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A Path Beyond APB 3.0.8.8 Changelog
Pushwall replied to Pushwall's topic in Red Alert: A Path Beyond
Unfortunately we can't control how much of an effect armour has based on where you get shot. If we could I'd just make headshots ignore armour entirely (but have a lower damage multiplier). It might be doable by a nexus of attached objects? Maybe? But I weep for the netcode if every soldier is walking around with a dozen or so attached objects for hitboxes with different armour types. It's not worth it. -
Two words: fall damage.
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It'a a thing M113s did have at some point but they'd need to be modeled and screw that. And making them actually fire the passenger's weapon ala Battle Fortress instead of being restricted to M60s welded to the ports or something just sounds like abuse heaven (hey remember that medics and mechanics are a thing?)
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Well of course it'll still be slower than the Ranger. The Ranger's been getting speed boosts every so often to keep it relevant while tanks languish so to speak - it now caps out at 17m/s while the fastest armoured vehicles hover around 13.6 (APC's current speed) to 14.5 (Minelayer). Around the start of Delta the Ranger was 15 I think. Even sped up, the APC still can't really be used as a solo Tanya chariot like the Ranger/LT/ML can, because due to its durability, its roles being updated to include anti-air and anti-mine, and Soviets having really strong field infantry, you want to be absolutely sure that the Soviets will never get their hands on one. A single Soviet Ranger can be manageable... an APC not so much. I go on and on about how OP high-tech Soviet Rangers were in testing times, but if Soviets were able to buy APCs they would just never buy any other unit unless their barracks was dead.
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After the few large recent games I've been in, yeah, feels I went a bit overboard on its hitpoints. If I drop the hitpoints, I might as well give it a speed boost to make it better at its intended roles of Hind-hunting and deploying/extracting infantry, as opposed to being an anti-personnel/anti-air MBT. It was the fastest ground vehicle in RA after all. But drop its turn rate/acceleration so it can't be a dodge-beast like the Ranger. (It was actually faster than the Ranger in RA, except on road terrain which rarely made up more than 1% of any given map - which just begs the question of why Rangers were even in the game to begin with.)
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The cannon changes have already been implemented for next patch. Except the primary is just using a different warhead that has a much lower anti-building multiplier (Shell instead of Artillery, which is a 28% downgrade against buildings) instead of a lower base damage, so it's not gimped against units. Not sure how I feel about making a new warhead just to let it one-shot aircraft. There are already a ton of warheads and it's getting dangerously close to the point where when I edit armor.ini, a single armour entry takes up the whole screen. There aren't many spaces left to work with, if a few more warheads get added then I will no longer be able to page up/down to snap exactly to the next armour entry to quickly compare them and eliminate weird discrepancies between them. Achievements are in the hands of someone who is rarely present.
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Just came up with a different way of solving the tesla resistance shenanigans: giving the Artillery (and possibly V2) the same "stealth light" armour class as the Phase/MGG, so it takes 50% more damage from TTs instead of 25% less, causing it to be one-shot through its 150/150 health. This would also make mechanics repair the arty at a 33% slower rate. But it means we can keep the TT's special armour and make it even more Tesla-resistant (possibly even IMMUNE to shock troopers) so it can actually be worthwhile - at the very least allowing a spy to force enemy shocks to waste money on something else if they want to prevent it from escaping. However, I get the feeling tesla resistance isn't anywhere near the main problem that the arty has if it's so troublesome on maps where tesla weapons don't even exist (Canyon River, River Raid, Guard the River Duty) or are too expensive to invest in unless you're already ahead (Metro, Under)...
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This was actually a canned lolmap idea - though TS-esque multi-missiles as actual weapons instead of cinematics are kinda not possible so it just fired a shotgun spray of 8 arcing v2s and was called the "V2 Onager".
