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Alstar

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Everything posted by Alstar

  1. Hello. It's not me you're looking for. Anyway, i brought some pictures from Hostile Waters (which happened like 5 minutes ago) Shhhhhhh. let them pass :> Some early game base defence. Another puny attack. Is it all, Allies? Your dad is not in this world anymore, little gunbote. You will share his last pain... soon. I have actually killed someone with Attack sub. Where is my medal? Go away Destroyer, shoooo :< Late game allied assaults got a bit more annoying. D4? Hit and Sink!
  2. I entered other ones which i thought that they look better. Doesnt matter honestly, had fun making them.
  3. Back in my days of first months of Gamma, a brave detriment called Forget would actually steal anything from soviet base. Name it, and he will deliver it without sweat. I still remember those days, it was something like this: Me (PMing to forget when he was spy): Bring me V2? <2 minutes later> *Forget has stolen a V2 Launcher! <1,5 minutes later> V2 is parked in allied base on Seamist and im having fun sniping anything through bigger entrance. Also, some screenies Allied navy on the roll (Hostile Waters) Same game, victorious charge. Random me being useless with old clanmate Another random screenshot starring me and one of fellow MO players/testers
  4. A bit of disagreement. There is actual blindspot on this map where V2 can freely shoot at allied war factory without using arcing rockets. If allies are pushed on the ramp and kept there by soviets, they are barely capable of reaching that V2 giving soviets significant point advantage due to constant damage dealt to factory.
  5. Lets continue. Fissure: Flamethrower OP. That's tl;dr of this map. Guard Duty: Soviets + flamers/any infantry + rangers + unfortunate defense placement for allies = allied ore silo destroyed whenever soviets gain first dump. Unlike allied side, soviet flamethrowers protects all entrances quite well from those kinds of attacks. KOTG: No opinion, i barely play on this map. Pacific Threat: Longbows are useless on this map, unlike hinds. They cant do much right now there - unlike hinds which can not only attack but also prtect the base from ground forces. Pipeline: IMHO balanced map. Fact of soviets losing is mostly caused by people whining that its not. Allies have just easier job at ambushing and derrick control but nothing more. Ridge War: Another map i rarely play, so no opinion. Stormy Valley: I hated that map back in the days of gamma, now i feel its way better. Both teams have a chance to attack bases from behind, both teams can attack and defend well in later stages of game. Balance Approved. Under (soviet control) Main factor of soviets winning on this map were 2 things: flame thrower at docks and soviets being able to place mines everywhere. No jokes. Soviet mines > allied mines even on field, because that completely denies allied infantry support in field. Adding shocks, soviets have control in field 24/7. Note how rarely game is ended by building destruction just because soviets dont need to do that. They can just camp. Wasteland: There are money crates on this map? Whaaaaaaaaaaa? Allied infantry is ruling this map mostly because of medics, thats my opinion. Tanya + bunch of medics is a hell to deal with without at least couple of flamers. Zama: Only negative experience from this map i had so far were because of... demonoobs. Nothing else, this map is well done. PS. Push, I like how you pointed out everything that Master of Preaching, Raging and Anger said that is imbalanced
  6. Seamist: I think it would be a good idea to cut off a bit ammout of allied reinforcements from LST drop, since they get right now APC and Med from chinook drop in earlier stage of game - which helps alot with preparing for early coordinated tank attacks - esspecialy when most of defense engagements takes place in positions where Htanks/Mammoths have less place to move. Bonsai: I agree with devilslayersbane, that turrets needs to be changed into pillbox - right now its weakest point in allied defense line, through which soviets can easily access radar dome and even refinery. Camos Canyon: Soviets have obvious disadvantage which i have pointed out in other topic. I like idea of placing pillbox/ft on top of ore hills. Coastal Influence: Problem with arty in -previous- release was that soviets had a hard time retaliating to those attacks - esspecialy if they were protected by meds due to uneven ground. Right now V2s can fight off arties without bigger problems and by doing so, giving soviets better control of middle field as long as bridge is still standing. Soviets now can defend easily from most of threats. Complex: I tend to see games on this map ending with infantry vs infantry due to both factories being destroyed due to rush. I cant see any bigger imbalance on this map honestly, maybe MAD tanks. Ill finnish my report later.
  7. However, Allies dont really need to send engineers into soviet refinery because of 2 reasons: 1. Mines. 2. Allies can just continiously deny any bigger funds for Soviets by killing ore trucks.
  8. Balance Issue - Camos Canyon After taking a look at the map balance stats and my memory, i have noticed that Allies are dominating on this map. I was wondering about possible balance issues - And i think i found the main reason of soviet defeats. If Soviets lose Ore Truck before first of second dump, they tend to lose the match. Also, even if Soviets will successfully defend from attack on first dump, they may get into position where they wont be able to afford Heavy tanks to fight off second wave due to bought characters (and fact that gold gives now 500 instead of 700 credits). That mostly leaves soviets with Ore Silo as only source of income. Possible solutions - Only idea i could think about so far is changing natural ore fields from gold to mixed gem and gold. While i dont think it will really affect Allies, it may give a chance for Soviets to retaliate to early allied attacks.
  9. "Gunboat now drops depth charges from the sides rather than behind."
  10. My single entry, hopefully will add more of them next time the map will be played. http://imgur.com/J2o9EHp edit. 2 more from latest match, sadly no combat because not many people http://imgur.com/a/xMUCH
  11. Oh god, those screenshots That was the best team ever, driving a ore truck into soviet base like nothing happened just to cover my flare 10/10 would team up again.
  12. Good patch i have to say. Finally some medic nerfs, after last patch team of medics was almost unstoppable with new weapon. And shock actually deals bonus damage to MCTs? Im almost a veteran and i didnt knew that
  13. Honestly, i like how snipers are right now. They arent like they used to be abck in 1st release of gamma, instahitkillers used mainly to killwhore at the end of round. Now they actually require skill. And im okay with that.
  14. More like IT studies with Graphics specialisation, so its more of projecting/modeling/picture editing
  15. Welp, i should introduce myself because why not - even tho some of you might already remember me. My (nick)name is Alstar, 21yo IT/Graphics student from Poland, old APB veteran, currently tester for Mentalmeisters. Now i returned from the undead to enjoy the massacre in APB once again and meet all the old friends from good old times
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