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Posts posted by Kaskins
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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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- Popular Post
- Popular Post
It is
spring of 2020 and a bitextremely 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.
IA changelog since of 14/2/2020
Fix T-70, T-90, and BM-8-24 of a hidden turret bone armor.
Infrared Stealth Tank Laser Splash damage fix from 30 too 3.0 a mistake typo.
Fixed Vile Facility Spotlight have no collision to prevent Beacon placement.
Added beacon pad in Vile Facility construction yard basement.
Fixed BRDM-2/BRDM-2AT thanks to Rozpierdalator.
Fixed Vile Facility Power Plant basement beyond the door no longer able to place beacon. Due to some glitch the player's creativity I have decide to maybe say that the it doesn't have reception underneath the Power Plant due to the electronic interference and the amount of radiation is trying to contain. Kinda poor description but preventing cheesing gameplay. There some minor visual issue on Vile will be patch down the road.
Suspense added some spotlight on the buildings like Vile Facility Power Plant and Refinery.
Follow by all the power plant that has a basement will a no beacon zone.
Major changes to base defenses because tied to defense scripts. If you are 10-15 meters from base defenses who are unable to detect you, they can now spot you!
Major changes to all land base vehicle traction, is behavior has been change in a way of handling it maybe somewhat different. I need to do this in order to fix vehicles climbing up hills.
Damage overtime/ lingering damage/ burn effects.
Damage type Previously % Currently % Laser 1.0 0.75 Laser_NoBuilding 1.0 0.75 Fire 1.0 0.75 Chem 1.0 0.8 Electricity 1.0 0.97 CNC_Flamethrower 1.0 0.90 CNC_Chem 1.0 0.95 Untouched Flamethrower 0.5 0.5 Explosive 0.1 0.1 Explosive_NoBuilding 0.1 0.1 C4 0.5 0.5 Ion_Cannon 1.0 1.0 Nuke 1.0 1.0 Nuke_Beacon 1.0 1.0 Ion_Beacon 1.0 1.0 The Chart above shown that the percentage/chances of you getting set to certain buff/de-buff. 1.0 = 100%, 0.1 = 10% So if a "Laser" warhead shot you there 3/4 times you will be ignited
Burn damage from Fire
Duration increase to 7 seconds from 10 seconds, damage Scale reduce to 4 from 10.
Burn damage from Chem
Duration increase to 9 seconds from 10 seconds, damage Scale reduce to 2 from 10.
Burn damage from CNC_Fire Improved Fire
Duration increase to 10 seconds from 10 seconds, damage Scale reduce to 4 from 10.
Burn damage from CNC_Chem Improved Chem
Duration increase to 17 seconds from 10 seconds, damage Scale reduce to 2 from 10.
Burn damage from Electric
Duration reduce to 5 seconds from 10 seconds, damage Scale reduce to 9 from 10.
Tweaked the T-35 Upgraded model.
BRDM-2 and BRDM-AT Fixed wheeled material.
G6 Howitzer model readjusted, the barrel is now correctly size at 155mm.
T-54, T64 model readjusted - Transition of entering exiting behavior changed.
SU-122-44 free upgraded to SU-122-54 model. Transition of entering and exiting behavior changed.
T-95 Black Eagle Tank model readjusted. the barrel is now correctly size at 120mm. Transition of entering and exiting behavior changed.
T-95 Black Eagle Tank non-upgraded variant have a better cover near the turret ring.
M1A2 Abrams Tank model readjusted, the barrel is now correctly size at 120mm. Transitioning of entering and exiting behavior changed.
M113 SIDAM Model readjusted, Transitioning of entering and exiting behavior changed.
M113 HVMS model readjusted, barrel is now correctly size at 60mm and 90mm respectively. Transitioning of entering and exiting behavior changed.
M113 ADATS model readjusted, barrel for the adats missile/tube 152mm respectively. Transitioning of entering and exiting behavior changed.
M579 model readjusted, transitioning of entering and exiting behavior changed.
M1064 model has a facelift, behavior when firing mortar changes. Entering and exiting behavior changed.
T88 Hellcat 105mm model readjusted, barrel is now correctly resize to 105mm gun. Transitioning of entering and exiting behavior changed.
T88 Hellcat 105mm vehicle stats/behavior may have change.
Churchill Tank model readjusted with the barrel correctly size at 57mm. Transitioning of entering and exiting behavior changed.
Mk.2 Daimler Armoured Car model readjusted, with the barrel correctly resize to 40mm. Transitioning of entering and exiting behavior changed.
Mk.2 Daimler vehicle stats/behavior may have change, it top speed is beyond 20m/s.
Crusader Mk.3 Mk.1 AA Gun model fix for the upgrade variant a floating hidden mesh, transitioning of entering and exiting behavior changed.
Crusader Mk.3 Mk.1 AA Gun Weapon tweaked, now the HEFI-T rounds has velocity faster than 400m/s
Tick Tank 90mm, Tick Tank Firebug and Tick Tank 120mm the model all has been re-exported with its suspension adjusted.
Lt.Adriana and Commissar EMP grenades will no longer be able to refill. Please re-buy the character again to use it.
<Structure / Base defense changes>
Ceiling Gun health reduce to 50 from 100.
Pillbox Health reduce to 400 from 600.
Laser Turret Health increase to 350 from 300.
<Vehicle Weapon Changes>
GDI Tow Humvee /BGM-71E reload time reduce to 4.1 from 4.6
BMD-1 73mm Gun reload time increase to 1.43 from 1.4
BRDM-2 9M11/AT variant fix was using a Tier 3 weapon instead of Tier 1 BRDM upgrade.
6 Wheel BRDM fix Machine Gun ammo count usage
6 Wheel BRDM all get a facelift.
M113 fix Machine gun ammo count usage
Centurion Tank reload time increase to 1.77 from 1.7
Challenger 2 reload time increase to 2.0 from 1.95.
Churchill Mk.4 57mm reload time reduce to 1.38 from 1.46
FV4005 reload time increase to 9.31 from 7.85
FV4005 reload time for deploy maintain at 7.32
Hover MLRS reload time reduce to 3.75 from 6.4
M1A2 Abrams reload time increase to 2.1 from 1.85.
M24 Chaffee reload time increase to 1.37 from 1.32
M3A1 Bradley 75mm Gun reload time reduce to 1.57 from 1.62
Mirage Tank change weapon from 105mm gun to 120mm gun.
Sheridan reload time increase to 2.16 from 1.82
M270 MLRS standard default rocket change to M31 Ultinary Missile which is double the strength of its previous. To 113.5 from 58 per missile
M270 MLRS undeploy will NOT chase target's. ( Only deploy mode will able to chase target's )
M270 MLRS deploy damage increase to 128.5 from 113.5.
