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Everything posted by Pushwall
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Funny, before he was given the M16 I remember him never being used at all outside of Fissure, except by jokers with a fetish for MRJ medic rushes on maps with no dome. And then when he was given the M16, it went in a completely different direction and people just used him as a regenerating rifle soldier instead of a medic (except, again, on Fissure). The MP5 is supposed to strike a balance here and make him still more appealing than a guy whose SOLE purpose is to heal, while making sure he's not a superior combatant to the rifleman in all situations - just in super-close quarters. Which conveniently makes him pretty good in a building raid team where he has plenty of opportunities to do his medic job! It is admittedly rather overpowered right now though (if anyone remembers that Under match where an LST with 4 medics wrecked most of the Soviet base by itself despite meeting a lot of opposition) and will be toned down a notch in the next patch. As far as RAlism goes, given how modern some of the Allies' hardware is, the MP5 is hardly stretching. Not without having to manually re-set up the purchase lists for each non-grass map every time a unit's price/availability/camo options changes. This is at least done for the MRJ so it doesn't appear on maps with no radar dome, and it's painful enough just doing it for that one unit on a handful of maps.
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I feel like both that and the sub pen could be DM maps in and of themselves.
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Besides, a Soviet LST containing 4 RPGs/flamers/shocks (so the same number of players as the potential Allied 3 engies + 1 spy) can bring down a double-health building in a little more time than it takes the C4s to explode, without even needing to be at the MCT.
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That requires the Allies to sacrifice one of their fighters to do so though. And if the naval buildings have twice the normal HP, it'd take 3 engineer C4 to kill them.
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Balance APB Delta patch balance discussion
Pushwall replied to Death_Kitty's topic in W3D Hub Discussion
Well the problem there is you're assuming this is Gamma or earlier where riflemen/captains were completely useless against vehicles. They actually can do something about vehicles now. Just not as much as rocket soldiers can. -
Balance APB Delta patch balance discussion
Pushwall replied to Death_Kitty's topic in W3D Hub Discussion
Keep your Barracks alive then? What you just said is also a bad thing because it means that a team that's winning has a lot of trouble actually ending the game because the enemy still has access to one of the best infantry-held anti-tank weapons (or the best in the Allies' case) and the best anti-air weapon in the game. -
Nope. I actually asked for that before to make it do something on non-radar dome maps, sadly it can't be done.
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...nothing? Try going into the User Data Folder on the launcher. open the keys.cfg file, and add this line to the bottom: Deploy=Q_Key Meanwhile, hey scripts guys what's the deal
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Balance APB Delta patch balance discussion
Pushwall replied to Death_Kitty's topic in W3D Hub Discussion
I think problems dealing with aircraft might have been another reason why no-barracks rocket soldiers were a thing, and again, there's more counters for aircraft now (LBs and Hinds both hurt each other more than they did previously, APCs do great in the lead exchange because they're heavily armoured and Hinds are not, Captains in cover can similarly shred Hinds, Kapitans can do the same to LBs if they crouch for accuracy to compensate for the LB's much smaller profile, Tesla Tanks can actually live long enough to put the hurt on LBs, and in my experience I've just found it easier for Volkov's AT shot to hit LBs than it was before - possibly because of the smoke trail that makes it easy to lead?) Really the only problem I can see coming of this is that losing your barracks+subpen on Pacific Threat leaves you with no way to fight back against Destroyers. But you do still have chinooks at that point so there's the possibility of a base race instead of guaranteed Allied victory/pointwhoring. I'm not so keen on removing sergeants/captains from the list though; some variety is nice, captains are not overwhelmingly powerful against heavy vehicles like rocket soldiers but are still competent enough that you can't just ignore them, and sergeants are there to punish the other team if they get overconfident and don't pay any more attention to their own base once they get the upper hand. -
Balance APB Delta patch balance discussion
Pushwall replied to Death_Kitty's topic in W3D Hub Discussion
Destroyers/missubs have 160 range and the Redeye/Strela have 170. By staying far enough away to hit parts of the building that rocket soldiers can't stand on, botes can narrow their range disadvantage a bit. Also, the Redeye/Strela do not hurt submerged subs at all, only surfaced ones. But anyway constant rocket spam shouldn't be an issue if it can be stopped by destroying the barracks right? -
Balance APB Delta patch balance discussion
Pushwall replied to Death_Kitty's topic in W3D Hub Discussion
Rocket Soldiers on barracks destruction (as well as sargs/caps) was a 2.1 thing that happened most likely because all the small-arms users were completely helpless against vehicles and riflemen alone did not have the firepower to reliably bring down a building at the weakpoint. But I wasn't the developer at that point so I don't know for sure, just speculation. Nowadays, however, all 3 small-arms users stand a much better chance against vehicles and riflemen aren't a complete waste against buildings, so yeah, perhaps permanent rocket soldiers aren't "needed" anymore. -
...link?
