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Pushwall

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Everything posted by Pushwall

  1. The Mammoth Tank issue is most likely the same recent physics screwup that caused TT/MRJ to flip over while going uphill backwards, as there is no blocker there and it seems to be the same thing of too many wheels not touching the ground = get tilted. I experienced a similar thing on Guard Duty's new cliffs by trying to drive an Artillery over the narrow archway, except like the TT/MRJ and unlike the Mammoth, its suspension is loose enough to allow it to tip backwards all the way instead of getting stuck partway through. I've brought the issue to the attention of the scripts team. Under is most likely just the TT's worldbox being too big for that little alcove as again there is no ramp, will need additional vehicle blockers there.
  2. Not really, it says the latest version of the game is 2.1.1 Gamma and links to the Bluehell Productions website, despite having been edited a few times since then, last edited two weeks ago
  3. Security guns would pretty much be the same thing as not letting enemies on roofs at all, and I think the poll is indicative of how that would go down. Only difference is it'd take more effort than the other methods and look more out of place.
  4. A disadvantage that doesn't really seem to be making itself known on Siege. The maps where Allies are actually doing better than Soviets on 10+ players (my usual metric for measuring this stuff since the game isn't designed with 1v1 in mind and Allies typically win that because of speed) are Guard Duty, Complex, Metro, Coastal Influence and North by Northwest. None of those fit the bill of being ill-defended, large and open (except naval battles). NBNW is large, though it's too new for the little data available to be a reliable indicator of if it's Allied biased. Guard Duty is open, but on that map it's the Soviets who have the edge in speed thanks to Yaks, though they still need a lot of refining, and it's likely that a lot of recent Soviet losses are due to people who adamantly refuse to use LAN mode to get a grip on the Yak before employing it in online play resulting in way too many crashes, or adamantly refuse to just stop buying Yaks if they find they can't fly them properly. And Metro is "undefended" in the traditional sense but really it's more defended against vehicles than against infantry since the hedgehogs complicate early vehicle rushes. Vehicles certainly aren't the problem there. Camos Canyon, Canyon River, Hostile Waters, To the Core and Under are pretty even with either equal wins or a 1 win difference between the teams (though HW may change due to the big revision). Everything else is Soviet biased to either a minor or noticeable degree.
  5. 3.1.6 is now "complete" with the revival of the two Raapmaps with the 3.1.6.2 update! General Fire/electric weapons no longer cause decals on MCTs so that won't be a performance issue anymore. Captain M60/PKM spread while jogging increased (1.25 -> 1.5) M60/PKM spread while jumping increased (4 -> 4.5) Yak Damage multiplier to base defenses down (0.3 -> 0.25) Damage multiplier to Cannons down (0.3 -> 0.1875) Gun now takes a little bit of time to "rotate" sideways so you can't spray bullets everywhere in a single salvo. Receives full damage from Rocket warhead again. Reduce ascent/descent speed slightly so it can't hover like it could after the recent update. Speed thresholds are slightly harsher again but not as much as originally (15 -> 17.5m/s for crashing, 20 -> 22.5m/s for damage). Wheels don't grip the runway as harshly as before, so it'll be able to acquire more speed. Checks for slowness are now more frequent (0.4 seconds instead of 0.5). Now receives full damage from AA Guns again (but not other AA weapons) Airfield Safety zone now deals damage of a unique warhead so it doesn't repair helis. Safety zone is now about 2/3rds as high as the control tower's second floor instead of about as high to reduce Harriering and because the reduced collision reduces the need for doing U-turns on the runway. RA_HostileWaters Advanced naval structure health down (750 -> 500) Advanced naval structures now take half as much damage from Longbows. Advanced naval structures are auto-repaired 2x as fast by Construction Yard. Advanced Sub Pen entrance is now less precarious for infantry to walk into. Base layout/geometry adjusted to make the main base less vulnerable. Natural ridges on the Allied side and indestructible walls on the Soviet side reduce the area in which LSTs can land effectively and the amount of buildings that Destroyers/Missile Subs can hit. Ore Silo in base replaced by Gem Silo, which has 25% more health and contains all of the base's income (4/sec). Added faint water caustics effect around shorelines. Added some new snowy plants around the base islands. Added some extra landing points on the icebergs. Added a lot of additional infantry cover to the icebergs. Crates on icebergs now only contain small arms, flamethrowers and minor money gain/loss - no more heavy anti-ship weapons. RA_Siege Added Airfield. Added altitude level warning zone for planes. Moved Soviet cluster of refill pads over to the Refinery side and opened the wall there. Soviet landing pads don't jut out of the base so much. Spread out the silos a bit. Removed Soviet Flame Tower. Cannon now reloads a little faster (5 -> 4.5 seconds) Cannon now takes a little longer to ready up when entering (2 -> 3 seconds)
  6. Not even kidding, I just had to export the map again because of a change to the airfield, and somehow it got stuck on the trees again. I guess this is going to be another one of those eternal problems I have to check for every time the map receives the slightest change.
  7. I don't think diving into the castle courtyard will be as much of a concern as I previously thought. Ridge War with all its high plateaus though... And yeah, damage values are subject to change as Yak has never been tested against cannons/LBs before.
  8. After a bit of extra feedback on discord, this is most likely what I'll be going with for the sov base layout. Pay no mind to the pavement leaking out of the wall and the terrain holes, obviously I'm not fixing that up until positions are finalized. Another possibility on my mind is flipping the positions of the landing pads and refill cluster (and therefore also where the wall is open).
