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Posts posted by Kaskins
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I need to tag @dblaney1 for assistance..
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I am waiting for tomorrow or the day after tomorrow for the hotfix, a few issue, the next update will have the following in Dynamite case discussion.
Throwing time bomb take 1.2-1.8 seconds depending on how many sticks.
4 Sticks Dynamite throwing time is 1.2 seconds - 2.2 seconds reload ( -10% rate of fire from 1.00 is default ) - 0.8
5 Sticks Dynamites throwing time is 1.25 seconds - 2.5 seconds reload ( -25% rate of fire 1.00 is default ) - 0.75
7 Sticks Dynamites throwing time is 1.35 seconds - 2.7 seconds reload ( -35% rate of fire 1.00 is default ) -0.65
8 Sticks Dynamites throwing time is 1.4 seconds - 2.8 seconds reload ( -40% rate of fire 1.00 is default ) -0.6
10 Sticks Dynamite throwing time is 1.5 seconds - 3.0 seconds reload ( -50% rate of fire 1.00 is default ) -0.5
Dynamite beeping sound reduce from 30m to 22m, maximum hearing is at 2m.
Do note I am doing this is to prevent refill spam timed bomb.
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Hi Limado is most likely Dblaney server is offline as he said he has electricity outage not too long ago.
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- Popular Post
- Popular Post
The summer build is here, but this time I am focusing more of polishing, re-balancing and fixing stuff rather than implementing new stuff. But don't worry new stuff are on is way. They are now officially on the Interim Apex server.
-Let's start with the overhaul of some existing units with new visual model. such as
M1128 MGS, with the new overhaul and suspension changes. Capable of reaching a top speed of 17m/s in 5 seconds time.
M1134 ATGM has been overhaul now with the ATGM missile visible the viewer may know if the vehicle is fully armed ready to fire or require reload ( empty barrel )
Mk.2 Matilda Hedgehogs make a return with a facelift and having a mortar/artillery capabilities to launch spigot mortar.
Stridsvagn 103 now the entire tank will tilt with the gun when you aim up. The secondary fire now have been swap out of twin machine gun on the right corner of the tank which is offset from the barrel.
M3A1 Bradley now drive smoother on the terrain. In addition, the TOW Missile on the right side of the Bradley Turret have visible ammo capable to viewing the TOW missile in it when it has ammo.
M6 Linebacker now comes with 25mm Autocannon and 4 Stinger Missile ( Ai Control ). The style of playing this vehicle has been changed being able to move fast and engage aircraft.
Below here are the massive change log which is not sort out unfortunately as I got my hand full. I am 90% sure I have all these changelog recorded. Well the other 10%? Well I just got to remember to put it on changelog every time i adjusted some stuff.
Interim Apex Build changes
T-54/55 Suspension overhaul &rebone. ( vehicle characteristic may change from the previous version due to being rebone )
T-54/55 New Turret
T-34 Hull & Suspension overhaul & rebone. ( vehicle characteristic may change from the previous version due to being rebone )
Su-85/100 Hull & Suspension overhaul & Rebone ( vehicle characteristic may change from the previous version due to being rebone )
Fixed Su-85/100 frontal hull armor bone.
Fixed Su-122-45 Frontal Hull armor rebone. ( vehicle characteristic may change from the previous version due to being rebone )
Fixed ISU-122/152 suspension not linked to wheel.
T-62 Suspension overhaul & rebone ( vehicle characteristic may change due to being rebone )
Stridsvagn 103/ S-Tank Overhaul entire model ( vehicle characteristic may change from the previous version due to being rebone )
Stridsvagn 103/S-Tank weapon change AP/HEAT to AP/FN Machine Gun
Stridsvagn Barrel tilt increase and decreased based on chassie +12 degree -5 degree/
Melta Gun adjusted damage from 57.5 to 60 pershot.
Melta Gun range adjusted from 75 meter to 90 meters.
Personal Ion cannon damage reduce to 111 from 128.
Personal Ion cannon range reduce from 150 to 140
Locust Rocket Launcher range increase 166 to 168
Locust Rocket Launcher Damage increase from 166 to 396
Black Eagle 125mm Gun increase range from 152.5 meters to 162.5 meters
HE Grenade change warhead from shrapnel to High Explosive.
Incendiary Explosion reduce from 11meter splash to 9.1 splash
Grenade Launcher changed warhead from 20 steel to 40 steel damage.
Rewrote for vehicle machine gun ammo preset and is status.
Wiesel 20mm Autocannon explosion set to SteelNoBuilding from Fire. 1/5 projectile damage is fire based.
All ships health and armor increase by 50%
All Nod ship has been rebone.
AMX-30 Coaxial Autocannon applies to have 20mm autocannon, however for the High velocity AP rounds are only available behind modernization upgrade based on Tier.
Nod SSM MLRS do not have vehicle locking anymore, price Is currently being review.
-Pending Prices.
PT-91 Pendekar Turret overhaul and Suspension overhaul and rebone.
Archer Vehicle Overhaul
Matilda Mk.2 overhaul with attached Hegehogs projectile. Making it a mixture of Artillery/siege unit.
FV4005 turret arch increase from 45 to 60 both left and right.
FV4005 suspension tweaked to reduce bounce ability.
AMX-56 Added in as a future MBT for Tier 5. ( Not available in PT Icon )
K2 Black Panther added in as a future MBT for Tier 5. ( Not available in PT icon. )
Challenger 2 health and armor increase from 1280 to 1300.
GDI MLRS Suspension and turret overhaul
GDI MLRS Weapon increase from 6 to 12 missiles.
GDI MLRS Weapon reload time increase from 3.850 to 6.4
Stringray I Health & Armor increase from 675 to 770.