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Yeah, I came up with a less boring name and it seems rantanplan never got around to correcting it
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Well it certainly has room in the cab for that. Back when Fucking Everything had passengers I was considering giving the Artillery and V2 a passenger slot but then realised it wouldn't make sense on the Artillery and thus decided neither of them should have it. Since they're so drastically different anyway, I guess it could work out. Then again, V2 is not that much faster than a sprinting soldier and it has to slow down a lot when turning anyway, so why not just sprint alongside/behind it like the Mammoth who was also recently suggested for a passenger slot? Only difference there is that its profile is harder to hide behind and it can't take hits like a Mammoth, I guess. And given the shock/kov OP passenger issues that prevented Rangers from becoming a mainstream Soviet unit, I feel like this would help in high-budget/high-tech just as much if not more than at lower ends. Though certainly nowhere near the degree that Rangers would
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They both used the exact same warhead in RA (arty had better DPS but zero opportunity to use it since WW logic dictates that an "artillery" has about the same operational range as MBTs and that a prone half-naked commando can survive more bullets than a self-propelled howitzer), so any difference in how good they were at killing things was purely based on enemies' dodging ability - which, granted, V2s dealt with better due to their projectiles being twice as fast. However we can't just magically make the arty's accuracy change depending on what it's targeting, and reducing its projectile speed ala RA means that its arc changes - which is a sacred cow that I will not touch, as the arty/V2 arcs are probably the most important arcs in the game and I don't want to make everyone relearn how to aim them. They're still using Gamma values for a reason
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Specifically for being a MVP spy with over 1000 points. Not sure how I missed that one.
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I've REALLY been meaning for someone to put the unlock requirements on the stats page. And for some of the achievements to be removed because some are about a one-in-a-million opportunity (like Volkov stealing a Phase Tank). Nevertheless I'll just list them here. At the time I posted this you were ingame by yourself so I might as well clarify this as well: they can't be unlocked if you're alone. Hunger Games Champion: Be MVP on a team that won the game with their Refinery lost. Elite Allied Defender: Play as Allies and destroy 5 Mammoth Tanks in a single game. Elite Soviet Defender: Play as Soviets and destroy 5 Phase Tanks in a single game. Professional Building Destructor: Destroy 4 main buildings (i.e. buildings that are required for a base destruction victory) in a single game. Elite Infantry Killer: Kill 20 infantry units in a game where your team lost. If You Build It, They Will Come: Join an empty or nearly-empty server and get the player count to at least 5 within 10 minutes. (Seems to be bugged sometimes.) Gone Above And Beyond: Play one game of APB. Mostly just there to tell people hey, the achievement system exists. Mod Abuse: Get killed by 5 different moderators, temp moderators or administrators in infantry combat. Mod Is Dead: Kill 5 different moderators, temp moderators or administrators in infantry combat. Evenly Matched: Kill an enemy infantry and get killed by them in less than 2 seconds. Down to the Wire: Lead your team to victory and be MVP in a match where both teams scored over 5000 points and the score difference between both teams was less than 100. Production Disruption: Destroy one of each main economy/production building. (Barracks, Helipad, Naval Yard, Sub Pen, Refinery, War Factory) Ransik's Bane: Destroy one of each main non-production building. (Construction Yard, Missile Silo, Power Plant, Radar Dome) Death to Traitors: Kill 5 different British/French/German players who are on the Soviet team, or Russian/Ukrainian players who are on the Allied team. I Am the Reinforcements: On Assault Seamist as an Allied player, deal 250 HP of damage to Soviet main buildings before the navy arrives. Preemptive Strike: As an Allied player, win a match by base destruction on a map with at least 3 main buildings in under 10 minutes. (I should really get rantanplan to add an additional condition of "be responsible for dealing at least 250 HP damage to enemy buildings" so it's not a freebie for everyone.) Steamroller: As a Soviet player, win a match by base destruction on a map with at least 3 main buildings in under 10 minutes. (See above.) Spawn Killer Killer: Using a Rifle Soldier, take damage within 5 seconds of spawning, then kill the player who damaged you within 5 seconds. 