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Everything posted by des1206
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A dog who is resistant to tank shells would also make good mechanic counter if it ran amid allied tanks since he's one hit kill.
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Dogs should be player controlled scout and ambusher. Scout - If coding allows, let him to see all on foot infantry in a large distance by direct sight (maybe use green arrows on top infantry heads?). Let him also "see" phase tanks and mines too (he can smell/hear them), and be able to mark them for teammates. Also buff the spy a little more, and to balance out dogs in base. Ambush - Give him no radar signature (he's a dog). If you see him coming, he has no chance with so little hp. But if he can sneak up on you for melee, one hit kill. That feeling of hunting and being hunted will be great for gameplay. He can be made very useful with his own battlefield niche and his price doesn't have to be too cheap.
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A Path Beyond Codename: Midnight Update!
des1206 replied to Coolrock's topic in Red Alert: A Path Beyond
Can you give dogs a "bark" alt fire button? -
A Path Beyond Codename: Midnight Update!
des1206 replied to Coolrock's topic in Red Alert: A Path Beyond
Edit again: forget what i said. I didn't reach what Pushwall posted careful. 😮 -
A Path Beyond Codename: Midnight Update!
des1206 replied to Coolrock's topic in Red Alert: A Path Beyond
How would the kennel work? -
A Path Beyond Codename: Midnight Update!
des1206 replied to Coolrock's topic in Red Alert: A Path Beyond
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I just want to bring up a helpful advice that all land-attack seacrafts (Destroyer/Missile Sub/Gunboat) are actually really good against tanks. For the Destroyer/M.S, not only do they out-range every land unit except the V2/Strela/Redeye (yes they outrange Volk and Tesla Tank), they do damage equivalent to a mammoth tank, and their missiles track so they don't miss. The gunboat is even more effective in terms of damage. It has shorter range but has the DPS of a phase tank. Players should consider using ships to counter land units more going forward.
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It's been more than a week now. How soon is soon? 😮
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You can have asymmetric unit count yet still have balance. Just make the Mig do 1/2 the damage of a full Longbow salvo, and make the missile speed slow and not homing so it will miss fast Allied units.
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Can we get an ETA in terms of "soon" so I don't have to check the APB forum multiple times a day?
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Fixed?
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Thanks for the offer, but I got a 10 months old at home these days and won't be able to commit to any testing!
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A while ago when I helped out a little on the testing team, someone PMed me a test map with all the units on there. Unfortunately, I reinstalled my game and lost that map. Can someone be generous enough to share that with me again, assuming it still works on the latest APB version?
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Does anyone like the new nader? I find his damage output just right for the new price. But it's pretty frustrating to use him against infantry. Too far and he can't reach. Medium distance his Grenade curve throw things off. Too short distance his Grenade bounces away without exploding. When/how do you use him?
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The Yak is pretty hard to master, and it take me usually a min of 2 runs before I can kill an infantry, which is also pretty hard to spot going at that speed. I don't suppose we can give the Yak pilot some kind of infantry maker and/or a more forgiving turret angle?
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For those who have played Siege a decent bit, what do you think of the different roles these two Soviet air units occupy? Do you feel one eclipse the other? Or do they complement each other?
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To shoot tiny Migs with of course.
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Awesome [VIDEO] A Path Beyond Moments/Playback
des1206 replied to Threve's topic in Community Creations
The fact you often get stuck when trying to run upstairs from the backdoor like at the end of the video. -
Awesome [VIDEO] A Path Beyond Moments/Playback
des1206 replied to Threve's topic in Community Creations
That new war factory stair case is very annoying. -
Welcome guys!
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Will the Mig's speed mean that units like the Chronotank and stolen Mammoth will be unable to hit it?
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In C&C Generals, regular anti-air rockets often fall off after they chase after aircrafts for abit, but US's Patriot missiles will chase the plane all the way back to its airfield. I loved little details like that.
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Favorite C&C Game, and favorite C&C unit?
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Any thoughts on how to manage airfield traffic (landing/takeoffs) in a large game on maps with both Mig and Yak available? Also, what are your current thinking in differentiating between the Hind, Yak and Migs?
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Wonderful guys, just wondreful. I really thank the dev team for bringing my childhood favorite game to life here.