M270 MLRS M26 Cluster Airburst now fire 12 rockets instead of 6 previously.
M270 MLRS Reload Time 8.2 seconds ( Deployed reload time 10.5 seconds )
M60 Patton Upgraded Model added.
Mammoth Tank Mk.I 120mm increase reload time to 3.0 from 2.75.
Mammoth Tank Railgun increase reload time to 4.0 from 3.75.
Mammoth Tank Missile Tusk 60mm Missile explosion radius increase to 11.25 from 6.0.
Mammoth Tank Missile Tusk 60mm Missile explosion damage increase to 90 from 60.
Mammoth Tank 36 Inch gun increase range to 310+ from 280. ( to engage naval from land. )
Mammoth Tank 36 Inch gun shell damage increase to 1800 shell_nobuilding from 1690 shell_nobuilding.
Matilda Reload reduce time to 1.38 from 1.46.
Merkava Tank Mk.3 reload time increase to 2.1 from 1.92.
Merkava LAHAT 105mm Missile range increase from 190 to 230.
Mirage Tank reload time increase to 2.8 from 2.4
Mk.2 Daimler Armoured Car reload time reduce to 1.3 from 1.37
Mk.19 Humvee Grenade Launcher range increase to 212 from 200.
Mk.19 Humvee Grenade Launcher velocity reduce to 40 from 65.
Mk.19 Humvee Grenade Launcher damage increase to 95 steel from 80.
OF-40 reload time increase to 1.8 from 1.62
T-34/OT-34 reload time reduce to 1.48 from 1.55
T-34 will be replacing the OT-34, phrasing out the flamethrower variant for now.
T-34 get a face lift or model clean up. ( New PT ICON included )
PT-91 Pendekar reload time increase to 1.98 from 1.95.
Stridsvagn 103reload time reduce to 1.92 from 2.1.
T-35 45mm Gun reload time reduce to 3.7 from 4.75
T-54 reload time reduce to 1.7 from 1.75
T-62 reload time increase to 2.9 from 2.75
T-70 45mm gun reload time reduce to 1.32 from 1.39
T-95 reload time increase to 2.16 from 1.95
Tick Tank 90mm reload time increase to 1.75 from 1.62
Tick Tank 90mm deployed reload time increase to 1.4 from 0.97
Tick Tank 90mm Deploy time increase to 8 seconds from 7 seconds from 6.9
Tick Tank 90mm got a minor face lift on the gun
Tick Tank 120mm reload time increase to 3.2 from 2.88.
Tick Tank 120mm deployed reload time increase to 2.56 from 1.73
Tick Tank 120mm Deploy time increase to 8 seconds from 6.9
Tick Tank 120mm got a minor face lift on the gun
Tick Tank Firebug Deploy time increase to 8 seconds from 6.9
Tick Tank Firebug got a minor face lift on the gun
Tick Tank Firebug Hornet shot has been rebalance using a shortgun preset called Canister Shot
Tick Tank firebug Burst fire damage reduce to 4 ammo from 5 ammo.
Tick Tank Firebug Burst fire damage ( total after 4 shots) reduce to 1080.4 damage from ( 5 shots ) 1,600
Tick Tank Firebug burst fire rate of fire reduce from 3.0 to 2.7.
Tick tank Firebug burst fire burst increase to 37 from 10.
Titan 105mm Gun reduce reload time to 1.8 from 1.87
Titan Railgun 105mm gun reload time increase to 3.3 from 3.15
Infrared Stealth Tank Laser reduce from 64 to 60 Laser Damage.
Infrared Stealth Tank Laser Primary beam has been set to deploy mode which is 3 seconds.Remove last min changes.Blackhand Stealth Tank reduce the overall speed by 0.8m/s - 1.0m/s
Blackhand Stleath Tank turn rate reduce to 46 from 48.
Blackhand Stealth tank tilt rate reduce to 28 from 32
Blackhand Stealth Tank missile velocity reduce to 66 from 70.
Blackhand Stealth Tank Missile increase to 90 from 88.
Tesla Tank add 1 more bolt so is 4x90 instead of 3x88.
Tesla Tank splash damage increase to 22.5 to from 45.5 laser_nobuilding. ( reference wrong fixed already )
M270 MLRS damage increase to 113.5 from 58.5 per missile.
Littoria Battleship armor reduce to 1,600 from
Iowa Battleship armor reduce to 1,750 from 2.000
Zara Class Cruiser armor reduce to 900 from 10,00
Atlanta Class Cruiser ship armor reduce to 750 from 900
Hind per bullet damage set to 12.7 steel_noBuilding ( original hind damage was at 23.5 steel_nobuilding. )
Comanche no longer remain stealth when is moving and firing.
Orca Assault Craft Anti-Tank, Escort HP increase to 500/500
Apache Anti-Tank, Escort HP increase to 500/500
Kawasaki OH-1 increase from 410 to 440/440.
Slot 6 Tier 3 unit price increase to 900 from 800.
- Blackhand Stealth Tank
- Infiltrator AT
- Nod Devil Tongue Flame Tank.
Hellcat T88 HE / HESH damage increase to 381/530 from 193/600.
G6 Artillery HE / HESH damage tweaked to 592/823 from 626/940
ISU 122 HE / HESH damage increase to 1072/1544 from 1156/1466
Koksan 170 HE / HESH damage increase to 636/884 from 681/965
M107 SPG HE / HESH damage increase to 1237/1767.5 from 875/960
M109 Paladin HE / HESH damage increase to 703/782 from 652/715
M110 Howitzer HE / HESH damage increase to 1435/2050.3 from 1015/1128
T-34/D-30 HE / HESH damage increase to 443/616 from 219/610
GCT 155 HE / HESH damage increase to 699/948 from 626/850
Littoria Battleship increase its engine power torque from 181,000 to 1,081,000 which increase the speed by a bit.
<New Camera profile apply to>
Mammoth Tank 120mm Gun, Mammoth Railgun, 36 Inch.
AMX-30
Sheridan
A15 Crusader
T88 Hellcat 105mm
HOVER MLRS
M270 MLRS
Archer
M60 Patton
Mk.2 Daimler
Churchill Tank
M109 Paladin
T-54, and T-62.
8 Wheeled BRDM-2, Autocannon, KPVT, Spitfire.
G6 Arty,
Stridsvagn 103
M50 Ontos
Tesla Tank
Wiesel 1
M2 Bradley 75mm , M6 Linebacker 25mm
SU-122-54.
T-95 Black Eagle 125mm Gn.
ZSU-23-4 Shilka
Sprut-SD 125mm.
T-34 76mm, 85mm, 100mm, and 53mm.
ASU-57, ASU-76.
