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Everything posted by Pushwall
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No problem WRT the posts. I was considering doing some tweaking to the air units' physics anyway; recently the engine's "edit vehicle" console command got updated to work with VTOLs (for years it's only worked with ground vehicles) making it much easier to test out changes for them since we can now edit their physics while ingame. Had you asked for this like a month ago I'd be lecturing you about what a pain it is Vertical acceleration is entirely separate from horizontal acceleration so I'll see if I can find a fair value here.
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Hence why Volkovs aren't getting nerfed in that department. They can actually miss
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Shock troopers are also getting a nerf against light armour vehicles (excluding phases/MGGs/demos) and will need 1 more hit to kill them so the APC may not need this.
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Let's not render the Engineer entirely pointless on offense for Allies outside of naval maps. APC is already getting extra effectiveness vs mines, it doesn't need more than that.
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Liking the idea of using the old Browning. Could tweak its stats so it's better at anti-air (Allies are kind of boned on AA when their barracks is down... Soviets not nearly as much), and give it a very minor amount of "clearing charge" class splash damage for the anti-mine role I mentioned before. And besides, it does have a pretty shoddy rate of fire for a machinegun.
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Thing is any buff to them that doesn't also affect Rangers devalues Rangers since they have the same weapon. But yeah, the Ranger/APC gun is getting buffed considerably next version, with a magazine size of 100. Its damage to buildings is reduced so the DPS barely changes at all, but it kills everything else 16.67% faster and has to stop for reload breaks less. Maybe APCs could have 400 health but not have the 100 magazine, so they're better at pushing through defenses to get infantry to where they need to be, without making them turn Rangers into simple Tanya chariots again? After all I'd rather see APCs be used as APCs rather than used as Armoured Rangers. Alternatively we could open up the can of worms that is the AUTOCANNON , and give it to the APC so it becomes partway between a light tank/ranger in combat specialty, which also gives it a better shot at clearing mines around buildings since it'd have splash damage? Speaking of Rangers their physics have also been overhauled - they should handle less slippery and not get stuck humping rocks as much.
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That happened back in Gamma. The result was Medics that were only used as, essentially, upgraded rifle soldiers. $800 for self healing, team healing, and the same M16 as the base rifle soldier. He was barely used as a Medic. At the time, however, the only alternative was to give him a pistol, which made him essentially useless without other players. The MP5 has given him a happy medium, and he actually feels like he fits as a support unit. And during the MP5's inception, it actually had the same warhead as the M16/AK-47 (no damage penalty vs non-infantry units), and as a result, about the same DPS versus vehicles/buildings as the M16. This was quickly shown to be a bit too good. I've already seen that it has its issues though and next build it's getting its reload time dropped somewhat (2.35 -> 1.85 seconds) which will raise its anti-hardstuff DPS somewhat but not to rifle soldier levels. If there's any unused radar blip IDs (there is sadly a limited supply of these) I will see about giving the Medic a + radar blip (for his team only so it doesn't help the enemy) so that maybe the people he's supporting will know where he is and not stray too far from him, a problem I always run into when trying to heal people. Might do the same for mechanics too since they fulfill a similar role but for vehicles instead and are never going to be mixed in with medics in a building assault.
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Every time I see them play they are using mine layers and mining everywhere. You're assuming this is Gamma where the only reliable way to deal with mines in a place without the height clearance to launch V2s is to just plough through them - plus the darker ground in the tunnels compared to most other battlefields makes it easier to spot mines there.
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Code on the other hand is somewhat less of an issue because we still have people working on scripts and server plugins (anyone who's been in the server the last few days will know about the latter), so stuff can be done, barring engine limitations. Or trying to alter the ramshackle code that Chronojam added before (such as sprinting) that nobody seems to know how to mess with. Problem is, of course, a lot of stuff that needs coding in also needs models.
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Tier changes are the easiest thing in the world (unless you're making "custom" tiers and then it's just an annoyance to keep them updated) and the new map rotation system seems to have issues with multiple similarly named maps (like CamosCanyon and CamosCanyon_Bots) so having HT/LT variations of Complex... yeah. I can always get a mini-patch pushed to revert Complex to T5inf/T4veh if it's that big of a problem.
