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Coolrock

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Posts posted by Coolrock

  1. The navy handling is trying to mimic real life boat handling. Boats are not very maneuverable, bud. You can't do sharp turns in a boat. Depth Charges are, like in real life, situational weapons. The Gunboat can tango with a sub, but the sub us more expensive and more powerful. The boat can dodge torpedoes at good range, and shoot at the sub the whole time. You can't rush a good sub captain, you gotta strafe it, or catch it in a bad spot below yah.

     

    How much weed do you smoke?

  2. :words:

     

    I'll just pick at the Destroyer comment. No, they don't seem to out range everything. Myself, along with maybe three other Destroyers, couldn't even get in range to hit the Sub Pen, let alone the Infantry bouncing around. Each time I'd get in range to shoot a round at the Sub Pen, I'd get hit right away by 1-3 rockets. Why even buy an Attack Sub to counter ships, when you can just spend $300 and do a much better job? This is from multiple matches, not just a single game.

     

    :words:

     

    Just gave you the "scenario" above.

     

    Artillery? The map didn't have Vehicles as far as I'm aware. Are you even sure you were in this game with me? Simple to kill? Depends on skill and many other aspects. Again, this map had no Vehicles besides Helicopters and Ships, as far as I'm aware. Asking anyone to get a head shot on a moving, jumping target, or hell, if they're above you on a cliff, is absurd. You're telling me the answer to a rocket soldier out ranging you is to just get a head shot on them, with a tank shell. If people rage quit after failing to defend a building that allows them to defend, it's their fault.

     

    I tested the game for years, and this was never once an issue. We also had 30+ people regularly in the servers, and still had no issues. Maybe it's because people like you tested, is why the balance is shitty now. Probably why any kind of Infantry are allowed to be purchased after losing the Barracks also.

  3. The point of allowing basic infantry after destruction of the barracks was to alleviate the issue of a team becoming completely helpless and open to killwhoring once their barracks and war factory go down. It gives the team something to fight back with while still punishing them for letting the building die (no more engies or commandos or advanced infantry).

    If the Soviet team in that case was camping their sub pen and killing all the Allied ships, the Allies could have switched tactics and attacked with tanks or other means.

     

    I don't see how well over years and years this was never an issue, and never changed until recently. It's part of the game. If you lose a building, the function to use it should be gone. People complaining about a K/D Ratio is silly in a game like this. Maybe I'm alone on this, but it's so silly to me that the building goes down and one of the Infantry still available is a Rocket Soldier. The one unit that can pick off multiple tanks/helicopters/ships and survive most of the time. Times that by multiple people using one, and it's just stupid. I can't be the only person upset that team effort to take down the Barracks, still leaves the teams with the best option to defend against everything. Kill whoring is something that happens in this game (or did at one point in APB), along with many games based on the same aspect, big deal. People complain about everything. Just the other day, people in a game were complaining about removing MAD Tanks because they lost half a base to them. Guess you should remove those also :rolleyes:

     

    I'm inclined to agree with Coolrock regarding rocket soldiers being a bit overpowered. Granted, the Allies need something to counter the superior Soviet armor, but it's incredibly hard to mount any kind of attack when the team is a bunch of rocket soldiers since tanks, boats, and aircraft can't do much against them. Sure they are weak against infantry, but throw in a few riflemen who respawn as soon as they are killed and it becomes pretty hard to mount any kind of attack unless you have a demolition truck.

     

    Glad I'm not the only one then. Asking to rush with more vehicles when I obviously pointed out they can pick off tanks without hardly having to worry about being killed. Any skilled player with one can take out more than a few vehicles, or just about any Helicopter that comes near them.
  4.  

    Also, am I the only one that sees the Depth Charge change being horrible? The ships can hardly turn anymore as it is, and now I need to keep a Sub behind me to even hit it? The turn rate seems horrible also.

     

    Isn't using the Gunboat's cannon against subs basically the same as how the old depth charge launcher worked? So even if the new depth charge sucks, you've still got the equivalent of the old weapon.

    Does it? I honestly didn't try assuming that if they took the secondary fire away, then the cannon wouldn't do anything like in the older versions.

     

    Soviets have more ways of dealing with Longbows than Allies have ways of dealing with Hinds. Therefore the fact that Longbows have an edge in Air to Air gameplay is a good example of asymmetrical balance design at work. Besides, Hinds got a good way of a guaranteed kill on Longbows; Kite, longbow missiles time out while bullets do not.

