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des1206

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Everything posted by des1206

  1. One more thing, can we give empty clicks to weapons that have run out of ammo? (Hind autocannon/Longbow rockets).
  2. - Another "bug"(?). You can get into AI APCs, but they almost always kick you out right away. There was a few times I was able to hitch a ride for some reason.
  3. Does this also apply to detecting GAP cloaked units? Also some spawned infantry die right away on camos. Lastly is there anyway to make the AI units a little less lethal? They aim too good. Overall great patch. Loving the new Hind sound and AI logic. Clearing charges can now clear hedges effectively! TT zoom will help in sniping those pesky infantry and PTs.
  4. Not worried about Tanya/Engin C4 chariot?
  5. Did anyone else notice Hinds bullets now go through armor? Should be use vs mech combos.
  6. I'm curious as to which ones you think APB has lost?
  7. Woah, lots of balance changes. What's with the mammoth range and RPG nerf? The Phase Tank radar proof aspect is going to be interesting. No more worrying about Hinds or narrow corridors on small radar-less maps. Hopefully APC wouldn't turn into a hard counter to Hind. Can Radar Jammer's range be set as a function of map length (like 1/3x of map lenght)? This way small maps can have radar domes and it wouldn't be OP to have a RJ with its currenty 350m range.
  8. I noticed it's much harder to kill infantry w/armor now with Mammoth tusk missile splash. Also, RJ's range boost is giving it a couple of additional hiding places on many maps, this is going to be fun. Also Mammoth's smoke emission and new nuclear missile strike speed are both very cool. PS: Did you know, the world's fast sprint is about 25 miles/hour, this comes out to be about 12m/s. So our infantry sprint speed (tops off at ~9m/s) is fairly accurate? @Pushwall so in general, the more anti-infantry guns (except sniper and Tanya's desert eagle, and tesla/nuke aside), the more effective it is at getting through/shredding armor. Armor though is very effective at protecting infantry from indirect explosion damage. I wonder if headshots ignore armor?
  9. With the sprint speed increase, I feel like the "fast" units like Tanya/Nader/Volkov don't run that fast anymore compared to the other lesser tiered infantries? I also noticed how Tesla weapons directly skip Infantry armor now and hits their health only. PushWall can you explain to us what types of damages armor reduces against?
  10. Sorry didn't get a chance to play this game until today. Nope lag is still very bad. Funny thing though the ping stayed very low (around 130).
  11. Hint for the last part, pay attention to any maps you see. If you are not the type to write things down it helps to be a sniper or someone with binocular function.
  12. Would the Mammoth at least get to keep its passenger seat? That tank is huge and Soviets could use an extra engineer ride-along to help with mines.
  13. welp....... I tried......... wasnt thinking at the time how OP a stealth transport would be, no matter how many it carried because mining still isnt a thing that happens 100% of the time. Everybody worries about Tanyas. Have you seen how good a PT+Engin combo is? Mines can't even stop that, the PT can start shooting and kill the building by the time the C4 explodes.
  14. Can we just do the logic where if vehicle velocity < 2m/s, PT becomes radar invisible? This will get around the vehicle still slightly moving while standing still issue. It also wont be abused because surely accelerating the PT at all will bring its speed pass the 2m/s limit. Infantry idea not bad if they could be done easily.
  15. Problem is that many team-mates often need to change character to repair, costing extra $ and time. What is the point of the CY if I still need to swapped out of my volkov for an engin after repelling an attack? I just repair a bit faster.
  16. Is there anyway we can make the PT have no radar signature when it is standing still? This will help the PT better ambush passing Soviet armor instead of having to make a big loop around them first like all other units. This will also address smaller maps where PTs have no room to navigate behind attacking Soviet forces without being seen. Gameplay will be a bit more exciting too as you sit and wait for your "prey" to passby before unleashing your missiles. A potential imbalance I would see is when players in PT "crawl" into Soviet bases without defenses stealthily. Or just that PTs will be too difficult for Soviets to counter in the field. Would that be too OP?
  17. I would still like to get the CY in the game for the sake of Ralism.
  18. Hey guys, has the European server been changed recently? I'm playing the game from US and recently I have been getting tons of lag (never happened before), to the point that the game is not playable for me anymore. There have been no changes on my side in terms of hardware or software.
  19. The team that did CanyonRiver, you did an awesome job. It is really a beautiful and intricately designed map. I noticed a lot of nice details, and the atmosphere is just right. Nice work and thank you so much!
  20. Tell me how this blocker is going to block Tanya but not repairmen. Invisible block at the bottom coil ring so Tanya can not throw the C4 up high. Infantry can still stand below coil.
  21. Would being healed by medics or jumping into vehicles quickly negate Shock's damage now? Also, if C4s are now effective against vehicles, I wonder if we can allow Tanya to throw hers a bit further so she can C4 tanks in the field. We can put a blocker at the base of coil to prevent abuse of throwing C4 up too high.
  22. Metro! What's the reasoning for the C4 buff? Not that I don't like it.
  23. When the destroyer reappeared by the Naval Yard, the allied infantry driver was mysteriously fused to parts of the ship.
  24. Lone wolves who sneak in while the rest of the army is distracted should be rewarded for being strategic in his use of diversion though.
  25. Right now, the Construction Yard auto repairs buildings. Defenses get repaired at a good rate, but main buildings repair very slowly. I think this was balanced on purpose to encourage attacker and make the game more fun. The idea of a CY is that - If you manage to repel a wave of attackers, the buildings can fix themselves during the breathing period before the next wave of attacks, and you are freed to do other stuff. However, right now I feel that main buildings repair at such a slow rate that there is almost no point to self-repair. Nobody just leave a damaged building alone, more often than not people always switch character to repair it. But making main buildings repair faster will make the game less fun and encourage turtling. Is there anyway to do a delayed-repair logic to CY? It a building gets damaged, auto-repair won't start until 15 seconds without being damaged, but it will repair faster than it is now. This way, CY can do its job effectively without discouraging attackers.
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