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des1206

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Everything posted by des1206

  1. May I ask why? It took me a good amount of practice to learn how to use the thief effectively on that map.
  2. FAKE! Everyone knows the W3D engine can't handle fixed-wing aircraft physics.
  3. Oh him... He was unbeatable. I used to think he was part cyborg. Oh, I once took down his volkov with a single rifle solider on ridgewar. One of the two biggest highlights of my APB life What was the OTHER one?
  4. I think we'd want to avoid setups like that to prevent player score data issues. There is also consistency concerns with something like that, and not to mention balance concerns. Designing a level with those things would be opening several cans of worms with very negligible payoff. The wish you have can be broken down to a basic request; The request of more unit and map variation. This can be achieved with other means (see Hostile Waters). Sure, but you could just exclude that map's win/loss data during the balance analysis. What I am interested in, is to see the interesting strategies an "unholy alliance" can come up with. Besides, Hostile Water doesn't grant you the vehicle mix ups.
  5. Hey Raap, hey guys, listen. What if we had a map, where the Soviets started with several Allied vehicles in base, and vice versa? The Soviets can get an APC, MGG, Radar Jammer, and Phase. The Allies can get a Mammoth, TT, V2, and maybe MAD. It would be cool to have a mech/mammoth combo or Soviet TTs being covered by MGG support.
  6. Sure......"cruisers". I ain't falling for that again. ; P
  7. Hey guys, I remember an ice map where all the buildings started off with very low health. Which one was that?
  8. Hey, guys, I did a test on the various Tier-1 base defenses and the time it takes to destroy a heavy/medium tank (hitting their front armor). Here are the results: Turret: 23 seconds Flame Tower: 30 seconds Pillbox: 55 seconds While the turret is clearly the winner here and for good reason, I noticed the FT is pretty good at killing tanks too. Also I noticed that many times while I had the front of my medium tank facing a FT, the fireball ended up hitting my side (non-front) armor anyway, perhaps due to the size of the fireball, thus negating my armor advantage. My point is that should we think about nerfing the FT against tanks a little bit? It is supposed to be a mid-way base defense in-between the turret and the pillbox.
  9. That airport fight, man oh man so good.
  10. Can we boost Tanya's C4 throwing range too? This will help make her a little more of an anti light vehicle infantry.
  11. I would argue he is pretty good against Artillery, vehicles with mechs, Allied base defenses and the techs repairing them too.
  12. Don't forget Shocks are much more potent against MCTs than the RPG trooper, in fact vs. MCTs shocks have a DPS that equals a Tesla Tank, the non-artillery/demo vehicle with the highest DPS against buildings in the game.
  13. I think since only the first one or two players need to go AFK, when the "seeded" game grow large each side will at most only have 1 person not contributing. If they are kicked, they could always just rejoin the now larger game.
  14. One thing that I have noticed, is that while empty servers stay empty, as long as there is 1 or 2 people around, others join and the game can grow to be really large. Therefore, can we have a server message upon joining an empty game that encourages players to go AFK instead of quitting, thereby "seeding" the game for larger rounds?
  15. That will probably require creating a completely different model, which will need to be placed map by map on all these maps.
  16. Actually I take it back, it's not worth it for KOTG. It's close to worth it, but not quite. My mistake in testing. For it to work, the gem fields need to be expanded nearer to the concrete wall for Soviets (WF side), and nearer to the hedgehog / concrete-barrier by the small path for the Allies, and shrink the default fields a little more. Then it will be worth it.
  17. Or even old players. I first tried the thief on silos on maps with refineries, after it didn't work I just assumed it was the case with all silos. This is the first time I found out thieves can steal from silos since Delta came out.
  18. It's worth it on KOTG (for both sides) and Guard Duty (for Soviets). Get an ore truck and time your runs for gem vs. ores, try it.
  19. Be on a map that doesn't have a refinery, park your butt in front of the silo's computer. It is really confusing to players when silos can be stolen from on some maps, but not on others. Was it OP before for Allies if they can steal from any silo?
  20. Could you explaining how thief silo stealing works? I didn't know thieves could steal from silos. Also, pre-patch destroyer and missile subs did the same damage. Is it intentional to make it weaker than m. subs?
  21. I was playing 1 vs.1 with someone once on RidgeWar. He went AFK for a while and promised to be back soon. With no one in the Soviet base, I took out all the base defenses, laid AT mines by the WF, and parked two demos on top of those mines. He got back, saw the empty demos, got in and BOOM!
  22. I did some tests and just want to let people know that on most maps with gem fields, the distance from refinery is always 2x or less than the refinery to ore field distance. This means $/time-wise, it is always worth it to go the extra mile to harvest gems instead of ores, since pure gem give you $1,500 and ore give you $500. That is, if you can handle the danger of leaving your base. The only exception is RidgeWar, where the gem fields are too far to worth it. It is also interesting to note that while the Allies harvest from a close to base ore field for $500, the Soviets harvest from a farther ore/gem field for $1000. Also I want to note that for GuardDuty, the Soviets have access to a gem field worth harvesting from outside of their baes, but the Allies don't. What's with that? Now get out there and harvest! I hope to ambush more Ore Trucks in the field in the future!
  23. Should we still do global announcement for Commandos? I also feel the Super C4 is a bit too easy to disarm?
  24. Given it's been a while since the nader update. How do people find the unit's usefulness now?
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