Added 2S25 Sprut SD 125mm ( Not in PT icon yet )
Stryker Vehicle gear revamp ( very complicated don’t how to explain ) but reverse speed is slightly faster than the previous build.
Stryker Modernization Upgrade Package Include a loaded gun, reduce the ammo capacity from 18 to 10. ( Not available in Com center Upgrade
Reduce Rate of fire of Stryker Upgrade package from 0.23 to 0.32 ( Not available in Com center Upgrade )
Mk.19 Grenade Launcher explosion tweaked from 12.8 radius to 8.6
Mk.19 Grenade Launcher Explosion Warhead changed from Shrapnel to Explosion_NoBuilding
Mk.19 Grenade Launcher Explosion damage change from 90 to 46.
Mk.19 Grenade Launcher Upgraded ammo change steel to shell * due to higher velocity * ( Not available to be upgrade in com center )
GCT Turn rate reduce from 40 to 28
GCT Tilt rate reduce from 32 to 18
Gunner Rocket launcher rate of fire reduce from 1.3 to 1.2
Gunner Rocket ammo velocity reduce from 186 to 141.25
Gunner Upgraded weapon increase ammo count from 7 to 9
Gunner walking speed reduction from 6.4 to 6.2
Gunner Rocket ammo gravity increase from 0.01 to 0.12
Fixed Goliath Health to Light Armor from Medium Armor.
Goliath Detonation radius reduce from 20 meters to 14 meters
Goliath Detonation damage increase from 512 to 800
Goliath Destroyed explosion radius reduce from 20 to 7
Goliath Destroyed explosion radius reduce from 512 to 400
Goliath PT Icon replaced with new model
Goliath prices change to $ 1550
Goliath change tier 1 to Tier 2 ( Score system )
AA-12 Incendiary projectile change to using the rifleman projectile.
Raveshaw Mutant now move tier 4.
Petrova Mutant is now a tier 3 cost 900
Fanatic price increase from 300 to 500.
Fanatic now is at tier 2 ( score system )
SA-8 Gecko spray angle increase from 0.6 to 1.2 if forced fire applies
SA-8 Gecko velocity reduce from 128 to 111.
Tank Commander price increase from 500 to 600
Tank Ace price increase from 1000 to 1300
Tank Ace is not set to tier 4 ( Score System )
Delta Force Flash has swap location with disc grenadier.
Entry 5 PT icon for infantry increase from 600 to 650 for both GDI & Nod
Entry 6 PT icon increase from 400 to 700 for both GDI & Nod
Matilda Hedgehogs added in at price 350 at alternate Entry slot for GDI.
Matilda Hedgehogs turret no longer turn 360. ( still require some work to get it to work properly )
Matilda Hedgehogs spigot require force fire.
TAM tank cruising speed is set to 17m/second
X1A increase engine torque from 19000 to 19500.
X1A is cruising at speed of 18m/second.
Grizzly Tank temp remove to be overhaul. ( transferring to Forgotten Unit )
OH-1 Kawasaki Force Scanner now working properly by force fire to ground to detect nearby stealth units within 32 spherical radius.
Grenadier Grenades HE and Incendiary fixed reload time from 0.8 (not suppose to be 0.8 ) to 1.6
Chemical Grenade throw time increase from 0.75 to 2.8
Stinger velocity reduce from 200 to 133m/s.
Nod Blackhand Stealth Tank range reduce from 172.5 to 162.5 for is missile.
Added new overhaul Stryker ATGM ( Revamp entire gear system )
Added new overhaul Stryker MGS ( Revamp entire gear system )
Both these new Stryker will have a secondary ai turret .30 cal mg.
Stryker MGS and ATGM will reach top gear ( 17m/second in 5-7 seconds ) *depending on terrain being flat or uneven.
Stryker MGS and ATGM reverse speed up to 12m/second in 5 seconds ) * Depending on terrain ( vehicle characteristic may change from the previous version due to being rebone )
Stryker MGS gun turn rate reduce from 55 to 50.
Stryker ATGM now have secondary fire being unguided missile
Stryker ATGM unguided missile for ATGM have range up to 179 meter and a damage reduction from 473 to 382.
Stryker ATGM unguided Missile rate of fire is 2.5 while guided missile is 2.3
Nod Blackhand Flame Tank increase health and shield from 500 to 640.
Reduce speed of the Nod Blackhand Flame Tank turn rate from 46 degrees per second to 44 degrees per second.
Orca & Apache Hydra 70 rocket pods velocity speed reduce from 210 to 170.
Mammoth Tank 60mm Tusk Rocket range increase from 147 to 163.5.
M3A1 Bradley 75mm Gun overhaul – New speed 13 meters per seconds ( vehicle characteristic may change from the previous version due to being rebone )
M6 Linebacker 25mm Autocannon – New Speed 14 meters per second ( vehicle characteristic may change from the previous version due to being rebone )
M6 Linebacker now fire 4 stinger missiles before reloading. Rate of fire set to 0.5
Centurion Tank Fixed Worldbox has no Physical Collision but Projectile enable.
Centurion Tank FV4005 worldbox has no physical collision but projectile enable.
Centurion Tank ARVE worldbox has no physical collision but projectile enable.
Fixed Churchill A22 worldbox do not have Physical collision.
T-35 Tank overhaul model ( vehicle characteristic may change from the previous version due to being rebone )
T-35 top speed is 7m/per second
T-35 now have twin 45mm gun & twin coaxial DHsK.
Bradley M6 Linebacker swap place with M3A1 Bradley 75mm Gun
Blackhandlight tank turn rate increase for the vehicle from 0.4 to 0.46
New Dynamite Model.
