Hotfix 3 will be a thing as this current changelog as it was a bit too late for hotfix 2 to be made it in. The critical issue such as Disruptor crashing the client has been resolve as well as 2 more model issue causing to crash has been rectified. Liquid Tiberium Truck did not spawn on most maps will be fix on Hotfix 3.
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Hi WMxHeadShot, There was this trick back of mining the ceiling inside the barrack. Let me show you. If a user place a proximity mine here on the ceiling it can indeed trigger if the user try to beacon on the roof or by simply walking on top. Thanks for highlighting me this issue i will re-locate the Beacon Pad to a suitable location to prevent such incident as is nearly impossible to spot and disarm. Tho unfortunately won't be fix in the upcoming patch/build. Perhaps maybe a re-design of the structure structure layout may also help to prevent proximity mine mining. I am thinking of having the pad open in the open area of the base where it could be cover by friendlies instead of it being near a structure.
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Before i go through each and one of those I am going to make it very clear that this won't change as it is fixed. Infantry unit pricing are based off Vanilla Renegade pricing and its location of most of the units ( exceptional of relocation of Hotwire by Dblaney1 ) and this is permanent already no more adjusted pricing. So those units you are seeing they are fixed prices, the only optional is i extend to 2nd page. So if you want things cheaper is either move around within the current slot preferably. Infantry weapons such as Vervack Piercing Sniper Rifle and Ramjet should be how it was or close to how is it in Renegade, although I do not agree with Ramjet shooting down Orca Assault Craft/Apache in 4 shots, in IA they needs to be at least 7 shots. Hitting weakspot you may destroy it with less than 4 shots is a bonus incentive. Any unit that is the same other than different outfit and armor type especially with + addon backpack grant 10% 20% 30% ( tied to their Tier ) more firepower per shot excluding 2nd fire. When suggesting such balance please do NOT take into consideration of !support/!Weapon/!Character/ and !Ammo as those are beyond my control. They will be replace by IA design variant which won't be anytime soon. Regarding Gunner. If gunner want to be Crush-able I am fine by revert back to its damage previous before the time when his damage were reduce and given non-crushable. Current damage per shot is 197, increasing to 249 ( upgraded 206 increase to 396 ) This is back when Gunner rush base was a thing. He is also radar visible and his range reduce to 130. Nod BRDM 6 Wheel doesn't have the ability to swim unfortunately, it will be rectify in the next build as it should not have swimming capabilities. This fix for this patch was so long pending at the side and it still not yet update the new one and players are finding this out thinking is a meta. Should it be swim capable? Hmm... Any maps that is not E06 will require a overhaul to fit with the new feature and addons units
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Fixed thanks
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It is spring of 2020 and a bit extremely late behind schedule. With the beginning of the year we can see the unfortunate events unfold such as the Covid-19 which affects many countries around the world as well as economical impact. I hope you all stay safe and not lose your career due to this unfortunate events. Now for the real reason why this post exist? Is another update to IA and we have made it into year 2020 and we are a half a year over already. That's fast am I right? M113 Vehicle further optimize by fixing detached polys, not only that there is a face lift for the M1064. M60 Patton is a new tank for GDI, planning to replace the TAM tank costing 1,000. Dilemma atm still thinking what to do with TAM tanks. FV101 Scorpion will be the new GDI tank replacing the X1A Brazilian Tank model. The top speed is at 16 m/s Nod SU-122-54 is a free upgrade! No string attach! Same price but different behavior and who knows? Is new and improved version. Screenshot of Vile Facility tweaked/adjusted locations. Now Vile Facility has Beacon, I forget about em. Also made some minor adjustments to the map. Vehicle Transition, now this has been something I been working on but I only applied to the newest unit and finally have a standardize it. Thanks to Learony for discussion with me here's the diagram of the priority location for the exiting crew. So the driver, passenger or crew will exit on number 1, follow by 2, 3, 4 ,5 ,6, 7 and lastly 8th. EDITED : At number 6 exit point has been removed due to some issues exiting where you can get at uneven terrain. Last but not least, there something I would like to show you, some might have know what is it. But this is going to be a 3rd party/individual upgrade I haven't finalize the name yet. But they will be consist of 3 main things, they are Armament, Equipment., Survivalibility. ( AES ). Therefore as Ignatio Mobius said :- "The possibilities of Tiberium... are Limitless!" The UI for the possibility to customize / upgrade individual vehicle is far from being a reality as this is just a stepping stone, might need to discuss with Dblaney on how and if is feasible or not. I was inspired and drawn to reference of Scud Storm mod since they did construction in the game, additional upgrade for vehicle like a repair drone and many more. Roadmaps? Can't promise that it will be in before end of 2020 but here's what I think is feasible to see. 1 new map and 1 remaster/remake map to be made it in before end of 2020, or more. Possibly to re-revist the train,tram and monorail unit. Perhaps that new map will see the light of day. Revamp VTOL Aircraft re balancing. Rework or give face lift to some older models that are in the game, I think about 10 vehicles. Begin working on overhauling existing infantry gun play. Finally, I will end this message with a long list of change log as listed below.
