-
Posts
337 -
Joined
-
Last visited
-
Days Won
4 -
Donations
0.00 USD
Content Type
Profiles
Forums
Events
Documentation
Bug Tracker
Downloads
Everything posted by des1206
-
A Path Beyond Increase C4 throwing range a little?
des1206 replied to des1206's topic in W3D Hub Discussion
But isn't disarm range doubled now? EDIT: I just realized doubled range is still not much, nevermind. -
A Path Beyond Refillable insta-heal for medic?
des1206 replied to Pushwall's topic in W3D Hub Discussion
Not a bad idea, if you think about it in terms of vehicles, Allied infantry are most afraid of: V2, Mammoth Tusk, TT. One of the reason medic doesn't get fielded much is that Allied infantry get one/two-shotted by those too much in the field. If you can make infantry very resistant to those (not immune, too not Ralistic, and call it an armor kit or something not medkit, this isn't TF2 where anything goes!), this will really up Allied's game in the field and in defending a base, especially when they lose War Factory. Not sure about AP mine resistance though. -
This will make Tanya/Engin even more viable/fun in the field. With the change in the disarm system, we won't need to worry about throwing the C4 up too high so it can't be disarmed.
-
A Path Beyond Refillable insta-heal for medic?
des1206 replied to Pushwall's topic in W3D Hub Discussion
It will definitely make things harder for Soviets and slow down the mine layer's work. But at the risk of Allied killing my buildings? No thanks I will take my slow down mine layer and still lay double mines at every door (isn't that many on most maps). -
A Path Beyond Refillable insta-heal for medic?
des1206 replied to Pushwall's topic in W3D Hub Discussion
Would Soviet players just lay 2 mines at the same place to overcome that? I know I would. -
A Path Beyond Refillable insta-heal for medic?
des1206 replied to Pushwall's topic in W3D Hub Discussion
- I don't suppose overheal for a single unit is an option in the coding? In the field often there is only 1 or 2 units the medic can support at a time since maps are big and infantry don't clump together. It would be great if the medic can over heal a unit (with a long reload). - Can the medic's radar indicator be changed to help Allied players see him better? Or maybe just give his healing sound a very long range (like APC/ST horn). This will help field infantry to naturally try to group around him. -
A Path Beyond Refillable insta-heal for medic?
des1206 replied to Pushwall's topic in W3D Hub Discussion
What was wrong with his old M16 again? How about we let V2 still do one shot kill, but with burn damage which can be stop by the medic. -
A Path Beyond Refillable insta-heal for medic?
des1206 replied to Pushwall's topic in W3D Hub Discussion
Give him a bit more anti-vehicle + MCT damage (equal to or above M16), keep the short range and nerf anti-infantry dmg? -
Wouldn't a mobile GAP + couple of tanks + demo truck work? There are other ways to crack the Allied base guys. Unlike the Soviet base, the Allied one has two locations that are vulnerable to Engineer rushes. The SD side AA gun you can just run up to with an engin under turret fire and C4, and get out safely. The Bar side AA gun too you can reach with anything that is a under half health supply truck and C4. Both instances open up the sides to Hind attacks - 1 Hind can destroy one base defense in one go. The bar/radar/silo actually become very vulnerable to multiple Hind rushes. Let's fully explore the strategic possibilities before we decide something is OP and want to make changes (again, RIP Grenadier).
