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Death_Kitty

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Everything posted by Death_Kitty

  1. Nice job, it looks great, and the demo truck timing at the end is perfect.
  2. Now, I do intend for this topic to be more.... level headed then my last one. The purpose here is to offer constructive feedback, and give pushwall and other developers something to work with. Here we go... 1.) Overall review of the patch: Pushwall and the other devs did a great job here, with the naval buffs a definite step in the right direction, along with most of the changes. If pushwall can supply us with the win ratios, I'm sure they are more balanced then they used to be, although players learning how to play soviets, along with teamwork, also has an effect. 2.) Potential balance concerns, but if a more experienced player can offer a solution, that would be great as well. a.) I fear there may be some imbalance in air-to-air combat, in favor of the longbow. I would like someone to test this with, to confirm, or put this issue to rest. b.) This is not imbalance at all, but more of a personal question: I feel that soviet mines really stifle allied infantry play. Does anyone have a suitable method for dealing with them? 3.) Map issues a.) The coastal influence arty problem is still there, but it can be countered by heavy teamwork. Still, is this being worked on? tbh though, naval control is far more important on this map... This is my preliminary assessment. As I would like this to be a structured forum/topic (If that is not to much to ask) please put a 1 for overall patch comments, a 2 for balance concerns, and a 3 for map problems, and 4 for misc. This is just so I may assemble a grand list later on. (Sorry if this fells like backseat moderation, really sorry.)
  3. Ah! so you are makintoke- having you on a team is usually a guaranteed win, props to you!
  4. there's a few things that have to be done in out of the way places across the map to trigger him spawning. Like?
  5. Yeah... I had some bad luck starting up, but imbalance did exist- just not a s badly as I suspected. The patch made it a lot better now. FYI I will be starting another balance-feedback thread soon, so watch out for that! P.S.- what are you thanking me for?
  6. But pushwall, the arty problem on coastal influence still exists, although I must say mackintoke (sorry if I misspelled that) pulled off a very nice win on there today (as soviets)
  7. Im surprised no change came to coastal influence, but hopefully the navy buffs should help a bit...
  8. Well, I do hope some changes for coastal influence are in order, but what is this arty problem everyone is talking about- I've only played on the map twice, and I have not seen the problem- is the allied arty able to hit sovs from in base?
  9. True- but I joined that game toward the end, when soviets were already boxed in. It is hard to maintain field control when your tanks cost more, and they are slow. Allies can operate solo, thanks to fast vehicles, and mechs, while soviet tanks need to travel in at least pairs. One thing I have noticed is the power of Tesla tanks- capable of ripping away 20 something percent of a med's armor in 1 shot... paired with a heavy, or mamy to cower behind, it makes a deadly opponent. also noticed that games even out when hinds come into play... Im not so sure the navies are so balanced though- subs are powerful, make no mistake, but they are a bit hard to get out.... or is it just coastal influence being better for allies?
  10. New testing has found something out- when crouching and standing still, accuracy w snipers is perfect- wow Im being an idiot today!
  11. Good points, and I guess there is a bit of a balance issue, so what would you suggest? mobile repair for sovs is a bad idea, but the allied ability to just overwhelm with... stuff is an issue
  12. Disregard this topic, I've re-assesed my games, and looked into game logs (or rather, pushwall has)and Ive come to the conclusion that I have been (so hard to say it) wrong. Apparently, the allied team was just really good.
  13. Im not... while standing still snipers do have slight inaccuraccy, though i will go back and test to make sure....
  14. I was playing today, and tried out the new APB snipers, and found I liked them- until my well aimed shot went to the left unexpectedly, Snipers are very hard to use on oddly moving targets, without having to get a miss because of unpredictable inaccuracy- this was not a good idea in my opinion what do you all think?
  15. So, having very recently returned to the game, I have been starting to see the same issue that put me off about APB in the past- gross imbalance. Of the 20- odd games I have played since my return, there has been one consistent winner... and when i say consistent...I mean every single time- the allies won every game I played over the past 3 days. even on camos canyon, with soviets outnumbering allies 8-6, they still won. This is getting ridiculous, and here is the main rundown of the issues: 1.) Artillery is way to cheap for how good it is, or at least is feels that way. 2.) momentum of the game is so broken, 2 reasons: a.) allied stuff is so cheap. Now that makes sense, but since allies can get out LT and MT out faster, it forces soviets to go defensive RPG and in extreme situations, defensive engines, draining money to buy tanks. Now I know that soviets have "better" stuff, but the allied ability to get out so much stuff so fast means they cant get any of that stuff. They are too busy defending against allies tanks. b.) The very concept of mechanics: This is a bad idea if I ever saw one- Soviet have to go back to repair of the service depot when their tanks are damaged, or go on with progressively less armor as time goes on, which cost money, while allies just get out, with a quick wrench, that is free, allowing them to keep pushing their advantage. c.) the loss of tech levels- back in the day, yeah, tech levels sucked, but it gave the soviets time to buy their vehicles in time to prepare, or even sally out against allies. So solutions: (this is just a brainstorm) Nerf mech and give the wrench ammo capacity that need to be refilled at base, good for one repair, or make it lose its ability to repair armor. Possibly give the soviets a mobile repair vehicle. give soviets an early econ. advantage, extra 150ish credits or so? (Yeah, i see the potential rush issue here) What do you all think?
  16. I see that this has a new release at last.... the last time I was here, this game was broken, and before that.... those were the days of the_dreadnought, blender, pushwall, and other legends. Lets ee if its time to come back.... BTW, is there a change log I could see anywhere. That would be great.
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