56K Warning: Using a Technician/Engineer, repair a building with the Repair Tool while at least 2 other friendly Technicians/Engineers are doing the same. Unlikely Hero: Using a Technician/Engineer, get the killing blow on a Tanya or Volkov. Trailblazer: Using an Engineer, destroy 10 mines in a single life. (Never seen this unlock - with how closely people can clump a bunch of mines on maps like Under, I can only conclude that it's bugged) Not Just a Killwhore: Using a Sniper, kill an enemy infantry within 30 seconds of them planting an A-Bomb Signal Flare. (I have NEVER seen this one, but it's also pretty stringent, so I don't know if it's just bugged or nobody's done it. Lytton Police: Using a Sergeant, kill an aircraft. Range Quit: Using a Starshina, kill an enemy Sniper with the TOZ-194 - no pickup weapons! (Think this is bugged as I've done it and not unlocked...) First Blood: Using a Captain, get the first kill of the match in the first minute of the match. (I really need to get rantanplan to extend this to 2 minutes as right now it is only possible on Fissure and FoI) Summary Execution: Using a Kapitan, kill an enemy Spy who has not acquired any kills or stolen any vehicles in his current life. I Am the LAW: Using a Rocket Soldier, destroy an enemy vehicle and kill its pilot with the M72 LAW in a single life less than 1 minute apart. The Holy Grail: Using an RPG Trooper, destroy an enemy air unit and an enemy naval unit in a single life with the Strela. (May also be bugged? Seems like it wouldn't be that uncommon on Pacific Threat but I've never seen it.) Hypocritical Oath: Using a Medic, get 5 kills in a single life. Grand Theft Auto: Using a Spy, steal a freshly-bought Soviet armed vehicle (same list as for Knight in Foreign Armour) and keep it alive for at least 30 seconds. For King and Country: Using a Spy, steal a freshly-bought Soviet Demolition Truck and detonate it in 15 seconds. Most Valuable Plagiarist: Using a Spy, be named the "Soviet" MVP with at least 1000 points in score. Knight In Foreign Armour: Using a Mechanic, pilot an armed Soviet-exclusive vehicle (Heavy Tank, Mammoth Tank, V-2 Launcher, Tesla Tank, Hind, Attack Sub, Missile Sub) and use it to destroy one of these vehicles. Voltage Doubler: Using a Shock Trooper, pilot a Tesla Tank and destroy a target with both units in a single life. (Pretty sure this is bugged as I've done it and not unlocked it.) Lights Out: Using a Shock Trooper, destroy an enemy Power Plant. Got Juice?: Using a Shock Trooper, get 3 kills in a single life. Professional Volunteer: Using a Tanya, destroy an enemy main building with your C4 and acquire 4 kills within 2 minutes of the destruction. Dominatrix: On Forest of Illusion, lead your team to victory by domination points and be named MVP in a Tanya tournament. Let's Make a Steal: Using a Volkov, pilot a Phase Tank. (I only saw this for the first time a couple of weeks ago, like a whole year after this achievement system was added.) The Everyman: Using a Volkov, kill at least 3 enemy infantry, 3 enemy vehicles, and cause at least 500 HP of damage to enemy buildings in a single life. (This could probably stand to be reduced a bit as it was devised at a time when Volkov was OP.) Ranger Danger: Lead your team to victory and be named MVP in a match where you bought at least 1 Ranger and never piloted any vehicles other than Rangers. Eat It, Fatties: Using a Light Tank, destroy one of each mammoth-armoured vehicle (Ore Truck, Mammoth Tank, MAD Tank). Twice the Barrels, Twice the Fun: Using a Heavy Tank, destroy an enemy Light Tank and Medium Tank in a single life.. My Phase When: Using a Phase Tank, destroy a Demolition Truck within 10 seconds of an enemy player entering it. Mobile SAM Site: Using a V-2 Launcher, destroy an enemy AH-64 Longbow in flight. Searchlight: Using an Mi-24 Hind, spray your gun to reveal a full-health enemy Phase Tank and allow your teammates to destroy it within 15 seconds. Mind the Gap: Using a Mobile Gap Generator, crush an enemy infantry. Demolition Derby: Using a Demolition Truck, cause at least 1000 HP of damage to enemy main buildings in a single detonation.