Overhaul all existing Ships ( not including boat ) for their suspension and wheel boning. Speed has been tweaked and further tweaking may require ( not finalize )
Fix some string names ID for coaxial MG for some tanks.
Fixed M1064A Mortar carriage speed reduce from 20m/s to 15m/s
Daimler Armored vehicle top speed is 14m/s after 5 seconds acceleration.
Daimler reverse top speed is 7m/s.
Humvee average top speed is 18m/s more or less depending on the configuration ( TOW, Mk19, Avenger or 50.Cal )
Fast Attack vehicle top speed is about 23 m/s
Infiltrator top speed is about 25 average speed. ( however it can easily reach 28m/s if is just going straight )
Harvester suspension bouncy-ness reduce.
Harvester top speed is about 10m/s
Extended Harevster (A2002 & XM02) or top speed barely reach 7m/s.
Added MTV Steward & stevenson M1083 vehicle to Nod. ( vehicle characteristic may change from the previous version due to being rebone )
Nod Supply Truck overhaul ( vehicle characteristic may change from the previous version due to being rebone )
Forgotten Unit buff
-Forgotten Mutant Assault increase health from 330 to 380.
-Forgotten Mutant Demolisher increase health from 330 to 380 - Dynamite Stickx2 giving to Demolisher.
-Forgotten Mutant Assassin increase health from 250 to 270, shield from 70 to 90
-Forgotten Mutant Scavenger increase health from 250 to 270, shield from 70 to 90
-Forgotten Templar increase health from 200 to 210, increase the damage of plasma from 160 to 175.
-Forgotten Marauder increase health from 200 to 210
-1 stick ( Grenade variant ) 100 c4 Damage
-3 sticks ( Grenade variant ) 300 c4 Damage
-4 Sticks ( Timedc4 variant ) 400 C4 Damage
-5 Sticks ( Timedc4 variant ) 500 C4 Damage
-7 Sticks ( Timedc4 variant ) 700 C4 Damage
-10 Sticks ( Timedc4 variant ) 1000 c4 damage
-21 Sticks ( Beacon Variant ) 21000 C4 Damage ( Not yet implement )
Tank projectile velocity changes only includes shell type projectile does not include Missiles, Rockets, or Motar.
AP Velocity new calculation introduce
-APDS starts with value of 275m/s velocity
-APCR starts with value of 250m/s velocity
-AP Starts with value of 200m/s velocity.
-HEAT starts are value of 125m/s velocity.
-HE starts at value of 50m/s velocity ( howitzer that fire arc is 35m/s ) -added as off 5/26/2019
-HESH starts at value of 25m/s velocity ( howitzer that fire arc is 10m/s ) -added as off 5/26/2019
- T-70 tank has a 45mm gun, take the 45mm gun and divide by value of 2 and + 200 and you will get the new velocity of the of the gun projectile which is 222.5
- M1A2 Abrams has a 120mm Gun which take the 120mm gun divide by value of 2 and (HEAT) + 125m/s velocity. The new projectile speed is at 185m/s
- AMX GCT is a 155mm Gun, take 155 and divide by value of 2 and ( HE ) + 50m/s velocity. The new projectile speed is at 127.5m/s
To get the totally new velocity speed get the gun total size and divide by 2 and that total amount plus with 200 and you will have the new value. *The calculation exclude hyper velocity gun, instant hit rounds/hitscan or a number of selected vehicles such as Stryker MGS, HMVS, Stingray, 36 inch mammoth tank vehicles like those. This does not yet apply to Naval Units weaponary yet.*
Rocket, Missiles warhead velocity formula is being work on as we speak to find a good balance.
Closest one was to straight up separate big missiles/rocket with a penalty reduction while the smaller rocket pods based have a buff? In real life Hydra 70 rocket is way faster than AGM-114.
Dynamite now will have 3 second charged up time before deploying or being thrown exceptional of Grenade variant.
Timedc4 dynamite now have beeping sound up to 30 meters
Structure Fix
- GDI WF PT icon floating and detached from wall.
Map :
Vile Facility after multiple complain I have make the out of the map a death zone.
Vile facility tree’s are now temp permanently indestructible. Yes Eco warfare.
Vile Facility a GDI camo pillbox remove between the WF and Power Plant
Vile Facility a Nod Vanquisher turret move 10 meters back by the airstrip
Cold walls base defenses and silo relocate position.
Battle For Midway a Turret has been deleted by the Airstrip.
Infinite Isle Hand of Nod vis FIXED.
Upcoming next build will roughly contain
-velocity of vehicle Meter/second will be included in PT icon to replace speed rating very slow, slow, average, fast, very fast.
-Naval Units PT Icon will be included in next build
As of 5/31/2019
New formula here
AP-T = Armored Piercing Tracer, visually it looks like a bullet tracer but bigger and longer. This one is weaker than the normal MBT Cannon but don't let is small gun size fool you. If you fire fast it deal quite a lot of damage. Good against any vehicles exceptional for structures or heavily armored vehicle.
HEFi-T stands for High Explosive Fragment Incendiary Tracer. Is suppose to use it against infantry and aircraft. It has a longer range than the AP-T, however it can fire way faster than AP-T.
FV4005 upgrade deploy model now working properly.
FV4005 AP range increase from 203 to 236
FV4005 AP damage 1089 increase to 1280 per shot
Fremantle 57mm Bofors have a new overhaul formula AP-T/ HEFI-T
Special Operation Craft 20mm have a new overhaul formula AP-T/ HEFI-T
Interceptor 25mm have a new overhaul formula AP-T / HEFI-T
M6 Linebacker 25mm overhaul the bradley gun. Formula AP-T / HEFi-T
Crusader Mk3 AA Mk1 Bofors 40mm overhaul new formula AP-T/HEFi-T
Merkava tank now have a new overhaul model.