  9. Oh and in case anyone brings it up, moving any of the main buildings (as opposed to deleting like the dome) to accommodate airfield placement wouldn't really be an option because of how VIS sectors work - unless I ended up redoing the VIS entirely but then that would slow down the update a lot (though I should probably do this at some point given all the building props that got added post-production). Plus moving the WF/Ref would mean tweaking its tunnel system which I'd rather not touch. Moving auxiliary structures like the refill cluster, silos, defenses is a-OK though.
  10. Wow I've put this off for a long time. I'll look at it soon. A vehicle blocker on the hill to stop things driving off it into that wedge between the hill and the bar would be obvious, but I typically prefer to place visible barricades to indicate the existence of impassable anti-vehicle walls to players, and that hill is sheltered enough for attacking Soviet infantry as it is without pieces of cover on it. Alternatively I may cave that hill in on the bar side and move the crate back so there's more space between the hill/bar/crate.
  11. This is still a thing and I don't think anyone has penned a 100% reproduction method. Given that it's buggy and the particle effects put a big hurt on performance whether they're supposed to be there or not I may just axe damage smoke/fire entirely.
  12. This is apparently still an issue, has anyone figured out a 100% reliable way of getting this to happen? It seems completely random to me.
  13. What's the issue on the second one, the sand<->cliff? I didn't have a blend for that because the cliff<->grass stretch is so long and it would've meant sticking even more rocks to cover the fact that we can't 3-way blend. If I remember correctly every riverside/lakeside sand stretch on TTC is like this.
  14. Reset hints is for the archaic hint feature of Gamma that served only to freeze people in combat at random, if you bought a unit that you hadn't bought before it'd wait some seemingly random amount of time before showing a popup about the unit that prevents you from taking any actions until you close it. Reset hints is for resetting those and they don't exist anymore.
  15. Truly the most important part of APB survival. This should replace the Don't Buy Demolition Trucks radio command.
  16. This is probably the easiest way to handle the gap in the rear route on the Allied side, though it may not be aesthetically appropriate right next to the castle. (Those terrain gaps will just be covered in rocks if I go with this.) It's a lot easier to deal with on Sov side where the thing blocking vehicles from progressing is just a pile of rocks that can be spread out/deleted.
  17. So Raap brought up the possibility of Yaks siege, I've heard a few requests for it ingame too, and it's something I really wanted to do though I'd rather have waited for someone to do a MiG before adding airfields to a high-tech map. And some recent changes to the airfield logic mean we can have both it and a Soviet helipad on the same map without their logic interfering in one another. The map clearly needs shaking up since whenever it comes up almost everyone just want it skipped even though on the forums almost everyone says not to remove it from rotation... Where should the airfield go? There really isn't much room around the Soviet base. Putting the airfield on the flat ground to the right would take practically no terrain adjustment, but it'd also make the airfield INSANELY exposed to Allied chinooks and the only reasonable way for Soviets to reach it in time if it's under attack would involve them blowing open their own walls and I'm not a fan of the Gamma thought process behind walls - back when walls existed to slow down their own team instead of the enemy team, because as if waiting 5 minutes for tanks wasn't bad enough, let's make you wait another minute to blow open the walls that are making it hard for you to defend. Or should we pull a Guard Duty and make it replace the Radar Dome so that both teams are even on building count? This is what I'm leaning most towards since base destruction is rare enough as it is, but only if we ever get a MiG model so that losing the WF and not being able to scrape together expensive HTs from the dome wouldn't be as big a loss. Having it up on this hill would probably look nice aesthetically (if the terrain was reshaped to fit...) and give Yaks very little to crash into on takeoff/landing, and would require Allied Chinooks to take a more circuitous route, at the cost of again being difficult for Soviets to reach. Having it in place of the old refill/repair cluster would be good for the Soviets in pretty much every way - only problem then is, where does the repair/refill cluster get moved to? There's also this, and then moving the heli landing pads somewhere else, but that's a lot of walls being either cut out or moved out even further, both making that side of the base even more exposed to chinooks. Or maybe there's some other good spot? As mentioned in the recent changelog thread I will also be opening up the rear side of the island to infantry/vehicle access, but not opening the rear of the castle's battlements to infantry. This reduced vulnerability to castle-top infantry should make the route worth the extra travel time.
  18. That was going to be one of my next projects. I kinda want a MiG model before I go adding airfields to higher-tech maps but Siege needs some shaking up anyway, I'll probably open up the rear of the castle as a ground attack route, the map is kinda out of rotation right now because people still don't like it.
  19. 3.1.6.1: Guard Duty's allied OT works again. I guess somehow the new cliffs which it never even interacted with previously and didn't in the broken version either were giving it ideas. #JustLevelEditThings
  20. There is no ramp in either of these spots and I cannot reproduce these.
  21. I'm sure people don't want to see that plastered across their screen every time they touch or fly over a rooftop or even happen to be between rooves (like in the Refinery third floor interior which is at the same height as the walkable sections of the roof - and is also an infantry spawn point). There's a reason I keep application of that text to a minimum. And it'd be annoying for people who don't frequently use their own rooves, to instead see that after they've dragged a flare all the way across the map. Perhaps it could instead be printed when you "buy" the flare (which would need a script update).
  22. Yes. Is there a reasonable way to communicate to players that that's the case so we don't end up with an eternity of "wuuuuuuuut I can't place flares here? that's dumb. for what reason? it's visible from the sky, why can't the missile silo targeting see it?"
  23. Fucking hell it just does not want to stay consistent. It worked 100% in testing.
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