T-70, T-90, Bm-8-24
Centurion Tank 105mm, FV4005, ARVE.
<Infantry Combat Drastic Changes>
In preparing for the not too distance future of the weapon upgrade and customization a drastic changes to the infantry weapon take place. But behind it a formula i use can be quite complex so I leave the complexity behind.
IonCannon Beacon explosion radius reduce to 32.5 from 41.00
Nuclear Beacon explosion radius reduce to 32.5 from 41.00
AK-107 damage changed to Shrapnel 16.88 from steel_nobuilding 14.000Ak-108 damage changed to Shrapnel 23.180 from steel_nobuilding 19.000Anti Tank Rifle ( Nod ) increase damage to 55 from 50. Non-upgraded only has the changes.
AT4 fixed for the Shotgunner Class for both factions. It will start with 1+3 instead of 1+2. ( This can be resolve if you use refill at the PT upon Purchase )
AT4 CS ( improved ) after upgrade. Increase ammo capacity to 1+6 from 1+5.
DMR damage reduce to 76.2 from 150 Shrapnel.
DMR damage improved reduce from 81.3 from 187.5
Dp-27 damage reduce to 21.64 from 46.36 shrapnelDp-28 damage reduce to 24.44 from 61.81 shrapnelEMP Grenade safety time increase to 1.0 from 0.55
F1 Famas reduce 17.62 from 26.5 shrapnel.F1 Famas Burst reduce to 20.12 from 21.5 shrapnelG2 Famas reduce to 23.18 from 32.00 shrapnelG2 Famas Burst increase to 30.18 from 25.00 shrapnel.FN2000 reduce damage to Shrapnel 17.62 from steel_nobuilding 14.00Fn2000 Improved reduce to Shrapnel 23.18 from steel_nobuilding 17.5.Mutant Sniper Rifle reduce damage to 32 steel from 64 steel_nobuilding
Tiberium Auto Rifle reduce damage to 18 from 21 TiberiumBullet.
Krestal Grenade launcher damage increase to 100 steel from 95 steel
M4 Carbine damage increase to 15.62 from 13.00 shrapnel.M4 Carbine improved reduce to 21.18 from 37.5 shrapnel.M4 Silencer reduce damage to 11.12 from 16 shrapnel.M4 Silencer Improve reduce to 11.12 from 21 shrapnel.Mantis Tiberium Rifle reduce damage to 21 from 28 TiberiumBullet
Melta Gun reduce rate of fire to 7.8 from 8.0. ( Improved at 8.0 )
Melta Gun reload time increase to 2.680 from 2.580. ( same goes for improved just +0.1 )
Melta gun range reduce from 75 to 60 ( upgraded reduce from 90 to 78 ).
Raptor Rifle reduce damage to 12 from 16 shrapnel.
Improved Raptor rifle reduce damage to 19 from 20 shrapnel.
SVD rifle reduce damage to 76.2 from 155.5.
Lee Enfield rifle reduce to 110.2 from 227.5
Lee Enfield Rifle improve reduce to 120.5 from 284.5
Lee Enfield Rifle Scope reduce damage to 125.2 from 175.
Lee Enfield Rifle Scope improved reduce damage to 135 from 218.75
Sako TRG-22/42 damage reduce to 78.2 shrapnel from 265 shrapnel. Both TRG's now have visible bullet tracer.
Ramjet increase damage to 230 shrapnel ( Upgraded 345 ) from 220 shrapnel ( Upgraded 330 )
Personal Ion Cannon damage increase to 145 from 109. ( upgraded is 159 )
Personal Ion cannon explosion damage warhead change to 17 Fire Warhead previous was at 54 Electricity Warhead.
Added the missing backpack Mendoza to the 2nd slot moving the Mendoza Firesuit to slot 3.
Mendoza Backpack is the one who cannot swim and has unlimited shocking power.
Mendoza Backpack will have its own volt rifle damage increase by 10% ( this applies to Flamethrower backpack and Chem Sprayer backpack. )
Petrova Mutant price increase to 1,350 from 1,050.
Tarantula Laser Chaingun laser damage reduce to 11 from 12.
Tarantula Laser Chaingun capacity reduce to 90 from 150 ( upgraded reduce to 120 from 200 )
Stinger damage reduce to 490 ( Upgraded 550 ) from 690 ( upgraded 780 )
<Infantry bullet projectile changes.>
I am slowly transitioning/updating the infantry combat ammo presets.
There will be 3 common ammo. FMJ, HP/JHP, and AP rounds. There will be other bullet types down the road.
Shotgun currently will have Buckshot, FRAG-12, and Incendiary shot. Varies more different shotgun shells are being tested in R&D.
M4 Carbine increase to 19.1 ( Upgraded 22.1 ) from 13 shrapnel ( upgraded 37.5 )
M4 Carbine Silencer increase to 20.56 ( upgraded 22.96 )= 16 shrapnel ( upgrade 21 )
F1 Famas increase to 26.9 ( upgraded 29.92 ) from 26.5 shrapnel ( upgraded 32 )
F1 Famas Burst to 3x14.93 ( upgraded 3x17.94 ) from shrapnel ( upgraded )
Ak--107 change to 22.4 shrapnel ( upgraded 30.86) from 14 steel_nobuilding ( upgraded 19 )
FN2000 change to 26.02 shrapnel ( Upgraded 29.02 ) = 14 steel_nobuilding ( upgraded 17.5 )
DP-27 increase to 20.59 ( upgraded 23.59 ) from 21.64 shrapnel ( upgraded 61.81 )
C.Kodiak change to 40.48 shrapnel ( upgraded 43.47 ) from 58.8 Steel ( upgraded 60.1 steel )
D.Eagle change to 34.49 shrapnel ( upgraded 37.49 ) from 25 Steel_noBuilding ( Upgraded 45.7 )
Beretta 92 reduce to 15.3 shrapnel ( upgraded 18.3 ) from 19 ( upgraded 24 )
Beretta 92FS reduce to 15.3 shrapnel ( upgraded 18.3 ) from 19 ( upgraded 24 )
Beretta 93R machine pistol reduce to 12.24 shrapnel ( upgraded 14.54 ) from 19 ( upgraded 24 )
HKVP70 reduce to 15.26 shrapnel ( upgraded 18.26 ) from 19 ( upgraded 24 )
HS2000 reduce to 15.12 shrapnel ( upgraded 37.49 ) from 19 ( upgraded 24 )
CS-75 reduce to 15.3 shrapnel ( upgraded 18.3 ) from 18 ( upgraded 24 )
CS-75 Semi Auto reduce to 12.24 shrapnel ( upgraded 14.54 ) 19 ( upgraded 24 )
G-17 reduce to 15.24 shrapne from 32 Shrapnel
VP70Z 15.26 shrapnel ( upgraded 37.49 ) from 19 Shrapnel ( upgraded 24 )
Calico M960 13.05 shrapnel ( upgraded 15.3 ) from 21 Shrapnel ( Upgraded 28 )
Calico M950 11.71 shrapnel ( upgraded 13.71 ) from 12.8 Shrapnel ( Upgraded 19.5 )
SDT-Vulture Shotgun shrapnel damage increase to 9 bullets x19.680 per shot ( improved 9x22.68 ) from ???