Merkava now able to fire LAHAT missile upon deploy
Merkava Health & Armor increase from 715-780.
Merkava now can carry up to 7 passengers including driver.
Hover MLRS speed adjusted now able to reach about 20m/s
ZSU-57-2 now have AP-T/HEFI-T
4 Sticks Dynamite throwing time is 1.2 seconds - 2.2 seconds reload ( -10% rate of fire from 1.00 is default ) - 0.8
5 Sticks Dynamites throwing time is 1.25 seconds - 2.5 seconds reload ( -25% rate of fire 1.00 is default ) - 0.75
7 Sticks Dynamites throwing time is 1.35 seconds - 2.7 seconds reload ( -35% rate of fire 1.00 is default ) -0.65
8 Sticks Dynamites throwing time is 1.4 seconds - 2.8 seconds reload ( -40% rate of fire 1.00 is default ) -0.6
10 Sticks Dynamite throwing time is 1.5 seconds - 3.0 seconds reload ( -50% rate of fire 1.00 is default ) -0.5
6/2/2019
Fremantle Mortar/50.cal being replaced by 57mm Bofors
Hover MLRS traction tone down thus increase speed slightly
Hover MLRS Missile guided range increase from 190 to 203
Hover MLRS Missile un-guided range increase from 203 to 230
Hover MLRS Missile damage shell increase from 58 to 78
Hover MLRS missile Explosion radius reduce from 8 to 6
Hover MLRS missile explosion damage reduce from 64 to 46
Mk.19 Grenade Launcher increase steel damage from 40 to 80
Grenade Launcher increase steel damage from 40 to 80.
Stridsvagn 103 105mm Gun range readjusted to suit turretless formula
Stridsvagn 103 155mm Gun range readjusted to fit turretless formula
Banshee now fire 1x4 or 2x2 round.
Banshee 1 Plasma damage increase from 190 to 200.
Banshee 2x Plasma damage is set at 400+
Banshee Plasma no longer home.
Banshee Plasma range reduce from 160 to 150.
6/3/2019
Matilda Hedgehogs splash radius reduce from 17.8 to 8.9
Matilda BP Hedgehogs damage reduce from 178 to 133.5
Elbrus Scud Missile revamp.
Tweaked Blackhand Flame Tank accuracy and reduce the spray
Tweaked Flame Tank damage value from 5.0
Map
-Lake Garden fixed GDI SoC Naval Unit.
-Fix some vis issue in Winter Assault.
-Fix Industrial Strength vis issue at GDI silo
-Fix Mt.Pass Power Plant Interior vis glitch.
6/5/2019
New MBT reload formula added. All MBT rate of fire start at minimum 1.1 reload time.
If a tank has a 45mm gun divide by 2 and you have 22.5. 1.1 + 0.225 and the new reload time is at 1.325
If a tank has a 120mm gun divide by 2 and you have 60. 1.1 + 0.6 = 1.7 reload time.
If a tank has twin 115mm gun, use the 115 value since it has dual gun. 1.1 + 1.15 = 2.25 reload time.
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Hi @Raptor29aa thank you for the feedbacks. However before I proceed further I would like to clarified all infantry will be review again by me after I roll out the 2020 build I am targeting to bring up all the map to latest E06 to standardize it all the maps.
As for Forgotten Units when I first explore I wanted something different from Nod and GDI gameplay style. It seems tricky to find the balance ground I am looking for but the closest one are Mutant Scavenger, Mutant Templar & Mutant Demolisher. They play in a different way compared to your regular GDI & Nod. This does apply to its vehicle which is why atm is not that great with Forgotten Tanks.
Mutant Assault - Bare essential I still don't know what to do with him but I got a rough idea which require some R&D to see if it works. The idea based on the info of from Project ReGenesis. Upon before the brink of death, he drop his weapon and gain a 100% health back ( without shield ) and he become a berserker and become excel in hand of hand combat before basically a more powerful version of fist attack from rifleman. And as the time goes his health slowly deplete before he succumb to his injury, yes you may try infinite refill and good luck leaving the base lol. This passive was a reference from LoL https://na.leagueoflegends.com/en/game-info/champions/Tryndamere/
Mutant Scavenger - Suppose to be an Engineer for Forgotten but is missing some build able stuff. He was missing a weapon called blowtorch ( yes a weapon from battlefield vietnam ) to cut the armor of enemy tank, his blowtorch which also to generate income to salvage wreckage or husk of a vehicle by turning it into cash ( Not conform yet ). I am still thinking if is a nice fit or not. Other than that he is able to grow tiberium crystals by cultivating & growing Blossom Tree.
Mutant Assassin - Yes Forgotten version of sniper which uses tiberium instead of lead. I want it to be a field supporter but again his weak health and require constant cover as the map now is very open. He has one ability missing which I am planning to find a way to put it in. I am thinking it of giving him a stealth mode when his not moving or shooting or he has an ability to duplicate himself so making him a mirage?
Mutant Demolishes - Yes the one crazy mutant with a lot of timed bomb and c4 to blow up half of the enemy base. His basically a Siege Unit. Funny enough his missing dynamites I guess his already good. I don't think a Suicide Bomber fit in Forgotten unit but I understand tho.
Mutant Templar - Yes machine gunner-tank which can be a lay down suppressing fire to enemy if they stay out in open for too long with a high rate of fire it can clear out some stuff. I am still thinking about his roll and his style conflict with Legion.
Mutant Marauder - This one is tricky as he has a unique plasma gun like Banshee, Plasma weapon is a feature in IA which have not come to its fruition as Plasma weaponry ( all Plasma based weapon and harmonic resonance is to ignore the vehicle shield and straight hurt and damage is health. If you have 0 health but your shield is up you die. ) Is one of the many units I am thinking of is weapon to bypass shield entirely. But I haven't find a good balance of what projectile ignore certain type of armor based as I have to R&D armor.ini. Is going to be a lot of work.
