-
Posts
71 -
Joined
-
Last visited
-
Donations
0.00 USD
Content Type
Profiles
Forums
Events
Documentation
Bug Tracker
Downloads
Everything posted by Death_Kitty
-
A Path Beyond Siege Work in Progress Updates
Death_Kitty replied to Raap's topic in Community Creations
Im just concerned that the allies superior mobility will lead them to dominate the siege guns, thus leading to another allied bias map. -
Let me start with the cancerous thing that is coastal influence. Like say, if both bridges are out, but that there is an arty on said island there is now way to get rid of it. Arty duel you say? Well, that would be OK, if a stupid bug did not exist where a shell hits the side of the cliff somehow kills my V2 which is by the BARRACKS. Also, who's idea was it the give the allies 3 turrets and a pillbox on the landward route, a pillbox on the bridge and yet ANOTHER pill-box that covers both routes?! And also the horrid sov service depot positions that are utterly un-defend-able. The re one does not even have to be hit, because of that stupid bug from earlier, you know, the one that makes aiming unnecessary? and the one that is far away from the base, and out of range of FT's? the allies don't suffer such a dumb service depot spot?! (and plus they have mechs.) *takes a few very deep breaths* *takes out all cuss words out of above statement* here are my suggestions: 1.) allies lose base defenses, that almost never get attacked by land because of arty pressure by the allies. 2 of the turrets need to go, as well as the bar. pillbox. 2.) change sov. service depot placement- put one between the ref and the radar dome, and move the other one closer to base. 3.) Give us some way to the the island after the bridges are dead, like a beach on the lake side so the island can be cleared. 4.) put more hedgehogs on allies side to reduce arty (possibly unnecessary). P.S. sorry to the map maker, really, but I came off a game just now, and we (sovs) outnumbered the other team. It was cancerous.
-
So whoever controls the castle has a big advantage? And these bases will be in range of the castle guns? And are the mobile AA guns just gap trucks with AA guns on them? Will the cannos on the castle be auto, or manned? So hyped. I love hostile waters.
-
Games Probably the best luck I've had in months
Death_Kitty replied to MPRA2's topic in Off-Topic Discussion
Ugh... war thunder... the KV-2 can penetrate a Maus, that has been confirmed. And bombers? with their nonexistent armor? I just up and quit. War thunder and world of tanks both favor Russia to the extreme. its ridiculous. -
Funny UK Russian Embassy tweets screenshot from Command & Conquer Generals
Death_Kitty replied to OWA's topic in Command & Conquer
ALSTAR!!! I love MO! Stop teasing more stuff!!! TORTURE!!! Seriously, I'm so hyped!! -
Funny UK Russian Embassy tweets screenshot from Command & Conquer Generals
Death_Kitty replied to OWA's topic in Command & Conquer
Is this meant to be serious? I cant really believe they would be this derpy.... -
My comment: anything that gives TiberCHSL's Tanya a buff is A BAD IDEA!!!!!!!!!!!
-
yes please. this would be a great feature... if possible. it would make arty/v2 a million times easier... on second thought... this may not be a good thing.
-
OK then. Pending general approval, Ill open a new thread, with all the maps and we can expand the guide as discussions get added. However, I need a week, as this one will be/is very busy with exams and all.
-
Funny Which Player(s) do you dread facing the most? (APB)
Death_Kitty replied to Death_Kitty's topic in W3D Hub Discussion
I'm surprised! I made someones list! A light tank? really? Didn't see that coming. -
Funny Which Player(s) do you dread facing the most? (APB)
Death_Kitty replied to Death_Kitty's topic in W3D Hub Discussion
Silver, and furs. Yep. ill take that. -
Just a discussion I thought I'd make for fun. For me: a.) Tiber, because the guy finds a way into your buildings through back doors I don't even know exist b.) Sith_wampa, because the guy is never on my team, and I can never kill him! Ever! c.) delta, because, IMO, he is the best player right now. Sorry, that is just my opinion! What do you all think?
-
W3D Hub Monthly Avatar Theme - May The Fourth Be With You
Death_Kitty replied to FRAYDO's topic in Community News
Cant go wrong with a classic! 'Toss carrier from SC2 -
So I've been thinking about making a general reservoir of map- based strategies for both sides, and having you all discuss them... would you guys be interested in helping make/ reading something like that? and If I were to do it, would I do it in this thread, separately, or in an outside area (i.e. google docs)? So yeah. I'm gonna see what you all think.