AA-12 Incendiary 11.34 Flamethrower Damage ( Upgraded 14.34 ) from.
AA-12 FRAG-12 5.25 steel_nobuilding ( upgraded 8.25 ) from.
Double Barrel Shotgun shrapnel damage increase to 9 Bullets x 19.68 per shot from 16x32.32
Kevlar Shield shrapnel scale reduce to 0.78 from 1.0
Kevlar shield steel scale reduce to 1.25 from 2.0
Kevlar shield steel_nobuilding scale reduce to 1.4 from 2.0
CNCVehicleLight Armor Shell scale increase to 0.6 from 0.4
CNCVehicleMedium Armor Shell scale increase to 0.4 from 0.35
Infantry Changes
Tier 0 Infantry such as Rifleman, Shotgunner, Sharpshooter, and Engineer were grant to heal up to 70% of your total hp if not in combat within 30 seconds. It grant 1 Hp per 1 seconds for non-mutants.
The Forgotten Mutants will grant up to
70% of total hp for Mutant Assault & Demolisher 7 hp per second. Only if not take damage for 20 seconds.
50% of the total hp for Scavenger & Assassin 5 hp per second. Only if not take damage for 20 seconds.
30% also Templar & Marauder 3 hp per second. Only if not take damage for 20 seconds.
Not only this reference/inherited from APB's infantry regen logic but I do not wish to confused or affect with the future build where facilities such as Hospital will grant HP over time.
As of June 16th to 8th July
Change the shoregun explosion for GDI/Nod 381/390 Explosion damage to Fire Damage. ( Ship armor is CNCBuildingLight which is 0.35 for Fire ).
Increase the Shoregun shell for GDI/Nod to 1270/1300 shell from 1200/1250. (Ship armor is CNCBuildingLight which is 0.1 for Shell ).
M270 MLRS 2nd fire reduce rate of fire from 0.5 to 0.32.
M270 MLRS Deploy 2nd fire missile no longer track any vehicles and reduce the turn rate from 68 to 53 degree/second.
Map adjustment Suspense, added both GDI and Nod Power Plant ladder transition.
T-95 change to use same gun presets like PT-91
Shilka damage increase to 13.875 from 11.5 Steel_nobuilding
Tunguska damage increase to 18.75 from 15.00 Steel_nobuilding
Mitsubishi Type 87 35mm damage increase to 21.875 from 17.5 Steel_nobuilding
Tarantula Laser Chain gun damage increase to 12 from 11 laser. ( Upgraded to 15 )
Tarantula Laser Chain Gun upgrade fix ammo capacity to 480 from 48.
Flame Tower fix the target bone.
Fix more vis on Forgotten Silo
Dblaney added Moonsense ai bot.
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On 2/28/2020 at 1:37 AM, shoverno2 said:
Well, i found THIS!
The Soviet flame long range tank object 483!
and some info http://tankmuseum.ru/ob483/
I think it's just need to be in game. It's own base - T-54, so almost half "meshes"(i wonder) already exist.
Maybe some disraptor type Nod fraction vehicle...
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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1 hour ago, GibbletsnBits said:
It seems to me that the random weapon pickups that have littered the maps recently (not crates) are way too powerful of weapons to just find on the ground. I found a nuke beacon and a PIC just sitting in the destroyed RA refinery building right outside the enemy base in Vile (lots of other maps have this problem to) at the beginning of the game. I hope some changes can be made so that either the low tier weapons or mid tier weapons can be picked up for free scattered around the maps and once the game has matured then the high tier weapons can spawn. Thoughts?
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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42 minutes ago, notDMB said:
A cooldown increase would be nice.
Also if resupply tanks worked on the driver they would simply encourage even more lone wolfing. Their design is to encourage team play. You said it yourself, why would you ever buy a resupply tank if you can’t resupply yourself? That’s the mindset for why !ammo will never be removed because this player base just doesn’t really care about playing support that much. The few players who do get repair tanks. And I can hardly blame them, it’s not like you get points or veterancy for doing it. You don’t get a ton of veterancy for repairing, but repairing is the fastest way to make money in this game. Even faster than hitting buildings (though killing them nets even more, but that’s not exactly something you can farm.)
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.
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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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20 hours ago, der Papst said:
This bug exists since at least a few weeks:
If you build a 183mm Stage II in GDI's War Factory at mt. bog, it spawns either invisible or underground. You can sometimes enter it but you can't drive it out of War Factory (as it should normally do by itself)
It's destroyed when the next vehicle is produced.
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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On 12/7/2019 at 10:16 PM, shoverno2 said:
Broken update. Dragon TOW rocket, that applyed to Nod bike, now worth nothing. And there are buffed OP mamonth tank railgun 120? Why? Actually GDI should be nerfed well and Nod need buff well. So, for exemple, flame tank. Almost anyone doesn't use it. Every Nod Flames need buff. What about GDI? Well, almast everything here deals too many damage.
Really, this update made game unfair.
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.
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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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6 minutes ago, Nodlied said:
Draft?
Fixed hey thanks lol, when one is too tired and copy paste forget to make amendments.
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- Popular Post
- Popular Post
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.
IA Change log as of 1st September 2019, updated to November 21st.
Mammoth Tank Health & shield Increase from 900 to 950
Mammoth Tank Score from 90 to 95
Mammoth Tank recovery vehicle repair increase from 200 to 220.
Mammoth Tank recovery Health & shield increase from 750 to 950
Disrupter Health & shield increase from 1580 to 1600
Disrupter Score from 158 to 160
Disruptor range increase from 88 to 100
Stealth tank speed reduce by 1/ms
Ezekiel Turn rate increase from 0.4 to 0.41
Ezekiel Missile Turn Rate reduce from 100 to 85.
Ezekiel Missile now fire 1 at a time instead of 2 at a time.
Increase Blackhand Stealth Tank reload time from 1.67 to 1.75.
PT-91 Pendekar Speed increase by 0.1m/s. 12.5m/s to 12.6m/s
M132 Jumbo Flamethrower increase direct hit damage from 1.0 to 1.32 Fire damage.
AMX-30 20mm Autocannon Explosion/Splash damage reduce from 20 steel_nobuilding to 10.