There are 3 more units for Forgotten I haven't include in such as
-Mutant Legion ( think of him as a tank in LoL or Dota ) which equipped with shield that well protects him ( equivalent to Sentinel and Shield Bearer ). He is also capable of providing field health packs & ammo drop. The melee unit of Forgotten Unit *Tank-Support Class
-Mutant Fiend Master ( Imagine yourself as a K-9 Officer and you have more than 1 dogs, now imagine if the Dogs are Mutant Fiend that follow you like mypet.mp3 ) is on To-Do List which is like officer class system which is still pending. *Officer Class - Which can be anti-tank/anti-infantry for Fiend/visceroid?
-Mutant Javelin, name sounds like throwing spear but was based off the name from RA3 Allied Javelin Soldier, instead of having equipped with FGM-148 Javelin which is a weapon to be made into the game, he will be equipped with something called Thundersticks out of Mad Max which is a reference, but I am going to name it something else in game. ( Pending model ). *Anti-Tank Class
There was a 4th and 5th infantry idea bouncing around but I haven't got anything solid yet.
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Correction all my map have VIS or else I will have terrible FPS for majority of Renegade player's that I know of their PC spec ( some even as old as Pentium 3 )
Based on what Dblaney said Renegade is capable of going beyond 60fps but is best not to as if your fps is higher than the server it may cause some de-sync with the server ( server fixed at 60? ) or at least how I interpret Dblaney message.
APB uses DirectX 11.1 I think
Renegade/IA uses DirectX 9.0c.
In addition, IA texture size are restrict to 512x512 and I refuse to go beyond it, like 1024x1024.
Yes HUGE difference in directX which may be game breaking since Renegade is single threaded. We need the processor that will make single process program to be able to run by multiple cores.
Try to watch all the way.
Won't be surprise if Microsoft ray-tracing api will use processor cores instead of gpu one :P
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Well after the other day Threve and I discuss rather I can scale down the category of the string file for IA. I can do and can start a clean up process to optimize and scale down the string file so you may know which and which to edit easier
However this may require some time for me to sort it out and it may affect certain units strings file. I can scale it down to 9 category.
- GDI Faction ( All units )
- Nod Faction ( All Units )
- 3rd ( faction, Forgotten, Civilian and so on )
- IA Weapon
- IA Ultility ( such as Tier naming, and so on )
- Additional Purchase Terminal, Barrier, Barricades, Research, Construction Options
- Flora & Fauna, random object names
- Map, certain location naming district ( reserved for future build )
- ( reserved ) I need a 9th one for something.
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Also , Hint* Hint*.
If you use twiddler you can create certain ammo like 1/10 fire a defect or malfunction projectile that will ricochet no matter what. I was planning to use it on AP shell. and machine gun ammo.
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26 minutes ago, Veyrdite said:
The last time I tried the AMX-30 (GDI vehicle, bottom-left square of the first vehicle menu) I presumed its damage was so low as to be useless. I've just done some tests with it again now and discovered something interesting.
It seems that you cannot damage certain armour types if you are <10m away:
Lighter armoured targets (visceroids, many other vehicles) don't seem to be affected by this; they always get hurt even at point blank.
Here's another example where I'm shooting a map tile:
I've done these tests across a combination of online and offline. Now I'm going to hunt and see if other vehicles are the same
IRL explanation: some shells have a 'safety feature' that avoids detonating the warhead until it has travelled a certain distance/time.
W3D engine explanation: I don't know of any way to do this with LE presets + armour.ini. I just might not have ever considered some relevant numeric field, or maybe there's some clever in-flight bullet substitution going on via scripts. IDK.
Hi Veyrdite, it seems that i have left a timer in the projectile before detonation on contact, if the timer did not expire it will never detonate and it will bounce/ricochet. I was testing some stuff with the grenade launcher and decide to use a tank shell since is a different shape since grenade is more spherical and a tank shell is a cylinder.
Suppose not to happen on the AMX-13 but hey lucky you raise the alarm. I might have forget to remove all the stuff from it. It relates to Grenadesatytimer and MaxBounce in Ammo preset.
This does apply to Orca Bomber when they are too close to the ground the bomb do NOT detonate.
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Continue
The T-35 is underpower in the current build yes however, it is undergoing changes internally to overhaul the suspension.
https://www.rt.com/news/424635-soviet-t35-tank-replica/
Well based on one of the comment in RT what if I make a tank in T-35 in Renegade with modern guns, but is lock behind upgrade.
Tank Crew, Tank Commander and Tank Ace price are at 100-500-1000.
Now each tier up improve by 5 per 2.0 seconds -9 per 2.5 seconds -12 per 3.0 seconds
Now the reason is because if you don’t have enough money but if you can get tank crew to enter a vehicle ( regen purpose ) is better than having none at all.
As the price goes up doesn’t mean is better sure you have the best value but at a cost. This falls down to a scenario of having a cheap radio is 1000x better than having no radio at all. As the price goes up the value of radio improves but if you go highest end the price may cost ridiculously expensive than the radio.
So if I were to break it down.