-
A Path Beyond Defensive Structures (Not base defences)
des1206 replied to Mojoman's topic in W3D Hub Discussion
Garrison bonus, in my APB? I think you are in the wrong forum buddy, get your butt to Apoc Rising! - I don't hate the idea, but I don't think they can do new scripts at this stage of APB. -
A Path Beyond APB Temporary Infantry Overhaul Experiment
des1206 replied to Pushwall's topic in Red Alert: A Path Beyond
I'm okay with that trade. I always thought Tanya could use more use in the field. Does that resistance to PKM translate into Yak/Hind bullets as well? For Volkov's changes, is he any different strategically? -
A Path Beyond APB Temporary Infantry Overhaul Experiment
des1206 replied to Pushwall's topic in Red Alert: A Path Beyond
Another Tanya nerf? Is she really OP? -
A Path Beyond APB Temporary Infantry Overhaul Experiment
des1206 replied to Pushwall's topic in Red Alert: A Path Beyond
Only problem is that infantry armor logic doesn't work like vehicle armor/health logic. 50HP/170AP would still leave Volkov very weak since armor only reduces damage to health. Maybe Volkov can revert back to old infantry days where armor needs to be depleted first? Then we can make him behave more like a mammoth tank - armor is very resistant to small arms but vulnerable to AT weapons and tank splash, then health vulnerable to bullets. -
A Path Beyond APB Temporary Infantry Overhaul Experiment
des1206 replied to Pushwall's topic in Red Alert: A Path Beyond
Interesting changes. Let's see how it plays out. However I will just say that: 1. You would think the flamethrower's armor is what makes him flameproof, not health. Maybe swap it for realism's sake? Suicide on low health should also be a valid tactic for him, makes things more interesting in this game. 2. Tanya/Volkov change - I'm still not sure about the lack of armor, but is this an overall buff or nerf? Also, you just reminded me that all three Tanyas in Ra never wore anything other than a tight tank-top (how did she have so much health in Ra3?!!!!). I guess you are trying to really go Ralistic here. Volkov though I don't get, he's a robot and should have a lot of armor. Didn't he have tank armor plating in Ra lore? It would actually be interesting if you made Kov more vulnerable to AT weapons and tank weapons, and Tanya more to small-arms. -
A Path Beyond Can we discourage people from RQ?
des1206 replied to des1206's topic in W3D Hub Discussion
No mid game balance. Game-start balance however I agree with. -
We should do a poll, maybe it was just those who thought it was OP were extra vocal. Ridiculous unit? Yes. OP? maybe a little. Strategic and fun to use? YES!
-
A Path Beyond Can we discourage people from RQ?
des1206 replied to des1206's topic in W3D Hub Discussion
I actually support that. What if a 5 minute timer gets activated after all the main production buildings get destroyed that will end the game automatically? However, the losing team should have a way to veto this if they want. I think there are two types of RQers. There is the UncleGrandma type of players who ALWAYS RQ as soon as it becomes apparent their side is likely going to lose, but when they are on the winning side, they take their time to enjoy beating you down as they win the match. The other type is the occasional RQ players who just don't want to waste the next 15 minutes being kill-whored by the winning team. I get that. -
Unless, the mechanic can steal a Yak.
-
This one is for the future. But with all your battlefield experiences, what global voice commands have you often wanted press/say but it's just not there? Remember all voice commands now identify the speaker unit/vehicle. The commands should be time-sensitive warnings where either 1. you are too busy to type out the details, or 2. it's an urgent message that needs to be heard over a flood of text. Remember also urgency can be achieved by spamming a VC multiple times instead of needing a new line. For me, we should have these new ones: Incoming attack force - people can be alerted and then read the specific enemy type (tank/air/naval/infantry/demo) and direction in chat, for more urgent rushes just spam the message multiple times. I need support! - This can replace "I need repairs", nearby mech/medic will understand. Furthermore, it can also be used for when your glass-cannon unit/ore truck/MAD tank is getting attacked and you need your teammate's help, or when you are trying to organize an infantry infiltration and need your teammate to cover you, I need a distraction - When you are hiding/behind enemy lines with a high damage/low health unit like engin/v2/phase/LT/TT waiting for good time to strike. You can follow up with a attack the building command to be more specific. Beware sniper - A global warning because snipers can often cover half the map and get the first drop on a lot of unware infantry. Infiltrator alert! - For when you spot those pesky spy/thief/tanya/engineer/enemy infantry rush incoming or already in-base. I am on route - Good to let your teammates which reinforcement is incoming. Here is I think what we can get rid of: Beware enemy mines - I think it's a given on maps with minelayers Soviets will always mine their base, Allies know that. When Allies lay AT mines it's not usually an urgent matter (people following the victim tank can see the damage, other Soviet tanks travel slowly so there is plenty time to warn over text. Bolster our defenses - please bring back "defend the base" instead. The latter is more urgent. That's real / That's decoy - usually the multiple "defend the base" message spam gets the same job done, plus if it's a decoy it's not urgent enough to warrant a global message anyway. Enemy forces to the north/south/east/west - Usually the direction is more complicated and people just often type it. Four separate messages is a waste of space. Retreat - I don't see this one used often. We don't retreat in APB . If people see you running backwards with low heath spamming "move out" /"negative" I think they will get you message. I need repairs - See "I need support" above.