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Its arc is not changing in the slightest so there's nothing to "get used to" besides expecting to need to see the target box before you can hit, which is already the case with almost every other weapon. When remaking Stormy Valley I specifically put a 225m sphere around the bar pillbox to make sure the blockers were in the right place to stop v2s hitting it, that's its targeting range and what its range is supposed to be.
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A small reduction in V2's straight-shot range should help with this in addition to making it less overpowering on some other maps like Guard Duty; it already noticeably outranges its targeting range anyway which it shouldn't, whereas artillery tends to fall short (they both share the same targeting range and the V2's arc-shot has the same physics as artillery shots).
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You may see something like this on some holiday though. Involving a "weapon" that even someone with my very basic 3ds max knowledge is able to model somewhat convincingly. I won't say any more than that because there's not many ways you can guess this wrong. Amended.
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I see the map as a lot like Under in how cramped its vehicle routes are, it just has more of them. Under was pretty horribly Soviet biased pre-Delta because good luck stopping the Hulkamania of Volkovs camping the plateau paving the way for Mammoths filling the field that you can't outmaneuver - only way was just to flood Tanyas and Engys down the tunnel (assuming anyone on your team knew about the obscure anti-mine mode of the wrench and also knew exactly how far you should stand from a mine to wrench it without dying). Now it lacks either of those.
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Did you read this by any chance? There's kind of a pattern that emerges throughout that post about how we can't do anything that involves new models. Because we don't have any dedicated modelers on the project anymore. Fortunately there's hardly anything important left to add that would warrant one anyway.
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Demoing the coil is actually gone next build, it's impossible to pass vehicles through the forest at the base of the cliff - I made that change a month ago back when there was a big Allied lead. I could easily revert that though and I certainly will now that Soviets seem to be slightly ahead without even implementing it. I'm thinking of moving the coil south-east to the tip of the cliff overlooking the gem/ore fields, giving Allies a new option in being able to attack the barracks from out of coil range, and making it harder for Soviets to repair the coil, so tank rushes to the coil may also be more of an option. However it'd mean that demos would still be unable to go under the cliff to sneak attack it even if I reverted the forest change, as the coil would be closer to the cliff and lower to water level - they would instead be able to drop a demo over the hill between the PP and barracks and detonate behind the walls/shipping containers though (but with a stringent time limit due to getting in coil range when close).
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1. Not many of the VIS sectors account for you being able to have your camera >5m above ground. Neither do many of the out-of-bounds areas. 2. Where's the room for this helipad + refill pads in the Allied base? 3. How well did having aircraft work out on this map last time?
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Two strategies still isn't an improvement when you consider all the directions and means the Soviets have to attack the Allied base.
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On a map that they're already winning on and has no coil-less attack routes OTHER than that hill, absolutely yes it would make them too OP. If a captain takes out 2 of any defense by himself then clearly the enemy is not paying attention, and if he manages to scale a ladder without tripping a mine then that also means the enemy is not paying attention. Besides attacking the Power Plant, going behind it is the only thing that Allies can do prior to taking out the Power Plant, adding a coil there would mean there would be no strategies available to the Allies BUT to take out the Power Plant (without being allowed to go inside it either, so remove Tanyas and early ST rush from the already small list of ways they can do this). So the Soviets can just have an engineer sitting inside all game and GG until someone manages to get a flare in range of it, and maybe just sprint over to the coil in the rare instance a rush happens there instead.
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Remove mammoths? Drop it down to tech level 4 for real so there's no Volkovs to hold the line, or down to 3 so it also knocks out Mammoths and MGGs? Move the tesla coil back to behind the barracks?
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Not a solution, there's no one to model it. Why do people keep forgetting this?
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And have like 20 terminals in there because there's that many individual segments to keep track of?
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Which involves raising the Golden Wrench's range by like 10-15m (remember how big these segments are), giving the segments a target box so that it's obvious that repairs work on them since repairs don't generate hitmarkers (and thus screwing over anyone who wants to do combat around said bridges by preventing them from seeing the target boxes of things they care about), and then assuming that engineers can ever make it out to reach destroyed segments that are being overseen by artys and snipers.