MBT – Tier 1 (T-70), Tier 2 ( Bradley/T54 ), Tier 3 (T62/Tick tank ) , Tier 4 ( Tick Tank, BlackEagle ), Tier 5
AA – Tier 1 ( T-90 ), Tier 2 (Shilka/ZSU-57-2), Tier 3 (SA-8 Gecko), Tier 4 ( Tunguska ), Tier 5 ( N/A yet )
Tank Destroyer – Tier 1 ( ASU-57/85 upon upgrade ) Tier 2- SU-85/100, Tier 3 SU-100, Tier 4 ( Stridsvagn )
SPG/ Arty Tier 1 ( M110 ), Tier 2 – ( T-34/D-30 ), Tier 3 – ( G6 ), Tier 4 ( Koksan ), Tier 5 ( Yes is Pion your worst nightmare, China Nuke arty )
The Tier system does applies to vehicles heavily, now as for Infantry is another story for another day as in 2020 build I will only really dive into it and start working on it. I got heavily criticize when i touch the infantry stuff, so is best not to touch it.
Now most units have a specific role to play and is rare because it depends on the map. I can list a few scenarios.
- Nod T-70 Rush GDI base in BattleforMidway result in GDI losing PP and harvester. Eventually GDI Lost, that was 1 scenario.
- Blazing Sands a T-70 is on the top village and there was 2 records of a T-70 kills Sydney and Ignatio with Mobius Suit.
- Mt.Bog StormTrooper use to flush out Sydney Mobius suit, only once tho so far.
- Varies different sniper rifles, for me Marksman, Designated Marksman is far by the best sniper I have, and I can tell you I use them more than other sniper classes in terms of sniper role.
I can name a lot more, is best not to write too long.
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Ok before I go into depth about this is going to be very long. First of all thank you for your time for writing this very detail and explanation details. To begin the game breaks down in such a way of how I myself find Renegade is being played as Medium Tank, Artillery, MLRS and Stealth Tank rush ( sometimes a group of stealth tank with Flame tank rush which blow the idea ). Infantry in renegade are break down into Sakura, Havoc / Deadeye and Sniper. You may have argue my experience of Renegade maybe different from how you see but again this was my experience of Renegade ( I was also told that is the best Renegade can offer with minor tweaks to it. ) Just for your info the current build of IA is at 0.6 build where some maps are in E03 stage, is not yet build 1.0.. Just for your info.
Now with that out of the way, let’s begin how IA was design from ground. I do agree that the game is not perfectly balance. Ranges, Shell projectile, Vehicle Class, Infantry Class, Aircrafts and Naval Classes. The classes based system are based off from Massive Online Battle Arena where we have “Tanker, Mages, Fighter, Support, and Carry.” Although IA does not specifically link to how a champion/character was being farm or level up, but it was inspired by it where each character/champions have a very specific role in playing it and there are hidden passive for each one of them that the players have to find it out.
Vehicles there are Land Based, Aircraft and Naval.
Land vehicles
Car – APC – Light – Medium – Heavy – Super Heavy
Aircraft
Light ( Orca/Apache ) – Medium ( Hind/Chinook ) – Heavy ( Orca Bomber / Banshee )
Naval
Boat (Torpedo Boats/Recon variant of boat ) - Submarine ( Pending on To-Do ) – Medium (Frigate, Destroyer, Cruisers ) – Heavy ( Battleship )
Now the armor in Renegade currently is heavily shared by using vanilla Renegade preset where such as armor.ini and warhead.ini. I was specifically told back about that if I were to create custom armor.ini or warhead.ini it will not work and that is why I was only compound to work with what I have.
CNCVehicleHeavy are being used for Medium Tank, and Mammoth Tank.
Now If I were to introduce a new tank I would have to work around with that. Either I have to adjust the value.
For example the T-70 and T-90 are tier 1 vehicles for an early game, they are not useful in late game but I want to mitigate it as an Upgrade feature were in place for Firepower but were not being add in. If I were to remove them because nobody buy is a fair point, however they were rare useful and that rare scenario sometimes may make a good story to tell. I did draft out a plan that each vehicle when you buy is up to player to decide which upgrade they can do for each and individual vehicle only. But is still in a drafted stage.
Remove WW2 vehicles? Umm I think RA2 vehicles were Rhino tank which are closely based on T-34, besides they are the most produce tank in the world and I can you they are still around today in some countries still using it. They were heavily modernize up.
Now let’s take a look at the SU-85/100, SU-100/SU-152, SU-122-44 ( Are being overhaul firepower ) and the S-Tank they were based on RA2 cut content vehicle which I plan to fill it in. But if you pay close attention they are break down into tier 1, tier 2, tier 3 and tier 4 of the same vehicle.
https://cnc.fandom.com/wiki/Soviet_tank_killer
Yes I use a lot of reference from fandom/wikia and yes although is outdated but is a bit too late to know some are not correctly listed.
So Renegade took place after Great World War 2, which is Red Alert 1 -> Tiberian Dawn -> Renegade - > Tiberian Sun. Interim Apex took place in late Renegade era and although these vehicles are not in official C&C units but again this is Renegade you are down to earth playing it and most of this vehicle exist around the world in the many thousands. Nod I am pretty sure secure a few of this arsenal to fight GDI even tho some are outdated. But if you take a look at the campaign of Tiberian Dawn you may see that they were taken place in South Europe and Balkans which I am pretty sure have Soviet Era technology vehicles. You may take a look around Vietnam, Egypt, Afghanistan and their neighbor have a T-34 in their army, let alone Africa and Cuba.
T-35 Meme tank? Yes atm it was not as feared before. In addition the suspension require a rebone and rework.
EDITED : Next Post
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Oh yeah, thanks for reminding me, I got to really revamp sharpshooter.
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Ok cool Veyrdite, that is something I didn't know, is best to get an official implementation by going through these. I would wish personally to see Equipment tab to work as no.8/beacon tab to have an equipment so I can put more stuff in. I partially worked on 2020 infantry build a bit but not much usually about weapon customization.
As for now is best to talk Dblaney how if this going to implement and work. I won't mind making 4 more infantry slightly useful that require cash than the regular 4 units we have currently.