-
What if we just got rid of/reduced its mammoth armor penalty so it does med-tank DPS to mammoth tanks/ore truck? It won't change most game-plays, and helps the LT to be relevant late game too in flanking. I wouldn't worry too much about early ore truck rushes, if they can get enough LTs to go after your ore truck, ususally they would come after your buildings first. Plus Soviets can defend with RPGs.
-
Look, no one likes to be on a losing team I get it, especially a bad team that you know will not win the game, yet not so bad as to lose within the next 5-10 minutes. However, I noticed some players consistently dropping out at the first few signs of a losing match (I'm looking at you UncleGrandma). Sometimes, it is just good sportsmanship to stick it out and fight the good fight. I mean, if you fought hard on the winning side (or if you are not a quitter on the losing side), do you want to see players on the other side quickly drop off? I hope you guys agree with me here. That being said, is there anyway we can discourage RQ? Reporting and penalty for people who do it often? reccomendations for people who stick it out? Any ideas guys?
-
Plus the grenadier had the unique role of being the only infantry that can prevent tech/engineers from camping a base defense. Soviets forming an attacking team? Bring a nader to prevent Allied tech/engin from hiding behind the turret/pillbox to repair (it was especially meaningful when engineer were 4 hit kills instead of the now 8 hit). I don't mind nerfing his damage vs. defenses, just don't nerf his range and splash radius. @Pushwall Two more suggestions: 1. Nice horn for the APC, can the ranger get one too? It could help him get passengers. 2. It's nice that the thief is finally back on seamist, but the CY side coil is positioned too close / silo too to the front for the thief to get access at all from the rear. Can you fix this? On a low resource map (for Allies anyway), spending $1,700 (thief + LB) to risk a highly visible steal on map with Soviet minelayer should totally be allowed. Btw for all the comments aside, this was overall a good patch. I can see a lot of work has gone into it, thank you for putting everything together.
-
I heard he sailed across the sun, and made it to the Milky Way to see the lights all faded; And that heaven is overrated
-
Very Ralistic, I approve. You can clearly see she head-shoting the Soviets in the end there. Firing animation could be improved though to match more of what's in the video.
-
Nice patch, though I can't say I like the following two changes because I believe they make the game less fun: Grenadier: Despite what some forum members were complaining, he was a great artillery unit with a good amount of tactical depth - not in terms of throwing the nades, but in terms of figuring out where to hide and launch your nades. On many maps I spent a lot of time to figure out all the positions with cover from where I can launch my grenades against Allied base defenses. There were a lot of "trick shots" you could make once you experiment with the maps, but not so many that it's hard to find the nader. I still think people complaining about the nader should just play him more and figure out where his spots are. I'm really sad to see a fun to use unit with tactical depth getting axed. APC: See my latest reply to APC thread. The change basically prevents APCs from being a "MBT with machine gun" (since Soviets have a lot of AT units in high-tech maps) and limits it to a base rush unit. As a MBT there was more strategic depth to this unit in helping Allies counter Volkov/Shocks/RPG that pops out of destroyed Soviet tanks, and in ferrying/protecting Allied infantry in the battlefield. I'm afraid now the only time APC will be used is for rushing buildings, as opposed to be the main part of an attack force. Radar Dome airlift: Maybe 30 seconds recharge is too short. Flametower/turret ROF increase - need to test but we should make sure they can still be C4ed by engineer, and in FT's case using a vehicle as cover (jump out to C4). It was a valid strategy for higher-skilled players.