Mirage Tank speed increase ( forget the value will add it pending )
Phase Tank rate of fire reduce from 9.1 to 7.0.
Stealth Tank Turret Turn rate reduce from 64 to 55.
M113 HMVS turn rate reduce from 0.46 to 0.4 when you lagging you may notice it teleports its rotation.
X1A reload time increase from 1.52 to 1.9
Elbrus Health + Armor increase from 520 to 870
M109 Paladin Gun depression reduce from -5 to -2
GCT 155 Gun depression reduce from -5 to -2
G6 Rhino Self Propelled Gun reduce from -5 to -2
Koksan gun depression reduce from -5 to -2.
Increase T-70,T-90 and BM-8-24 from 7.68m/s to 12.95m/s
Reduce turn rate of T-70, T-90 and BM-8-24 from 0.28 to 0.2
Mammoth Tank 120m Gun range increase from 150 to 164
Mammoth Tank 120mm Railgun range icnrease from 145 to 155
Mammoth Tank 120mm Gun, Mammoth Tank 120mm Railgun and Mammoth Tank Recovery vehicle Health and Armor increase from 900 to 950.
Reduce Hover MLRS speed from 20.8/s to 19.5m/s
Tesla Tank Health and Shield increase from 330 to 490.
Black Eagle Tank Reduce reload time from 2.1 to 1.89
P-270 Weapon on the OSA Class Missile disable chasing on tracking.
Vosper Torpedo Boat and G-5 Motor Torpedo Boat its weapon Torpedo velocity increase from 30 to 60.
M1A2 Abrams 120mm increase engine horse power, speed increase by 0.5 from 11.7 to 12.20 average.
Shock Trooper Upgraded weapon and non upgraded weapon fix the accidentally swapped ammo.
Portable Tesla Coil weapon electric damage reduce 96 to 90.
Improved Portable tesla Coil weapon electric damage reduce 109 to 101.
X1A Brazilian Bernardini health and armor reduce from 410 to 380
X1A brazilian Bernartini Tilt rate reduce from 40 to 32
X1A Brazilian Bernardini Turn rate reduce from 64 to 50
Centurion ARVE increase reloading time from 10.2 to 12.375
Centurion ARVE reduce speed from 10.25 from 12
Centurion ARVE velocity reduce from 160 to 83
Centurion ARVE projectile gravity increase from 1.65 to 2.25
Advanced Guard Tower ground unit range increase from 184 to 190
Fix ASU-57 APCR to have its own explosion rather than a generic preset damage of 100. New value as 57 Explosion at 2m Radius
Fix Black Hand Light Tank APCR to have its own explosion rather than a generic preset damage of 100. New value as 75 Explosion at 2m Radius
Fix G13 APCR to have its own explosion rather than a generic preset damage of 100. New value as 75 Explosion at 2m Radius
Fix SU-85 APCR to have its own explosion rather than a generic preset damage of 100. New value as 85 Explosion at 2m Radius
Fix SU-122-44 APCR to have its own explosion rather than a generic preset damage of 100. New value as 122 Explosion at 2m Radius
Fix Archer APDS to have its own explosion rather than a generic preset damage of 100. New value as 76.2 Explosion at 2m Radius
Fix FV4005 APDS to have its own explosion rather than a generic preset damage of 100. New value as 183 Explosion at 2m Radius
Fix HVMS APDS to have its own explosion rather than a generic preset damage of 100. New value as 60 Explosion at 2m Radius
Fix Tortoise APDS to have its own explosion rather than a generic preset damage of 100. New value as 92 Explosion at 2m Radius
Titan 105mm Railgun added a super charge chargeup time to 2.1 second
Titan 105mm Railgun rate of fire reduce from 0.23 to 0.2 for railgun super charge
Titan 105mm Gun reduce reload time from 1.92 to 1.87
Titan 105mm Gun Damage reduce from 450 to 430 Shell_NoBuilding.
Titan 105mm Railgun reload time increase from 3.0 to 3.15
Titan 105mm Railgun reduce range from 196.96 to 165.44
GDI Spy steal rate reduce from 80% to 60% of the total amount of credits per opposition player.
SSM MLRS MGR-1 Honest John increase damage from 630 to 813 per missile.
Carl Gustov reduce damage from 692 to 672
Carl Gustov improved reduce damage 872 to 747
Carl Gustov ammo capacity reduce from 1+7 to 1+5
M50 Ontos increase damage from 310 to 318 per shot
GDI Bomber Shield and Health are now at 520
Banshee has 560 Health & ShieldImproved Rocket Soldier weapon has no scope now.
Mammoth Tank 36 inch spray reduce from 1.82 to 1.41
Nod Commissar radar fix and show human indicator previously set to None.
Tweaked 2nd fire for Rocket Soldier explosion damage radius.
Increase price for Nod 800 to 850 due to inflation.
Nod Devil Tongue Flame tank increase price to 850 from 800
Nod Blackhand Stealth Tank increase price to 850 from 800
Nod Infiltrator AT increase price to 850 from 800
Nod MSA has been relocated to cost 1550 and set to tier 2 from costing 800 and is tier 3.
Demolition Timed C4 now have a 1 second require charge-up timer to place.New M113 and G6, the stats are new so the behavior of driving it is new therefore i am unable to provide the change log other than these vehicle has been replace.
M113 Overhaul
M132 Zippo Overhaul
M113 ADATS Overhaul
M113 HVMS Overhaul
M901 TOW Overhaul - Require undeploy and redeploy to reload it's ammo. Will be fix in the next hotfix.
M579 Repair Overhaul - Upgraded model has issue applying in hotfix.
Phase Tank Overhaul
G6 Artillery OverhaulAll M113 armor has been changed from CNCMCTSkin to CNCVehicleHeavy, same goes for Nod BRDM six wheeled.
Armor weak spot changes
Vehicle Ammo Hatch/Ammo Rack multiplier reduce from 8.0 to 4.0
vehicle Engine Weak spot multiplier reduce from 2.25 to 1.75.
Vehicle Hatch weak spot multiplier reduce from 2.15 to 1.6.
Vehicle Rear weak spot multiplier reduce from 2.0 to 1.5.
Vehicle Side Hull weak spot multiplier reduce from 1.8 to 1.3
Vehicle Sight/Optics Sight weak spot multiplier reduce from 1.4 to 1.35
Vehicle Turret weak spot multiplier reduce from 1.25 to 1.2
Tweaked overall AP rounds.Map :
Vile Facility remaster refer above.
Roughly idea upcoming build.
-velocity of vehicle Meter/second will be included in PT icon to replace speed rating very slow, slow, average, fast, very fast. ( Still pending )
-Naval Units PT Icon will be included in next build ( Still pending )
KNOWN ISSUE
-Some Issue of the Vile Facility VIS issue
-Iowa battleship and Littoria Battleship turn rate issue.