    Really? Pretty sure between Longbows, Rocket Soldiers, Phase Tanks, anyone skilled with most of Allied vehicles (I've shot down a Hind with an Artillery in a game recently), hell even a group of Captains and Rifle Soldiers can take them down easily if grouped up. Everyone has plenty of anti-air.

     

    I didn't care for Rocket Soldiers having the same range as a destroyer. Don't recall the map, but this again fall on Infantry still being allowed to be purchased after the Barracks goes down. Almost half the team on Soviets had Rocket Soldiers sitting in the Sub Pen, dominating destroyers trying to end the game. I don't see how this made the game better to play. Sure, they can keep fighting, but what's the point of killing a critical structure of you can still use it? Just my two cents.

  5. 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.

     

    The Longbow hands down is the better of the two at Air-to-Air currently. I've started fights hitting them first, and still lost even though I made sure to land every shot I could. It also doesn't help that they have a bigger clip now, but that's not the issue.

     

    Also, am I the only one that sees the Depth Charge change being horrible? The ships can hardly turn anymore as it is, and now I need to keep a Sub behind me to even hit it? The turn rate seems horrible also.

  6. I am not experiencing any of the problems that coolrock is experiencing. I don't see him on the server too often either.

     

    His posts sound similar to Death_Kitty's thread: https://secure.w3dhub.com/forum/index.php?showtopic=415527

     

    Death Kitty got to know the game more, and had some matches with equal player counts and skill, and seemed to have resolved his own issues thru practice.

     

    Cool Rock, you might just have had really bad luck, man, with the players on your team and the timing of everything. The other day I saw you join in after the match started on Under, and you didn't stay very long, and there where only like 10 guys. I was playing almost all day yesterday, and I only saw you join for like one or two matches, out of 20.

     

    You're right though, the Allies have the speed advantage, they are great for rushing, and IMO the Allies are an easier faction to use.

    Pretty sure I played all day yesterday. I'm sorry I only played with 10-14 players, but that's about all I ever saw in the hours I spent in the game. Pretty sure I know the game considering I've played it since 2004, even if I did take long breaks due to work. I was almost always on top of the leader board, and maps I wasn't were spent defending. Really bad luck? Considering most of the players were testers/staff with the few mixed in randoms I've never seen before, sure.

     

    Get off that horse, sir.

  7.  

    Because why would anyone grab a V2 anymore when you can get a Heavy Tank.

     

    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.

     

     

    Actually no, they were the perfect early rush for Soviets "back in my day", if they got past Rangers and Light Tanks. They were always used for taking out buildings, just not so late into the game that it's almost impossible to use them. I'm not commenting anymore. It's just blowing in the wind. I'll give OWA my feedback instead.

  8. 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.

     

    I'm talking about all the maps in general :?

     

    Generally what I see is Soviets hunkering down and getting heavies on the first dump. Sometimes they go on a preliminary rush, and it has worked to varying degrees. Usually the Allies can hold it off and then counter with a Light rush. One instance, however, that I've seen resulted in the Soviets taking out the Ore Silo and War Factory. We died shortly afterwards, then steamrolled with heavies for a swift win. It all comes down to how well your team can play to the strengths of the faction in question.

     

    Because why would anyone grab a V2 anymore when you can get a Heavy Tank. Generally I see a few select people grab a V2 who actually know how to aim well with the Arc. V2's are almost pointless given how fast they go down now that within the first dump, Allies have access to just about every vehicle.

     

     

    I'm sure the W/L rates between Allies and Soviets speaks for itself.

     

    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.

     

     

    Over the last few games I just played (and you were there), 90% of the games were won by Allies. FoI hardly counts, as that has changed into some weird joke of a map now. You get thrown into it not knowing what the hell is going on. Maybe I should sink another few hours in to see which maps Soviets start winning on.

     

     

     

    Just be glad that CJ isn't still running the show. If he was, Rangers would be on all maps, all the time, all factions, and you would see KovTaxis and ShockTaxis. GG any allied offensive

     

    I never liked Chronojam's idea path for the game after beta. Too much has changed that made the game enjoyable. The server issue doesn't help either.

     

    Yeah the soviet rocket launcher was added in gamma I believe. I think the ore dump change is delta?