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Weren't you complaining before about how artillery units aren't combat-viable enough? Why not boost the V2 in some way? The tiny profile might be a little less of an issue when the new model finally gets textured - obviously it won't be V2-size but it'll help, compared to the current arty it's a good couple of metres longer thanks to the stabilisers on the back, slightly taller, and the base of its barrel is a bigger target. The "tesla resistance" is a thing across all light vehicles that don't have some kind of stealth capability - which for the Allies is just the Ranger, ST, MRJ and Arty. It was really intended for the Ranger to give it more of a chance against shocks in close quarters. Since the Tesla Tank's unique actually-tesla-resistant armour doesn't really have much reason to exist (it only really matters if a spy steals a TT which, let's be fair, doesn't happen much because its frailness makes it nigh impossible to get out of the Soviet base anyway) I could replace that with a special armour for Rangers and return actual light vehicles like the Arty to being treated normally. Surely reduced range would hurt it more in the open than it would in the enclosed spaces it dominates in, in which it can't even make use of its current maximum range? More sluggish rotation will, again, significantly hurt it in the open as turning and moving is pretty much your only way to not get your shit pushed in by V2s that have line of sight to you. So I will probably just go with no tesla resistance, maybe stricter elevation, and a 750-900 price tag. Allies need to use more money anyway, right? (Which is part of why MGGs got their price doubled, the other part being that having a see-thru sphere and enough health to survive a stiff breeze makes them so much more viable than earlier versions.)
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Balance Boosting Allied strength on larger games
Pushwall replied to des1206's topic in W3D Hub Discussion
Maybe it's something that I inadvertently managed to fix for the next build then ¯\_(ツ)_/¯ -
Balance Boosting Allied strength on larger games
Pushwall replied to des1206's topic in W3D Hub Discussion
Did. The flame towers did not shoot until I laid a mine and drove off it so that they could see it. -
Balance Boosting Allied strength on larger games
Pushwall replied to des1206's topic in W3D Hub Discussion
It's what they try to target. The ML is a much bigger target than the mines and will often get in the way though. -
Balance Boosting Allied strength on larger games
Pushwall replied to des1206's topic in W3D Hub Discussion
It's the mines that get blasted. Try not placing them directly in LOS of the coil since, you know, they are Allied mines that the coil will recognise as Allied targets. -
Balance Boosting Allied strength on larger games
Pushwall replied to des1206's topic in W3D Hub Discussion
Can you tell me what stolen vehicles are getting attacked by base defenses since last I checked, every Soviet vehicle has the "defenses don't attack if piloted by a spy" script? We can't use that on Allied, neutral, or Lunar Paradox vehicles for reasons that should be fairly obvious. -
I'm guessing this is compared to the heavy - and heavy had ~22% more than the medium too. Thing is, this was back when mechanics could wall them for days, They desperately needed that much of a power edge back then.
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It's not even +66% against anything other than ore trucks. Or stolen mammoths/MADs. It's only +33% against other MBTs, the APC and ML, and no bonus against light vehicles - which, yes, is intended. The mammoth honestly does not need any help taking out light vehicles, even phases. Raising the "pure damage" of mammoths any higher than it already is will just make them even more OP. Just like heavies, they kill rangers and arties in 5 shots, and are just a few damage points away from being able to do it in 4 - which is also one less reload, so a very sudden jump in unassisted kill time. Also, it's not that the mammoth has a bonus against armour - it's that the heavy has a penalty.
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Does it really need to do more "pure damage" than a heavy? It has heavier armour, more health, regenerates, has missiles that give it a better shot at fighting off longbows and infantry, and it does more damage to buildings. There's no situation where it does less damage than a heavy, it just ties against light vehicles, and heavy/mammoth vehicles whose armour is broken. Bear in mind that this is not the RTS where you could deploy 2 heavy tanks for slightly more than the cost of 1 mammoth, so of course the power discrepancy between differently priced units is going to be narrower.
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Balance Boosting Allied strength on larger games
Pushwall replied to des1206's topic in W3D Hub Discussion
Just open up a given unit's scripts tab and be barraged with random numbers. The damage points/cash value, divided by 100, is how much points/cash you get for each 1HP of damage the unit takes. So the APC's 12.5 damage points * 800 total HP / 100 = 100 points. It's a pretty annoying system to work with and I'd much rather be able to just input a total points value rather than have to calculate it using object HP. This is also why infantry don't have damage points - that armour still counts as HP even though it really isn't for gameplay and it's very possible to kill someone without depleting it all, which could rob you of points. The engine's points system wasn't really designed with the intent of people actually trying to do interesting things with armour instead of just having it be another health bar that has slightly different resistances to the "main" one. -
Completely intended but that's not the whole story. Try doing this against the armour of vehicles other than the mammoth/OT or whatever mammoth-class vehicle you tested against to get that damage figure. It's not as widespread as you think Also, light tanks have the same problems dealing with armour that heavies do. Most other AT weapons don't care. And there may be some weapons that do better against heavier vehicles...