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SirJustin90

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Everything posted by SirJustin90

  1. Same. A tutorial for new players would be amazing. (But that would take along of time and effort) And would help greatly again the new players being so bad, it's not really their fault they know nothing... haha.
  2. The only problem is again, removing all soviet advantages just to give the allies the same thing over and over. Both sides would reasonably have jeep like vehicles, but didn't in RA, and would kill balance. Both likely had multiple light and heavy tanks, but they again don't in RA and also not for balance. As well, both surely had flamethrowers, grenades, medical troops, spies.... you see where this would end up?
  3. Is it perhaps the scripting that switches the soviet minelayer to instead lay allied mines, that makes the base defenses treat it as an allied vehicle instead? Just a guess.
  4. That is too true. I never found the grenadier to be a major issue. But the sniper is a big problem especially on maps without ground vehicles (pacific threat.. again) ... or like you said when the War Factory dies goodluck.
  5. Yeah, for the most part. Some it can increase 50% going from crouch to crabwalk though, ie medic now, (fast firing gun makes sense) and now the tesla trooper as 0 to 0.25. Must admit though, I love how you can set accuracy on the go like that, and seemingly from your previous posts, even control the speed at which it adjusts between positions.
  6. Well I mean it is implied with the crouch versus crabwalk though right? (Equivalent to stand versus jog right? Except crouching obviously). Just seemed odd not to be in standing versus jogging was all.
  7. Yes the additional spread for bunny hoping especially and the bonus to crouching and jogging versus running is great. Is there a reason why stand/jogging accuracy seems to always be the same, or is it that they just can't be differed in the engine? Hmm suppose the best test for all this is simply time, and notes of previous versus current when the changes are in place.
  8. Ah, so all characters heads are "the same" essentially? Actually I think you had said this before. My bad.
  9. Eh, I did well with it. But like I said most hated the hell out of it. But I found it fit well, but if it is indeed limited to splash only, that kind of removes it as an option due the the bad detection of splash. And a large splash would effectively make it a sniper flame thrower in essence.
  10. Actually can't you? Since you can set headshot multipliers as you showed in the weapon pass where you were switching 3x to 5x... and just set it to 1x? Or is that universal and not per unit/weapon/shell_type? We used to have this with the soviet sniper right?
  11. I can't say the 5x multiplier is best. We're turning back into arcade Renegade. 10 dmg pistol doing 4 shot 50dmg again. I can't say how much taking out the neck multiplier will help. The main issue is people wearing helmets are MORE vulnerable due to have a "bigger" head? Which completely denies logic, (Wearing a helmet would not make you more vulnerable to headshots). Although I don't know if much can be done about that in this engine.
  12. I must say I've never been a fan of snipers for this game with limited range infantry. Although the advent of running has helped a bit. I still think the old soviet sniper with no headshot (kind of like a DMR) was far more appropriate for the gamestyle A Path Beyond has. But it sure beat the old instakilling monster that the allies had back in the day. I'd just love to see all snipers be the old soviet sniper; a lower damage ranged rifle, with a fairly rapid fire rate with no headshots. It kept people surpressed and made them panic and run all over the place. Most snipers hated this, but it made it a fine supression rifle rather than a 2 shot / 1 hs infantry crushing weapon it is now. (Still better than Allied DEATH CANNON, by far. )
  13. Ah ok, I just had read through that and thought the new chance may be applicable.
  14. APC Armour class upgraded to Mammoth, which affords it slightly more resistance to flame weapons than its former 400-health "Heavy" self had, and making it almost as resistant to small-arms. Doesn't help against real anti-tank weapons though. Does this mean that the mammy will now have the unintended result of also doing the +66% to the APC now? ... That could be a problem?
  15. I find the LT makes up for its weaknesses due to it's great survivability. It's able to run quickly, climb hills quickly, and able to clear an HT's range easily. That being said if you try and treat it like a MBT and close on targets... the inevitable pain in on you.
  16. The forum removes, instead of relocation the forum location shortcuts at the top of the screen ( Home > General Discussion > Help & Support) This applies at least for 1080P when half screened (This is a built in windows feature). As I am often busy I usually have two windows half screen as I can work on both back and forth quickly, and most things handle being half screened fairly well... However these shortcuts to move around the forum completely disappear for me. Which is likely not an intended feature, as they do not even come close to taking half of a screen. TLDR; Can anything be done about that? Having to full screen to have access again is a pain. EDIT: Forgot to mention I saw it in the green bar, but is it not possible to have extended tags, rather than only 1 level up?
  17. This is great! I also agree that both sides don't need equivalents. If you want that argument than soviets should have some sort of stealth ground unit. As that is huge. However, the soviets have their sheer power and might to help balance against that with tesla units coming to mind immediately as a counter.
  18. A good read for sure. Sad to see the grenadier basically gone. I still think that giving him a trail for his grenade or something alike would have been a better solution. Perhaps a ROF reduction as well to reduce close range effectiveness, or a minimum range/timer for explosion.
  19. Yes no issues, other than the odd times windows spews an error. And it closes... However this is rare and it can be reopened.
  20. This is the biggest thing I find as well. The V2 having to constantly adjust.... or jump out then back in to keep it's aim steady is painful to say the least. Not to mention it "slides" more on uneven surfaces than treads seem to.
  21. Anything that brings in more friends to help the community grow is great!
  22. This sounds good. As cash for damage is much more useful to soviets as allies are able to repair. Another good thing would be more rewards for keeping vehicles alive.
  23. I love the mammy, but I could see a tesla/Volkov sitting shotgun preventing Longbows from even touching a Mammy at all. The same goes with a phase, they pop out to deliver a barrage only to get shocked and promptly blown up due to combined firepower.
  24. The same could be said of the allies in smaller teams. They often crush the soviets due to their speed alone. I think the issue is that the allies need to get something going early in the game, as the soviets are more of a rolling thunder in the sense that they do better the longer they have to get funds. The allies can abuse this early on to cause damage or keep the Ore truck down.
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