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I get the feeling those crates are just vehicles... So they will die when tipped over, they won't provide cover against splash damage, servers will likely choke having to keep up with a much larger number of physics-able objects than normal, and client performance will suffer as well as each and every physics-able prop will have to be its own individual object, each eating up a draw call (or more if they have multiple materials).
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Balance APB Delta patch balance discussion
Pushwall replied to Death_Kitty's topic in W3D Hub Discussion
In the last pre-release build, the Hind had 5 more range and it was basically impossible for Longbows to beat. The power gap between them can't be that big now. Hind probably just needs a bit more damage to aircraft. -
Have you looked to see what the Deploy hotkey is?
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I'm guessing that back in your day, the case was "why would anyone grab a heavy tank when you can get a V2". V2s are now primarily used for pummeling enemy buildings when the enemy is contained in their base (which can't be that uncommon an occurrence considering that the win ratio is only marginally unfavourable for the Soviets) and removing minefields and troublesome infantry in the field. Much like an Artillery. MBT duties should be left to actual MBTs. Guard Duty is actually one of the best maps for V2s due to its size and layout, you're just going to have a bad time if you all get V2s and no tanks.
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Narrowing it down to post-patch games and excluding domination maps (FoI/Rocktrap), it's 6 Allies and 4 Soviets. First of all I'm not sure how that equates to 90%. Second, as OWA says, it's too early to say how the patch has impacted the balance. But in the last day of the last version, the games were reasonably even compared to earlier in the week where there was a massive Allied lead (31:13 IIRC), so it seems that people have just learned how to play Soviets since then. Most maps' first dump time is around that of Guard Duty or slower so idk. Ridge War is one of the few maps where Soviets actually have a huge disadvantage in first dump time... but they seem to win there most of the time anyway.
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Well it's a good thing Coastal Influence's flight ceiling doesn't matter without aircraft. Pacific's is definitely raised though otherwise you would be scraping palm trees.
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I downloaded the logs of last 100 games played an hour ago. 31 allied wins, 28 soviet, the rest were 1v1/0v0 situations that don't count because 0v0 obviously means no game and 1v1 comes down to who's the better player more than what team they're on. Doesn't seem that imbalanced to me??? Sure, a little Allied biased, but not problematically so. edit: taking the games that have been played since then into account, that's 33 allied and 31 soviet.
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The Allies actually get their first dump later than the Soviets do on that map, and the first dump also leaves the Soviets with a little more than 950 credits. So basically either all of your teammates were too impatient to save their money for the dump or someone blocked the OT with a supply truck. We can't balance around stupidity. And 700 credit dumps instead of silos would not solve that in the slightest.
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That's what happens when you have an extra ore truck. On a tech level 2 map, no less. If there were 700 dumps instead of silos you'd have even more excess cash from that.
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I don't see Rangers on the Soviet purchase list on Seamist though. Or any map that isn't Guard Duty for that matter.
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Well on Seamist the only logical explanation is that Soviets stole rangers from stupid Allied players. Good on them!
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LAW hurting submerged subs is intended because they have a short range that subs can easily stay out of, especially missile subs. Can't stop turrets from shooting underwater without introducing a whole host of other problems related to things shooting through water, such as infantry being undetectable by defenses if they're standing in shallow water, and missile sub missiles doing loop-de-loops instead of going for what you're aiming at.
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Sounds like someone's overreacting from one match of Guard Duty. That is the only map where Soviet rangers exist, aside from Wasteland where you can't buy more and only get one at a time. And they exist on GD because Soviets needed a low-tech counter to arties. They've had these for five years now... Running out of money would never happen if we did that, because every map now has an ore silo to make sure that it's actually possible to make a comeback from losing the Refinery or getting your ore truck camped.