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There done, i haven't compile my render but it is a WIP is a working unit in the game but not officially in yet ^^. Btw stay tune for new tanks probably will replace the old vehicles, is for GDI side. I also need to prepare for the upcoming change log stuff.
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Back and I did a test on my end and it sees to deal damage against Nod Airstrip as well as other buildings with Explosive Disc. Btw Obelisk Gun is using Laser_noBuilding therefore they deal 0 damage to structure.
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Yes my apology for missing that one, have fix it and will be applying it in the next upcoming update. Thank you.
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Hmm strange, I am pretty sure Explosive Discs grenades should be able to destroy a building from outside and inside as well. Thanks for informing will get back to you in about 8 hours from the time this post goes up.
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Hi GibbletsnBits thank you for bringing this up, how does the spawn logic works currently is that I have a spawn points which will spawn a number of added preset to it. I may create a separate spawn powerups with different tiers to make them have lesser chance of spawning higher tier weapons. Do note that this will take some time to apply and I am not sure if this will solve the issue completely. I may take a look into it and toy around with its settings when I have a free time for it.
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Hi I see where this is going as it was brought up to my attention about 2 days ago. Been very busy with some other vehicles I am modeling it for IA and real life work related. So there is some tweaked which will be apply on the upcoming update for the Homeguard/Red Tide unit. Sticky Bombs/Grenades explosion (c4 type ) damage reduce from 128 to 114. Sticky Bombs/Grenades explosion radius reduce from 6 to 2.85. Sticky Bombs/Grenade detonation time increase from 4.1 seconds to 6.0 seconds Reload time for sticky bomb increase from 3.2 seconds to 5.7 In addition the ammo they carry will be now 3 from 5. The throwing distance was adjusted on the server side, it was originally if not mistaken intended for easier to place dynamite, and timedc4 on a vehicle. Sticky Grenade inherited the timed c4 logic and therefore is throwing range is further which I have a mix thought about it. So to destroy the building entirely an average time I calculated ( which took me to do so ) is about 33 seconds, you may try to be super micro and may get to 29 seconds the fastest in destroying the MCT. I didn't use !ammo as I tested it on lan so is not accounted for. But there is a catch, with less sticky bomb and without the !ammo call in, there is a small chance that even after you unload all the AT4 or Shmel launcher the building will stay alive. But above all Homeguard and Red Tide are only useful within the 5 minutes when the match start, after that their useful capabilities plummeted.
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Hi there and it is unfortunate that we meet like this where your actions causes a chain reaction and this make no excuses. We did put in the rule but i am afraid you may not get another chance as your repeated actions are more of an intention based from what I see. I would advise think properly before saying something next time.
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Suggested Balance Changes for Spring 2020 Build
Kaskins replied to notDMB's topic in Interim Apex AOW
Falcod use to get RedTide infantry and Supply Truck and killed 1 AGT within the 6 minutes on Industrial Strength. That is why I make it so that it must have a passenger so which take away 1 player off temp from contribution in the base or being a Attacker unit in the field. I am aware of the Economy thing and is something hard to entirely overhaul due to how it closely based off Renegade where before ya know it you have having 10,000+ within 15 minutes. -
Hi yeah, apology for tat was cleaning some weapons preset. The proximity mine was named "C4" instead of "Proximity_C4" and when I cleanup I forget to relink the powerup name.
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Hi der Paspt, thanks for reporting it. I already found the issue that it seems to be missing the model in the content file where the model failed to load upon upgrade. It will be in the changelog here.
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Hi Kickmofo Merry Christmas to you too, I heard is quite hot over there. Hopefully you do not have water rationing there. Anyway as for Nod it has come to my attention not long ago and I have been working to get a fix out, hopefully by 26th I have finish finalizing and roll out the next patch to somewhat make Nod more playable, i am aware one is partly due to the Stealth Tank being nerf which affect the overall Nod gameplay style. Thanks again for the heads-up and happy new year.