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Hi Cat, unfortunately that is not possible. I can show you here in Level Editor what I see.
The main PT Icon is when you press E button at PT it shows up, and there are 8 slots 4 were being taken for Refill, Infantry Production, Vehicle Production and Beacon.
The other 4 is up to you to change such as Infantry. It cannot change to alternate skin/units/preset unfortunately.
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Hi veyrdite, yes this was an issue initially when Barracks or Hand of Nod has been destroy. To mitigate the issue i created a Forgotten units which atm didn't quite fulfill is role. The issue is that Free Infantry works in vanilla renegade style and only the first 4 infantry at the PT icon are available to fill.
One must understand the limitations before you can apply the changes of how you want it.
As for real infantry development I would start in 2020 to try to solve this issue by creating more than relying on barracks to provide more than 4 classes and infantry variation. In my draft there were Mercenaries, Contractor, Forgotten Units, Resistance unit and so on.
EDITED : Mercenaries, Contractors, Forgotten Units and Resistance will be capture tech structure in the field.
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Ah I see you found the cast away island. Well there are many isle in the infinite but unfortunately well not so much atm.
There were plans for this island, unfortunately didn't made it in time.
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When Dynamite was created in IA is to take into consideration of blowing up very solid vehicle and also to clear obstacle such as barriers and fortifications.
However what I did not see is that player's use it to rush in to throw bombs around to demolition structure with ease.
To further make things worst is well timedc4, remote c4 and dynamite are not suppose to throw that far. In default renegade you barely able to throw 10 meters.
This came to affect when I added sticky grenade's in when it require some bump in the range. ( Do note the bump in its range is server side, I think when if your adjust thrown c4 range it affects all weapons that you throw. )
Yesterday, I was experimenting with beacon like Dynamite and a holding down to throw dynamite just like satchel charge. I am still comparing these two.
- Beacon like Dynamite only sticks to the ground, at least I haven't try to get it able to throw it.
- Throwing dynamite with a charge time require 3.2-3.7 ( still playing around with these value ) seconds to hold down to throw, but doing this long without indicator is hard to let the player know if holding down the fire button is being register or not.
For the next update. What I can do is to removed tank commander of having dynamite and replaced with 2 timed c4.
As for the Sapper I am still thinking about it - I can either replaced the dynamite all together to become satchel charged. Or reduce to 1 dynamite.
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Oh hi there.
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Hi @Mighty Mycroft, thank you for registering at W3Dhub and take you time and effort to write about your thoughts and issue regarding team balancing.
Interim Apex has a very steep learning curve for new comers but if they are willing to hold on and continue to play they will unfold the whole thing. IA is basically an extended version of Renegade something like Shockwave of Zero Hour. But to some people is an entirely total conversion mod.
On 3/2/2019 at 3:32 AM, Mighty Mycroft said:If this was one or two games i might just ignore it but i've seen it happen every single game i've played over an entire week and i can't remember seeing my team win over an entire month even one time, sure you can say that its about the "Struggle" to win but for that to work it has to BE a struggle. I'd rather have a hard-won victory then just get effortlessly steamrolled match after match, a 4v6 can still be fair if that four has their shit together and the six is just okay at best, shit it'll probably still favor the four. Whatever judgement you guys use to determine team balance focuses on the numbers but it seems to ignore completely how good those players actually are, half our team ragequits so to balance it out you give us the guy who has been afk for 30 minutes? gee.....thanks, this will really balance the teams....
Team balancing is been and issue and maybe forever an issue in a online video game. Ranging from trolls, idiots, team hampering, drop out and even deliberate act to ruin someone day. As for your case recommendations is nothing. Is like an achievement they had in life, yeah you may say if he/she play more he/she may have more experience and know what to do.
When a match start and someone drop out, some player's can be good enough to swap to balance out. However not all the time happen. If I am around I will usually ask those who want to swap or not.
I enforce balancing only if
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Within the 5 minutes mark when the match starts.
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No major structure or crucial structure such as powerplant, infantry production or vehicle production is destroyed like those.
But I will only force myself over and if is still not balance I kindly ask who ever wants to go over, if not I pick a random one.
On 3/2/2019 at 3:32 AM, Mighty Mycroft said:I'm not going to pretend like i'm some badass pro who got the controls changed on him or some shit like that, at BEST i am average, maybe even ABOVE average. I REALLY try to work with everyone else and support the team where i can but i'll never be more then average and if i have no chance of having a real match why am i even here? the ONE time this month an admin forced someone really good to switch teams to try and balance it, when our team began to quit like crazy and it turned into 10 vs 6, the dude got so angry about being put on our team he decided to quit outright instead of playing it out. Really? I get winning is where the fun is but how can you even find any challenge if you keep stacking the teams like this? even an endless string of victories HAS to get stale and boring after awhile.
I have no idea if this is true or not but do please next time record of a video of some sort of evidence for this. As this require some clarification. Or at least provide me some date and time as it is hard to pin point.
On 3/2/2019 at 3:32 AM, Mighty Mycroft said:I can already hear people getting ready to tell me to "lern 2 play" but seriously, when your entire game revolves around these hardcore badasses just stomping newbies all day, i'm not going to try and get better, i'm just going to LEAVE and play ANOTHER game where i've actually got a rats chance in hell. I may be making assumptions about your community but i would assume the last thing you want to do is chase off anyone new. You gotta let em WIN a few if you want them to come back, we see the same thing in casinos with electronic slot machines, if you set the win chance to nothing everyone just goes to another casino but if they see someone win big every now and then, they'll think they could be next and keep coming back for another go.