     

    Soviets have always had some issues with flamethrowers, grenadiers and shock troopers not having definite roles. Rocket soldiers do have definite roles but they overshadow the former two even more then they already are by shock troopers.

     

     

    I don't believe I played Gamma after release. I stopped testing way earlier. Maybe it has been over 5 years since I last played? I don't recall anymore. I always enjoyed Shock Troopers being the go-to Anti-Vehicle for Soviets. Now they're everywhere harassing Allies. I've seen only a handful of them even be used.

  9.  

    I was sitting on 6000 credits as a losing Soviet team

     

    That's what happens when you have an extra ore truck. If there were 700 dumps instead of silos you'd have even more excess cash from that.

     

    No, late game makes no difference compared to the first rush. V2's against Rangers/Light Tanks/Medium Tanks is plain stupid. Most of the Soviets on my team were waiting for credits for a Heavy Tank, while Allies were already outside our base. Obviously testing wasn't used much on maps like these. You have to know there's a huge balancing problem, or you wouldn't be making quick patches to fix issues so soon after releasing Delta. I'm sure the W/L rates between Allies and Soviets speaks for itself.

  10. Just be glad that CJ isn't still running the show. If he was, Rangers would be on all maps, all the time, all factions, and you would see KovTaxis and ShockTaxis. GG any allied offensive

     

    I never liked Chronojam's idea path for the game after beta. Too much has changed that made the game enjoyable. The server issue doesn't help either.

  11.  

    Every match is just Ranger spam from both sides

     

    Sounds like someone's overreacting from one match of Guard Duty. That is the only map, aside from Wasteland which is basically an infantry map with limited vehicles, where Soviet rangers exist. Unless someone fucked up on the rotation and made those two the only maps, I don't see how this is even slightly true.

     

    Also Soviets have had a rocket soldier for five years now.

     

    instead of just reverting the ore dumps back to 700

     

    Running out of money would never happen if we did that, because every map now has an ore silo to make sure that losing the Refinery is not an instant game over.

     

     

    Hard to tell with how many maps seem to be missing. Two maps I played on had Soviets with Rangers, back to back, so I assumed they were always on every map.

     

    Running out of money? I was sitting on 6000 credits as a losing Soviet team. We couldn't even leave our base after the first rush from the Allies. You guys added Silos to every map to change the flow of credits, which was again never needed. Losing the Refinery is part of the game if you don't watch the base from attacks.

  12. I would say that advertising would go a long way. There are way worse free to play games that people play compared to this. There is nothing wrong with the engine, and a lot has improved over the years it seems (haven't been sent to bluehell yet). APB always had a decent player base when Renegade was still around, along with the forum community that stuck around for so long to keep playing. There is plenty of room for improvements, but that doesn't mean it's dying down anytime soon. I would say the server is an issue currently though. Being at around 160+ ping constantly today would be a huge turn away for most players in this day and age. I was warping around a lot, and had a lot of issues trying to hit tanks. Before we start talking about ISP issues, I'm on a very high Internet speed, and I've yet to have issues playing on European servers, or even Japanese servers.

  13. An MP5, really?

     

    After playing in a few matches earlier today, Allies have the upper hand in just about every map. With the change to ore drops from 700 to 500, you see a huge difference in game play from Soviets. It seems like the answer to this was to give the Soviets a Rocket Soldier and a Ranger? This was never needed on earlier versions of the game, and I'm not sure what sparked this to be changed. Every match is just Ranger spam from both sides, which takes away from the uniqueness of being Allies.You keep changing the pricing of vehicles around to compensate, instead of just reverting the ore dumps back to 700. A lot of odd changes to the game when balance was just fine pre-beta, minus a few little things here and there.

  14. Back when I used to play maps like FoI and Fissure, any good team efforts could keep the Silos up for plenty of time to have a decent amount of cash to get higher end Infantry. Realistically, that was the only point of the Silos on those maps. Infantry only maps should never last long enough to benefit from Silos for so long. Maybe I don't know what I'm talking about, but it sounds like a lot has changed in APB that made it unique and fun. "Credit Trickle" shouldn't be needed after the Silo is down. If the team lost it, then that's on them. The matches are perfectly do-able with basic infantry, while not easy depending on the teams. I've played plenty of matches where teams I was and wasn't on, lost to coordinated Rifle Soldier attacks against a team of 4-5 Tanya's and such.

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