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Interim Apex Interim Apex 2019 November/Winter Build
Kaskins replied to Kaskins's topic in Interim Apex
Hi @shoverno2 thank you for the heads up. I will take this feedback into account regarding Nod being underwhelming to use. I perhaps maybe went to far and astray of that initial starting idea that GDI is easy to play than Nod. Fret not as the upcoming build will see some tweak in Nod Arsenal, for further update and patch notes do refer to the above change logs as I will update it time to time. My apology for the late response. -
Yeah Dblaney is not at the server so he can only temp disable it from being purchase as a temp solution. Before we apply the new patch and slowly tune from there I guess.
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Hi Kickmofo, thank you for bringing it up. It was brought to my attention roughly about 24 hours ago and I have push to Dblaney a temp hotfix, now is matter of time before Dblaney get on and apply it. The changelog can be found in the changelog list which I will edit over the time until a new major build is out. https://w3dhub.com/forum/topic/419189-interim-apex-2019-novemberwinter-build/
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Interim Apex Interim Apex 2019 November/Winter Build
Kaskins replied to Kaskins's topic in Interim Apex
Fixed hey thanks lol, when one is too tired and copy paste forget to make amendments. -
When you missed the Autumn-Halloween Build, the best is to push it out the following season, which is now. -To begin, the M113 Chassis has been revamp, for all M113 vehicles such as the M901 Tow, M579 Repair, M132 Zippo, M113 HVMS, and M113 ADATS. G6 Rhino is the revamp of the Nod famous Artillery unit. M113 Armored Personal carrier. Can be a Gun platform, a support or a utility vehicle. Vile Facility Remaster or shall we say Remake? Just like Winter Assault, Vile Facility took its original design from the old and remake from ground up to accommodate the future proof build of the upcoming units and its feature. It is 25% larger than the previous Vile Facility, which add various objects, props and structure from RA1 universe which currently is not in use but will be activated in the near future, it is by far the most detail map I ever made second to Winter Assault. I cannot say for sure but stay tune. Year 2020 ( "Wawasan" 2020 ) will be another amazing chapter. Added Construction Yard Added Communication Center Added Forgotten War Factory 90% of the buildings in this map you may enter. RA1 Advanced Power Plant, Ore Refinery and Radar Dome are in, their feature and usage are limited as their feature is not yet in. Screenshot near to Nod Power Plant Screenshot near to GDI Base by the abandon Ore Refinery ( Hint future usage ) Screenshot Water Pump house. Screenshot Fort Kick Ass, well is Container Fort. I recall OWA mentioned something about it. Changelog as listed below. Any hot fix will be edited on the change log above. Date will be included below...
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I do not know how does this explode out of proportion, but can't we all just take a step back and see what how far we escalate this unnecessary small issue regarding ending a vote cycle? Can't we just tolerate for a moment and be nice to each other? Yeah we made mistakes and sometimes our anger and frustration get the better of us, can't you both apologize for the current actions? Anyway I think this post sums it up and I don't think we need to further escalate it. I already talked to Roz to calm down. If you are not happy with my decision than it is unfortunate that this server maybe is not for you. Do please lock this topic.
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Hey guys just want to update, its been a year since when this game was 1st release on close beta and eventually early access and now is 1 year later and if you're curious of how far it has come, well now is the time to be adventurous to try out the game for yourself during the Free Weekend on Stream which will start on 30th August to 1st September For more in depth info here's the news on steam site. https://steamcommunity.com/games/505740/announcements/detail/1593633208467895475 Also reading news doesn't feel that good unless you're on the ground. So here's the link to try it out on steam. https://store.steampowered.com/app/505740/Eximius_Seize_the_Frontline/ EDITED : Well this what I do in real life job as a QA.
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The convenience help save time, the time to put effort into something that have higher priority. Sounds like excuses but is a reality is time is not on anyone side. But is very possible to restore and rebuild Obelisk & AGT back there we multiple ways. -Obelisk & AGT can be rebuild vial being repair to an extend ( Not sure if we want this ) -Obelisk & AGT can be rebuild by purchasing a vehicle from Conyard ( hence why Conyard has a Garage door like )and drive to build them. ( Player might abuse its location ) -Pickup restore and rebuild using donations? Could work but am I heading to that direction?
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Is because in IA the AGT and Obelisk are base defenses using Vehicle logic instead of a building logic like Renegade. There are pro's and con's for this setup and I already considered using Vehicle logic. Pro's 1st is because you can easily relocate without redoing vis. 2nd you do not need to cut holes and weld it later. 3rd you can have multiple obelisk and agt's 4th no MCT which prevent camping afk-repair ( not really but his less protected than in building ) Con's No interior thus no spawn point + PT It ties to 1 Power Plant only, so if you have more than 1 AGT/Obelisk require multiple power plants? There were work around I think but is Research & Development again to find out. However is still quite possible to restore Obelisk/Agt one way or another but I am afraid this will make the match lean more to camping and defending. I might be wrong.