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SirJustin90

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Posts posted by SirJustin90

  1. 15 minutes ago, Pushwall said:

    Yeah, something I really feel this game is missing is bad/new players being considered literally worse than an empty player slot...

    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. On 5/29/2017 at 8:09 PM, Ice said:

    To be fair, those two things aren't really comparable. Aircraft have been a ubiquitous asset in all modern armies for almost a century now, while Phase technology is a radically advanced top-secret technology developed by one side and which is not necessarily replicable by the other side, similar to Allied Chronosphere technology (which the Soviets were never able to replicate despite extensive espionage) and Soviet Iron Curtain technology (which the Allies, in turn, couldn't replicate). Plus, realistically there would have been a plethora of various European aircraft available to the Allies during the war, ranging from 1940's-era prop planes and bombers up to some of the very the first jets.

    That all being said, however, introducing an Allied fixed-wing aircraft, while cool in theory, could prove difficult to balance well and could just end up messing up the gameplay. The only likely exception to this would be in mission-specific scenarios, and even then it could be kinda iffy.

    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. Just now, SarahNautili said:

    And the nuke sniper was a pretty terrible unit even for a LOL map since he could just keep units locked inside their bases for the entire match.

     

     

     

    But yeah if we're removing the grenadier for being an annoying (but counterable) "building sniper" it makes no sense to not also get rid of the actual sniper, which is a lot harder to counter - "get vehicles" works well till the War Factory goes down and doesn't work at all on maps like Pipeline with no cover in the bases, or if there's multiple snipers at good angles for a crossfire (that one match of pacific threat earlier), and "get hinds" works until there's a single rocket soldier within about a mile of the sniper, and that's if you can even find the sniper in the first place (again, pacific threat) 

    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.

  4. Just now, Pushwall said:

    Yeah crouch vs crabwalk does work for some reason. Crabwalking penalty, of course, does mostly apply for captains/snipers - its impact on other weapons ranges from negligible to nonexistent.

    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. :dance:

  5. Just now, Pushwall said:

    They sadly can't be differed as it stands. There's honestly not much I would apply that to though as I don't really want people standing stock stiill in gunfights - probably just the sniper and maybe the Captain machinegun. For the sniper it at least does apply while scopewalking, oddly enough.

    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.

  6. 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.

  7. 5 minutes ago, Pushwall said:

    The early Gamma Soviet sniper was partially projectile damage (which is affected by head/limbshot multipliers) and partially splash damage with a 0.1 radius (i.e. only triggers on a direct hit... or what the server perceives to be a direct hit). The early Gamma Soviet sniper was also hot garbage.

    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.

  8. 11 minutes ago, Pushwall said:

    See the thing is we can't do a "no headshot" gun without either making all guns no-headshot guns, or making the snipers use splash damage which then causes them to deal server-side damage which would therefore make actually aiming them impossible because you have to magically know where the server thinks the enemy will be instead of where you think the enemy will be. So then they just become spray and pray. Another alternative is making them use a damage-over-time effect set to like 20 damage over 0.1 seconds, but then that means they cancel burns/shock and can't hurt people who are drowning. And if two people happen to shoot the same guy at once they get less of an effect. Which aren't significant downsides to the one other unit this currently applies to, the shock trooper, because he can actually do something other than shoot infantry.

    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?

  9. 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.

  10. 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. :dance:)

  11. APC.gif APC :siren:

    • 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?

  12. 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.

  13. 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?

  14. 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.

  15. 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.

  16. On 5/13/2017 at 0:17 PM, Silverlight said:

    Is anyone using this tool? If so, can you please confirm it is working?

    Yes no issues, other than the odd times windows spews an error. And it closes... However this is rare and it can be reopened.

  17. On 5/8/2017 at 2:08 AM, des1206 said:

    Can we really not give breaks to wheeled vehicles? If the V2 can get to a full-stop its secondary might be much easier to use to arch-over obstacles.

    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.

  18. 4 minutes ago, Pushwall said:

    In fact, to compensate for this I may even get rid of the cap on cash rewards entirely (currently $120 for any combat infantry costing over $600, and $240 for any vehicle costing over $1200). Since Soviets make use of more expensive units this means Allies generally get more out of this unless they lose phase tanks. And non-combat vehicles will get the same halved reward as non-combat infantry so demos/MADs won't suddenly be instant ore dumps by themselves.

    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.

  19. 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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