-Vile Facility E06 GDI Base near the abandon Ore Refinery 1st floor ladder no Vis - Thanks to Someby * need name recorrection *
-M579 Deployed and Upgraded does not have a Muzzle therefore it can only repair forward. - Thanks to Neighter
-Type 62 Norinco Tank cost 4,100. Is NOT suppose to be in and is WIP, and is underwhelming for its price - Thanks to Rozpierdalator
-Some PT icons indicator need adjustments.
-Nod Tetreader have some issue after deployed - Rozpierdalator
23/11/2019
-Fixed M901 Deploy animation frame and reload time.
-Fixed M579 Deploy upgrade doesn't have muzzle
-Fixed PT icon for Nod M6 Linebacker
-Fixed PT icon for Nod BlackHand Flame Tank Icon
-Fixed PT icon 4,100 slot for 2nd unit which is disable.
-Fixed PT Icon side corrections for Matilda BP Hedgehog and HMVS Gun
-Fixed PT icon cost of M6 Linebacker health & shield was suppose to be 640+640
-Ship now have a new suspension and behavior how it will move.
-More Vile Facility VIS issue fix.
-Cold walls remove one of the GDI Pillbox.
-Nod Sapper Tetraedar is fixed.
-Fixed Ezekiel Turn rate is 0.41 but is at 0.35 atm? strange
Changelog as of 23/11/2019
-Matilda tank speed increase by 0.3m/s
-Matilda Tank health & shield reduce to 730 from 820.
-Ezekiel Missile velocity decrease from 70 to 64.
-Ezekiel Missile turn rate increase from 80 to 84.
-Ezekiel Missile Damage increase from 235 to 250.
-Tesla Tank Reload time increase from 2.3 to 3.2
-Tesla Tank splash radius using wrong explosion preset.
-Black Eagle Tank increase health & shield to 910 from 820.
-Black Eagle Tank fixed wrong ammo preset.
-Disruptor Turret Turn Rate increase from 32 to 37.
-Disruptor now have 130 ammo previously at 100
-Disruptor ammo velocity increase from 30 to 37.5.
-Disruptor ammo rate of fire increase from 32 to 37.5.
-Disruptor splash damage increase from 4.1 to 8.2
-Disruptor damage reduce from 7.0 to 6.4.
-Centurion Mk.3 health & shield increase from 400 to 550.
-Centurion FV4005 health & shield increase to 620
-Centurion ARVE health & shield increase to 600
-OT-34 health & shield reduce from 600 to 480
-OT-34 & SU-85 speed increase by 5%
-SU-85 health & shield reduce from 600 to 450
-OT-34 tank price reduce from 700 to 600.
-M6 Linebacker price increase from 600 to 800 ( reason is I find Wiesel and M6 Linebacker shouldn't be same with Wiesel )
Changelog as of 1/12/2019
-Fixed Nod Infrared side PT icon
-Fixed Nod Banshee Alarm
-M113 SIDAM vehicle turn radius reduce from 0.4 to 0.37
-M113 Sidam reduce speed by 5%
-M113 Sidam turret turn rate reduce from 46 to 41
-M113 Sidam turret tilt rate reduce from 46 to 37
-M113 Sidam damage reduce from 50 steel_nobuilding to 25 steel_nobuilding
-M113 Sidam damage splash reduce from 5.0 radius and 50 explosive_nobuilding to 1.25 radius and 12.5 explosive_nobuilding
-M113 Sidam rate of fire reduce from 12.5 to 11.
Changelog as of 11/12/2019
-Reduce mammoth tank railgun 120mm gun splash damage from 2.75 radius to 2.0 radius
-Reduce mammoth tank railgun 120mm gun explosive damage from 60 electric to 30 electric.
-Mammoth Tank railgun 120mm gun reload time increase from 3.2 to 4.125
-Mammoth Tank Railgun range reduce from 142.76 to 132.76
-Ezekiel Stealth Tank Missile Turn Rate increase from 82 to 91.
-Sydney Mobius Merlin Portable Cannon reload time increase from 3.6 to 3.75
-All mobius suit character walk at the speed of 5.5 ( previously was from 5.7 and 5.9 )
-All mobius suit outfit shield reduce from 375 to 350.
-All mobius suit outfit shield upgrade reduce from 125 to 75.
-Orca Bomber Alarm sound fix.
-Stridsvagn Tilt up reduce from 14.0 to 12.5 due to visual issue at the wheel part.
-Hover MLRS Missile range reduce from 208 to 198.
-M1A2 Abrams Tank Overhaul completed - ( Behavior such as handling/driving maybe different from the old one. Do please take note. )
-Disruptor range reduce from 88 to 82. ( Done )
-Disruptor velocity reduce from 37.5 to 35. ( Done )
-Disruptor splash damage reduce from 8.2 to 5.5 ( Done )
-Disruptor reload time increase from 4.6 to 5.0 ( Done )
-BMD-1 is now fixed of a correct unit.
-Blackhand Stank Turret Turn rate increase from 55 to 60. ( Done ) original is at 64
-Blackhand Stank Reload reduce from 1.89 to 1.49 ( Done ) reverted to original is at 1.48
-Blackhand Stank Range Tracking reduce 96 to 88 ( Done ) Original is at 120
-Blackhand Stank Range Non Tracking is 109 increase to 120 ( Done ) Original is at 150+
-Blackhand Stank Targeting Range is set to 75 ( Done )
-Blackhand Stank Non Tracking damage is set to 60. ( Done ) Original is at 85
-Blackhand Stank Tracking damage is increase from 77 to 91. ( Done )
-Blackhand Stank Non Tracking Velocity increase from 77 to 96 ( Done ) Original is at 70
-Blackhand Stank Tracking Velocity same at 70.
-Vosper Torpedo Boat damage increase to 266.5 from 114.25
-Vosper Torpedo Boat damage increase to228.5 from 133.25
-M3 Bradley 75mm vehicle speed increase, changing to 13.2m/s
-M3 Bradley 25mm vehicle speed increase change to 14.5m/s
-FV4005 vehicle turn radius reduce from 0.42 to 0.41
-FV4005 183mm Gun reload time increase from 5.5 to 6.1
-FV4005 183mm Gun Spray AP Shell spray reduce 0.98 to 0.915
-FV4005 Deployed 183mm Gun Spray AP Shell spray reduce 0.6 to 0.45
-FV4005 Speed reduce from 13.8m/s to 13.2m.s
-Tunguska price reduce from 2,800 to 2,400
-Tunguska health and shield increase from 500 to 550. ( upgraded grant 115 than 110 )
-Tunguska rate of fire increase from 15.00 to 16.00.