-
I hereby resign form this discussion due to overwhelming soviet bias... (wink) But really, here is a few opinions: Camos Canyon: not having the allies camping your ore truck would be great, though I have had some hilarious wins as soviets (lets just say some ally built a demo while I was inside the WF with a kov...) Pacific threat: Buff bows... I like that... Seamist: I don't like this map... its not vehicles that are the problem, its the rocket soldiers... erase the minelayer, rocket soldiers on the hill make it easy enough to win. Ridge war: Soviets knocking out the barracks AA gun for allies is a major problem... I would like that one made a little harder to get to...
-
What is SDK, for a less informed member of the community?
-
Good changes... the only thing now would be a nice big.... MAP UPDATE!!!! Lol ( I meant that good naturedly)
-
Balance APB Delta patch balance discussion
Death_Kitty replied to Death_Kitty's topic in W3D Hub Discussion
I am the SPAM lord! (lol to makintoke) Yeah, this is a tough issue- rocket solider are way to strong, but if bar dies, way to easy to rek defending team (assuming wf on coastal is also dead, because it usually will be.) Here is my roster for dead bar: Shotty to stop tanya, kov, and punish overconfident team. Kap. for anti air and anti infantry work grenadier for sovs, as anti-armor replacement Allies... crap this is where the problem is- Id say medic, but thats about all. Allies need a unit that can do anti armor without doing overwhelmingly well. OR just nerf rocket and rpg damage after bar dies, if thats possible. give them 50% damage post bar destruction... that should solve the problem. -
This is great... cant wait to see it, and especially what the tech building/ objective on the ice for infantry will be...
-
Balance APB Delta patch balance discussion
Death_Kitty replied to Death_Kitty's topic in W3D Hub Discussion
Easy there. Nerf aa launcher damage against chopper and boat, and boom nuff' said. -
So COOOL! Nice job m8! BTW I hope that the allied naval yard is just as visually interesting as the sub pen. I'm so exited! Now, in related posting, will the naval yard be higher up than the pen, or at water level?
-
Balance APB Delta patch balance discussion
Death_Kitty replied to Death_Kitty's topic in W3D Hub Discussion
Here is my 50 cents- for some inexplicable reason, people are only ranting (mainly) about the allied rocket soldier, but that's probably because soviets have shockies... Rocket soldiers are very irritating, I'll give it that,m and the ability of strelas and reds to hit ships at so long of range is ridiculous. they should have at least the same range, if not having the ships range be longer ranged. I almost wish there was a special long range anti ship rocket launcher that needed a deploy time... So I agree with coolrock there (although I do not admire his delivery...) On further thought as an avid chopper pilot, I find my self the target of far more reds that strelas, so maybe they should get a good range nerf (both anit-air launchers). But on the other hand, hinds would be able to close in then. I dont know, its a tough spot if you ask me. I feel as if allies need to regain emphasis on their infantry- namely the medic, who is so underused (his medikit is so hard to land with all the units jumping around) and other infantry combos. Maybe some new content? Dunno. I like the though of soviets keeping the grenadier instead of RPG after death of bar, I I would like to see the medic be permanent for the allies (instead of rocket), to fill a similar role as grenadier- think about it, medics have comparatively weak guns, and are great support, but are not game changers by themselves. In terms of balance this seems to be the main issue... -
Balance APB Delta patch balance discussion
Death_Kitty replied to Death_Kitty's topic in W3D Hub Discussion
2a.) I've done some testing now, and the hind seem to be able to beat the longbow, but only when firing backwards, moving backwards, and if you opponent misses. Not an ideal combat situation. A tad of anti air damage should do the trick. 2c.) And yes, depth charges are rather... bad... I think its partially in part because its too hard to see underwater. That, and soviet subs usually stay at the surface, where I am content to just punt at them with my deck gun (I hate destroyers). 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. er Gunboats are the main sub hunter here, but spotting them when they submerge is hard if not impossible, and the activation range and proximity act weird for me. I do need to test more. -
Balance APB Delta patch balance discussion
Death_Kitty replied to Death_Kitty's topic in W3D Hub Discussion
Fair point. Soviet fixed wing aircraft would be nice, but are probably a long way off. -
Balance APB Delta patch balance discussion
Death_Kitty replied to Death_Kitty's topic in W3D Hub Discussion
2a.) I don't know, If a hind gets a jump on a bow, or the bow has 5 missiles left its a easy victory for the hind