I am sorry to hear that this was your first impression of the experience you are getting. As IA is based around a server and ranging from amateurs to experience players play at it. Unlike many other games some have different server match for different ranking but this people still exploit by recreating accounts. I do hope to hear or see you in game sometime and do please hang around, I will usually guide player's myself to teach them stuff. That is the best I can provide at the moment as I do not have resource to create a tutorial session.
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Hi @ganein14 thanks for the heads up. I will look into it and talk to him.
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13 hours ago, Cjx0r said:
-Mutants are trash units to begin with by why give them tiberium based weapons that they can use to heal themselves? After changing the visceroid thing so they don't heal mutants, why do they still have weapons they can just use to heal themselves anyway?
You see that Mutants I wanted to give them Tiberium Base damage. However, a projectile that has an explosion ( Tiberium ) which when shooting on the ground and that explosion radius touches you hence which it does heal you. Unfortunately I cannot rectify all these with the current armor.ini.
13 hours ago, Cjx0r said:why does a stinger have limited range and why does an AT rocket out range a stinger missile?
-not even bringing up the difference between a rocket and a missile; you guys do realize stingers have like 10x range over AT rockets right?
Not sure how are you see Stinger range is shorter than AT, Stinger as a range beyond 180++ meter upon upgrade with improved heavy weaponry stinger range has increase to 260+ meter
At4 has about 100 meter
Rocket Soldier has about 150 meter+
Carl Gustav Rifle range is about 150 meter
The only weapon that is slightly out range Stinger is yet to be add in, which are FGM-148 Javelin and HJ-12 Red Arrow.
Do note I am using Renegade in game Meter ( I presumed is meter value ) system which is different from reality.
13 hours ago, Cjx0r said:why can a banshee out range AA defences and why can infantry out range base defences?
-I never understood the reasoning behind why lots of vehicles (excluding something like artillery) can out range base defences to the point that they can be picked off without any effort. Why even have the base defences in the first place?
All AA Base defenses outrange all aircraft firing range, before aircraft can come into attacking range the AA Base defenses already firing at you. There are some spots and technique you can fire from blind spot or trick a certain base defenses to shoot all is ammo while reloading it will be hit by attacker aircraft.
Some vehicles do out range base defenses only by a narrow. Sometimes is a blind-spot preventing it from firing on enemy.
Defenses in place is to stop enemy in the track before reaching your base, they serve as an early to mid game deterrence for the attacking force. Such as early rush, or enemy is making mistakes that cannot be easily forgiven ( such as fail rush or exit from a APC not near to enemy building to enter ).
Some infantry can out range base defense due to the fact they are smaller than vehicles and second is for the purpose of making infantry role better. Renegade is a Tank Game and losing Vehicle Production means is game over most of the time. I want to make that gap lower that Renegade is not all about Tank Game.
13 hours ago, Cjx0r said:why do a few ob guns spawn at the start of the map?
-You put a 3 minute timer on these things like they are overpowered but then hand them out of like candy at the start of the map. Why?
Now originally this obelisk gun was meant for the emergency backup. I used to put a few in the maps for each side of the base where if they are being besiege and losing they use this to bring them back. However, instead of defensive purpose player exploit and use this on the offensive. The whole idea was to break out of your besiege base.
Now since there are more options obelisk gun still play a role, I and Dblaney can take a look into it how to properly adjust is spawn.
13 hours ago, Cjx0r said:why do a few ob guns spawn at the start of the map?
-You put a 3 minute timer on these things like they are overpowered but then hand them out of like candy at the start of the map. Why?
Well if you play many other games or watch countless films block buster you can see EMP does turn off and shut down vehicle. Ranging from Battlefield series to Fast and Furious and from Marvels/DC universe films. And where did all this thing come from? Reference of the reality thing of EMP. To further solidify my claim I would like to add that Interim Apex is part of C&C Universe or you can say based off it, and here are three of the reference regarding how EMP work.
and take a look at Tiberium War Shockwave Artillery which is also another EMP ability.
https://cnc.fandom.com/wiki/Shockwave_artillery
Generals Zero Hourr Alexis Alexander of USA Super Weapon General
https://cnc.fandom.com/wiki/EMP_Patriot_system
Her Patriot Missiles are all equipped with EMP explosion, that shut down all any vehicles that was in the explosion radius.
I hope this answers your question
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Well I guess this is not secret anymore....
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3 hours ago, Brahma3 said:
So after not playing for quite some time & decided to redownload the game but when I try to play it opens up the settings window where I have even tried lowering all the settings then I go to play & the game loads into process for about 1-2 seconds then disappears no error messages or nothin...please help...absolutely love this game.
Hi Brahma thanks for registering at W3Dhub and we hope you enjoy your stay.
As for the issue may we know what operating system you got as well as hardware level?
In addition, would it be possible to change or set your settings with windowed mode and try it out?
In a very rare scenario, it could be Anti Virus that is interfering with the game.
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2 hours ago, ganein14 said:
Loving the changes being made all around! Would the Tib growth machine affect all colors of tib? And if you build more than one, will it speed up how fast it grows?
Ah well they apply to all Tiberium Field's regardless of variant. They can be stack, however I do not recommend in small field as either you block off entire of your team from harvesting or when it is destroy, it causes an exploding chain reaction nearby.
1 hour ago, bichari said:i miss 40-50 players i hope those changes will bring them back to this server
Finger cross Christmas is around the corner and I am glad i can make it in time.
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Dynamite Suggestions
in Interim Apex AOW
Posted
Not sure who trigger this explosive device but before i made the changes to the dynamite the server was exploding left and right with player's pm me bout dynamite and player associated with changing their nicknames to dynamite.
I do agree this new update there is some hiccups but rest assured I will try to patch it out.
Which makes me wonder whoa Dynamite is a real deal.
Kinda like super serious mega discussion.