-Koksan moved to 2,800.
-Koksan rate of fire is 2.35 reduce to 1.92. ( original 1.7 )
-Infritrator AT increase its missile damage from 156.5 to 280 shell_nobuilding
-Infritrator AT reload time increase from 2.25 to 8.2
-Infritrator AT Missile Explosion damage increase from 70 to 140 shell_nobuilding
-Shilka reload time reduce from 23 to 17.6 seconds
-Shilka rate of fire increase from 23.000 to 29.6
-T-34 price reduce from 600 tier 2 slot moved to tier 1 cost 500.
-SU-85 price reduce from 600 tier 2 slot moved to tier 1 cost 450.
-T-34 health and shield reduce from 480 to 460
-SU-85 health and shield reduce from 440 to 410.
-Orca Assault Craft Anti Tank rate of fire reduce from 1.14 to 0.91 for its hellfire missile.
-Apache Anti Tank variant rate of fire reduce from 1.14 to 0.91 for its Hellfire missile.
-Comanche Anti Tank variant rate of fire reduce from 1.14 to 0.91 for its hellfire missile.
-Raveshaw Scorpion Railgun increase from 89 to 91 ( upgraded is 116 to 118 )
-PIC upgraded range reduce from from 180 to 163 ( targeting range is now set to 150 )
-Pic range reduce to 140
-Mammoth tank Tusk rocket pods splash radius increase from 3.0 radius to 7.5 radius
-Mammoth Tank tusk rocket pods splash damage increase from 60 to 90 explosion damage.
-Mammoth Tank Railgun reload time reduce from 4.125 to 3.2
-Mammoth Tank Railgun splash damage electric reduce from 30 to 20.
-Chemical Grenades damage reduce from 256 to 200
-M132 Zippo upgraded fixed as the upgraded model naming is wrong.
-Challenger 2 Speed increase from 10m/s to 11m/s [ Some known issue of its forward suspension. Pending to fix ]
-OT-34 price reduce from 600 to 500.
-SU-85 price reduce from 600 to 450.
-T-34/D-30 tier 2 cost 800 moved to tier 1 cost 700 ( Tier 1 score system apply over )
-PT icons Matilda Tank missing side bar units.
-PT Icons Stridsvagn 103 missing side bar units.
-Nod Tier 1 Alternate unit price reduce from 350 to 300.
-Besa Machine Gun on vehicle rate of fire now is 11.66
-Dp27 Machine gun on vehicle rate of fire now is 9.16
-DHsK Machine Gun on vehicle rate of fire now is 10.
-FN Mag Machine Gun on vehicle rate of fire now is 11.87
-KPV Machine gun on vehicle rate of fire now is 10.0
-L94A1 Machine gun on vehicle rate of fire now is 8.91.
-M134 Machine Gun on vehicle rate of fire now is 17.93
-M1919 Machine Gun vehicle rate of fire now is 8.33.
-M240 Machine gun on vehicle rate of fire now is 11.66
-M2hB Machine gun on vehicle rate of fire now is 8.75
-M60 Machine gun on Vehicle rate of fire now is 10.00
-T-35 Coaxial MG now is using the DHsK as the one stated above.
-Shilka Vehicle wheel rebone may have slightly behavior change.
-Shilka vehicle now will fire from 4 barrels with its new animation added thanks to JFW_Vehicle_Visible_Weapon_Animation.
-Nod Sapper SG-43 Sentry fixed double pricing for some reason had a feeling it has 2 same preset ties to the script.
-PT-91 Pendekar speed increase by 2m/s more then Abrams tank.
-M107 increase damage shell from 640 to 875 per shot ( Increase about 230 )
-M107 increase range increase from 236 to 260.
-M110 increase damage shell from to 752 to 1015 per shot ( increase about 260 )
-M110 increase range increase 243 to 266.
-ISU-122 increase damage to 433 to 989.28 ( increase about 550 )
-ISU-122 increase range increase 189 to 211
-ISU-122 reload time increase from 6.1 to 7.32
-G6 Howitzer increase shell damage from 615 to 626.76 ( increase about 10 )
-G6 Howitzer increase range 228 to 241.
-M109 Paladin increase shell damage from 615 to 626.76 ( increase about 10 )
-M109 Paladin increase range 228 to 241.
-GCT increase shell damage from 615 to 626.76 ( increase about 10 )
-GCT increase range 228 to 241.
-GCT reload time reduce from 4.1 to 3.7.
-T88 Hellcat increase the damage from 270 to 193 ( reduce about 70 )
-T88 Hellcat increase range 201 to 228
-T88 Hellcat reload time reduce from 4.1 to 2.8
-Koksan increase the damage shell from 400 to 408 ( increase about 8 )
-Koksan increase the range 246 to 251.81
-T-34/D-30 increase the damage shell from 200 to 219 ( increase about 19 )
-T-34/D-30 increase the range 211 to 232
-Mammoth Tank 36 inch damage shell increase from 1600 to 1645.2. ( increase about 45 )
-Sheridan Shillelagh missile damage reduce from 804 to 675. ( reduce about 125 )
-RidgeWarfare fix Nod Harvester not driving to tib field.
-Rocket Artillery overhaul will be focus in the next build.
-M1A2 Abrams overhaul, got a face lift too.
Changelog as of 08/01/2020
-Fixed the Challenger 2 Model and the speed.
-Fixed the Infrared, Ezekiel and Tunguska PT icons seems to be messed up with the slot of purchase.
-Updated the M1A2 PT Icon.
-Mirage Tank 2nd fire has been fixed to L9A1 MG same as Challenger 2.
-ARVE 2nd fire crash on load fix due to missing coaxial MG gun preset.
-Stridsvagn reload time increase from 1.6 to 2.625
-Stridsvagn AP damage increase from 425 to 525. Deal about 198 damage per second
-2S25 Sprut-SD 125mm gun AP Rounds increase damage from 500 to
667.5630 ( Correction ) Dealing about 168 damage per second-Archer 17Pdr ( 76.2mm ) Ap round increase damage from 466 to 493.5. Dealing about 129 damage per second
-ASU-57 AP round reduce damage from 520 to 397.5 Dealing about 139.473
-ASU-57 reload time reduce from 4.0 to 2.85
-FV4005 reload time increase from 6.1 to 7.85
-FV4005 AP damage increase from 1263 to 1505.34. Dealing about 191 damage per second
-SU-85 AP damage increase from 425 to 537.5 Dealing about 126 damage per second
-SU-122-44 damage increase from 864 to 874 Dealing about 143 damage per second
-SU-122-44 AP shell accuracy or spray reduce from 0.5 to 0.3.
