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Pushwall

Staff Moderator
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Pushwall last won the day on January 11

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About Pushwall

  • Rank
    RA:APB Lead Developer
  • Birthday 06/05/1989

Profile Information

  • Ingame Username
    Pushwall
  • Gender
    Male
  • Location
    Chavenage, Innitland
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    pushwall

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    Pushwall
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    wallpush

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  1. Pushwall

    No, being a hitscan bullet versus a non-hitscan bullet.
  2. Pushwall

    A change like that doesn't really give you much indication of how its effectivenesses have changed though, right?
  3. Pushwall

    And people wonder why I'm reluctant to go the route of secondary fires that are effective against different targets than the primary fire while looking exactly or almost identical to the primary...
  4. Pushwall

    This isn't even a thing in scripts 4.x, distance has no effect on damage. This is only a possibility if the shotgun's damage is all or mostly splash-based. Even so, it wouldn't be this consistently bad if this was the case (and you'd see some instances of yourself clearly missing the enemy with all your pellets but still doing some damage to them). I'd say this is the most likely factor since it appears the shotgun never did noteworthy damage to them in that entire clip even with a clean hit. Another possibility is that the grenadier has some wrongly labelled hitboxes (such as a torso that takes damage like it's a foot instead of, y'know, a torso) but that would cause every non-splash weapon to suffer against them, so this probably isn't it.
  5. Pushwall

    You say most of "the" mods which gives a different impression. But thanks for clarifying
  6. Pushwall

    To be fair I also prefer that people post their criticisms and suggestions on the forum or discord simply because it won't get lost there, unlike ingame chat that resets with every map change, requires me to be there to see it unless I go through IRC logs, contains a lot of irrelevant fluff like kills and purchases (and IRC logs have even more fluff), and may just get skimmed over anyway because I'm busy trying to play the game. It's never fun to see a vague reference to a piece of criticism that was voiced while I was asleep and have to go diving through the bot's IRC logs to find out what the actual problem is that someone wants me to look at. Or for it to only come up in the heat of a battle where I'm not even reading chat. That said, muting people for being a critic ingame is absolutely not the right way to encourage them to do so on the forum instead, and assuming they're just trolls stuck in the past isn't healthy either. That's an odd definition of "most".
  7. Pushwall

    Shouldn't be relevant anymore since this version of Hostile Waters is gone.
  8. Pushwall

    Changed Status to Closed (Other) Changed Attachments to https://w3dhub.com/forum/uploads/monthly_2018_05/Screenshot.3.png.70a1689e4577870bc1e4062cbf5c0342.png
  9. Pushwall

    Ranks don't get updated if there are too few players so that would explain why it wasn't updating in small games, and about half a year ago we reworked the rank requirements to be easier which would explain why you were "stuck" at 100% of requirements for next rank (you probably jumped up several ranks when it started tracking too). The requirement of how many players are needed for stats to track got increased when bots were added so that stats couldn't be farmed against bots. If the decision to remove bots stays, then we'll lower the number of players needed for stats to track too.
  10. Pushwall

    Most of the maps that haven't had bot support built in are either not suitable for low human player counts (nobody wants to play 1v1 KOTG because of the size, and nobody wants to play 1v1 bonsai because of the nuke lottery, even if either map or anything similar has bots milling around) or are centered around gameplay that bots flat out can't comprehend (any naval map, Pipeline because of the oil, and Antlion because teamed bots basically ignore neutrals). Hell, bots already have a little bit of trouble with Guard Duty even though the Soviet bots are forbidden from utilizing the airfield, just because it exists and Soviet bots can spawn inside it but they can't get out without suiciding and either team's bots can't get in to shoot/repair the MCT. Complex and Seamist are pretty much the only "low-player" maps that don't have bots and are suitable for them, and if I were to take the effort to hook up the rally point system for those two maps (and custom attack/defend objectives for seamist so that bots prioritize the dome), I still doubt a mere 2 extra maps is going to solve the perceived "not enough maps" problem. On the other hand, "get rid of smart map selection" is a worse idea. Having big maps like ridge war or hostile waters showing up while the server is empty is not going to draw people in. For a while, I'm going to disable bots and expand the super-low player map list to include every AOW map suitable for low players instead of just the bot ones (so adding Seamist, Coastal, Complex, Pacific, Pipeline and Under), include only one infantry map (Antlion for now) because if it ever decides to play 2 inf maps in a row that's instant server death, and see what happens. It can't hurt
  11. I dunno, most of those (except FoI and LOLmap) sound like bad things to me. Beta was fun back then, but there was quite a bit wrong with it in retrospect, and the main draw was that players were around back then and that its flaws weren't nearly as profound as Gamma's. Then Gamma came along and said "hey, we can make it so playing as a mechanic requires you to have some brain cells to rub together and non-mechs can't just diceroll their way through things with bluehell, but the law of equivalent exchange demands that we balance it out with some bad. Like gradual tech level unlocking, arthritis-powered M16/phase/pistols, OP autocannon hind, no more kill icons, no more taunts, somehow worse framerate than Delta, helis covered in treacle, RA_Hourglass, C4 for volkov, laggy chargeups for tesla weapons, flamethrowers that can shapeshift into AP mines, snipers not being rebalanced to compensate for the fact that there is no longer a cheat-gate on sniping, MGGs that spew poogas, EVA being vague about what's under attack, and MRJ producing nausea-inducing sounds. And by some bad, we mean all of it. Take it or leave it", drove everyone away, and a lot of people just haven't come back since. I wish we could have just skipped Gamma and gone straight to Delta
  12. Pushwall

    No, nothing else will be getting a horn or anything resembling it. Sorry! Courtesy of @Yah-Nosh: planes that act more like planes. Aside from that, I hope to do one or two more maps, particularly ones with planes and botes since there is a lack of those. Most likely candidate for me is the Volcano rehash I mentioned in the Shallow Grave thread. There's not much else in the pipeline besides general scripts improvements that all 5.0 projects will benefit from; for example you will no longer have your floating player name blocking your view when using a first-person vehicle camera, and weapon firing sounds won't cut each other off anymore. As ChopBam mentioned, he is more occupied with non-APB projects, and that's perfectly fine; I may end up contributing more to the other projects too, now that APB is nearly feature complete. But I'll continue to keep an eye on balance here.
  13. Pushwall

    Changed Status to Fixed
  14. Pushwall

    Known and already fixed for next release
  15. Pushwall

    Hi Mackintoke aka DoMiNaNt_HuNtEr (a name shaitan might be more familiar with), you might want to read the post directly above yours and then ask yourself why you keep getting banned wherever you go. Good day.
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