-Tortoise AP damage reduce from 670 to 507.5 Dealing about 107 damage per second
-ISU-122 Gun reload time reduce from 7.32 to 6.1.
-AMX-13/90 reduce ap damage from 270 to 236.
-AMX-30 Gun AP damage reduce from 420 to 300.
-Churchill Mk.4 ap damage increase from 129 to 159.
-OT-34 AP damage reduce from 220 to 197.4.
-T-54 100mm Gun AP damage reduce from 260 to 245.
-T62 115mm Gun AP damage reduce from 295 to 294.
-T-70 gun AP damage reduce from 220 to 135 ( This was an error is not to deal more than 200 damage )
29/1/2020
-Sheridan MGM-51 Shillelagh missile penalty reload time reduce from 0.3 to 0.15.
-T-62 Upgrade armor with a buff on its turret ring protection.
-T-54 upgraded armor tweaked a bit.
-Black Eagle T-95 transition adjusted. Exiting vehicle behavior might changed.
-AAVP71A transition adjusted. Existing vehicle behavior might changed.
-X1A Bernardini health armor change from heavy to medium.
-AMX-30 health and armor change to 550+550.
-AMX-30 increase its speed by 0.5 m/s
-PT-91 Pendekar increase its speed by 0.23 m/s.
-Mi-24 Hind health reduce from 820+820 to 760+760. Upgraded grant + 190 health and shield.
-Mi-24 Hind machine gun now have a new dealing 12.7 shrapnel damage +10.8 steel_nobuilding per bullet ( previously only is 25 steel_nobuilding. )
-Mi-24 Hind new machine gun is based off the 12.7x108mm MG preset therefore is range has increase from 170 to 180+.
-Mi-24 Hind reload increase from 1.1 to 2.4
-Mi-24 Hind gun behavior changed from firing 1 bullet per 1 count count now is firing at 4 bullets per 4 ammo count.
-Mi-24 Hind weapon ammo count 10/240 increase to 80/640.
-Mi-24 Hind flame explosion ( yeah i know from Map 51 Retaliation. ) cost 20 ammo count previously 10.
-Mi-24 Hind fire damage 90.9 reduce to 24.00 shell_nobuilding + 36 fire damage ( About 2,000 damage previous per salvo for the flame shot while is 1,000 damage per salvo now. )
-Mi-24 Hind speed reduction by 3-5m/s.
-ACH-47 Chinook reduce speed, all VTOL or helicopter like aircraft must not be able to reach a speed of 25m/s as Jet will occupied between 25m/s to 30m/s
-Comanche XM301 revamp previously was dealing 32 steel_nobuilding currently is using a new formula and it is dealing 10 steel_nobuilding ( +20 shrapnel splash damage ).
-Apache Escort/Anti-Tank M230 Chaingun revamp, previously was at 32 steel_nobuilding currently it is dealing 10 steel_nobuilding ( + 20 shrapnel splash damage ). Range increase from 190 to 200+ meter
-Apache Escort/Anti Tank M230 Gun sprayangle is at 2.1 at a rate of fire 6.3
-Orca Assault Craft Escort/Anti-Tank machine gun being replaced from M163 to M61 Vulcan dealing about 10 steel_nobuilding ( +20 shrapnel splash damage ). Range increase from 180 to 200meter.
-Orca Assasult Craft Escort/Anti-Tank Vulcan M61 spray angle is at 3.1 at rate of fire 15.0
-ACH Chinook maximum speed reduce from 48+ to 41. ( Slowly slowing it down so to make way for future jets unit at its maximum speed about 30m/s )
-Swimming speed maybe reduce from 0.75 to 0.6
-Fixed FV4005 Upgraded model missing model object.
-ASU-57 model revamp now with upgrade model.
-ASU-57 now with a tweaked camera adjustment.
-ZSU-57-2 suspension revamp.
-T-70 /T-90 suspension revamp & a bit of facelift for the model.
-Volt Rifle damage increase from 10 to 11.
-ISU-122 firepower increase from 925 to 1000+.
-Hydra Pods 70 reduce damage from 70 shell_nobuilding to 55 per missile.
-Comanche Anti Tank Autocannon 10mm burst fire now deal 10 steel_nobuilding per shot and increase from 6 shot per burst to 12.
-Vile Facility redo the vis and readjust the center part.
-Infrared Tank reload time increase 2.2 to 2.35
-Infrared Tank 2nd fire laser beam range reduce from 180 to 173. Rate of fire reduce from 0.5 to 0.4
-Infared tank primary fire laser damage reduce from 125 to 64. Range reduce from 100 to 90. rate of fire reduce from 2.8 to 1.45, spray angle increase from 0.5 to 0.75
12/2/2020
-Apache Escort/Anti-Tank Autocannon range is now at 210.
-Orca assault craft Escort/Anti-Tank Autocannon range is now at 205
-All Tick tank from 90mm, Firebug and 120mm turn rate reduce from 0.38 to 0.375.
-Sprut-SD AP range is now at 180m
-Sprut-SD HEAT range is now at 170+m
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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7 hours ago, Cjx0r said:
No offence, and I mean it, but all I'm hearing is "it's easier to develop for at the expense of ingame convenience.
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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5 hours ago, Goliath35 said:
I'd say it's a ball kicker if advanced base defences (AGT/Obelisk) could be restored.
Which brings me to ask, how come they can't anyways?5 hours ago, Sharky89 said:Why not make the restore only for AGT/OB, Refinery and PP like in the past?
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.
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Toxin Tractor is just not enable. I am going to be in future build.
@aaaaaaaa thanks i fixed the vis issue.
For the com center I see what I can do is going to be replace with a new one.
1
Interim Apex 2021 August/Autumn Build
in Interim Apex
Posted
It is
winter of 2020 and a bitas usually late i guess. But nevertheless isJuneAugust of2021 here's would be the final update for Interim Apex
before fully transitioning into custom armor.iniwhichmay 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.Changelog IA as of 25th 9 2020 - 6th August 2021
<Key Changes>
<Infantry Changes>
Tier 1
Tier 2
Tier 3
Tier 4
<Vehicle Changes>
Tier 1 Vehicle
Tier 2 Vehicle
Tier 3 Vehicle
Experimenting with Devil Tongue Flame Tank on destroy.Tier 4 & 5 Vehicle
Tier 6 ( Experimental vehicle )
Tier - ( Forgotten Vehicles )
Air Vehicle
T-54/55 model adjusted
T-34/76 model been update to have T-34/85 turret
T-62 model adjusted
Churchill model adjusted
M60 Patton model adjusted
M1128 & M1138 Stryker model re-exported.
PT-91 Pendekar using the new T-72 hull.
2S9 Nona model is a brand new model.
BMP-1 is a brand new model.
<Structure Changes>