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Metaridley

Tester
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    64
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About Metaridley

  • Rank
    Technician
  • Birthday 04/27/1992

Profile Information

  • Ingame Username
    Meta
  • Gender
    Male
  • Location
    Germany
  • Interests
    C&C, Metroid, enough other stuff... and Garlic Bread

Contact Methods

  • Steam
    zockerchriscs

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  1. @ice187dna for being a hilarious demo truck driver @TeamWolf for this crazy below 10 min rush on KoTG @forg0ten1 for his confused questions in discord "which team is this now?" on Zama
  2. I am not even finished with my Renegade 19th Week Video Cuts, why you do this to me!? But tbh i am excited for it!
  3. Are these Signal Flares for the old Nuke ones or for entirely new things (sec. SW, Powers like ParaBombs etc.) imo Chronosphere and IC should be used through a terminal like in AR because they are Powers that need a selected unit.
  4. Again @AZ-Stalker for the birth of the Baba Yaga Vodka Squadron with Yaks and LST's!
  5. It's just one of my weird instant reacting moves to defend the base, like back in the day, when the demo didn't had the "friendly fire" feature, i killed a bunch of invading Soviets in our refinery on camos canyon with my demo base defense move
  6. I nominate @AZ-Stalkerfor such fun matches, especially at the last hours. it was so much fun
  7. In RA1 it was classified as a building. The Larvas could be a object to destroy OOOOOORRRRRRRRR if you want a map where one side play purely ants, thats basically the Purchase Terminal for ants. i noticed myself thats a bit unfair but you could do it like in Apocalypse Rising. The Dog noticed the Spy only in a range of 15-20m and then the spy got a "!" over his head. But i had the "Bark" idea for the Chat so dog players can't purely communicate with other players but can warn them if something is wrong in the base.
  8. To revive that topic i had some time to overthink some aspects. Since i learned (and still learning) stuff in 3DSMax, some buildings and units are definitly possible. I made a prototype of the Helicarrier in 3DSMax and for a first attempt i am pretty proud. I will not show it just in case my work will be accepted. I also tried a Camo PB in 3DSMax and it became really flat. That might be an issue for hit detection. To balance this out the CPB should have a bigger damage detection box to be more vunerable to splash damage from V2s, Grenades and Rockets. To balance out the spies an
  9. Description Multiple Trees are floating on the opposite site of the lake, left from the soviet base on GuardDuty Reproduction Steps Drive to the Spot Look at the floating trees and wait for pennywise, maybe you will float too
  10. Nah, don't make it like a defense building. But not all is wrong with your argument. Unlike AR where dogs weakspot is the enitre barrack building in APB it's just the Kennel. Get rid of the weak armored kennel and dogs are no more.Why people targeting Service Depots? To get rid of annoying mines. Simple as that. Dogs aren't op in APB, there op in AR because their weakspot building is much better armored. The best way to test the dog and kennel things is just to test them how they work in APB Test matches. Back in the day the Cruiser was impossible to implement and now it's just 3x ar
  11. Another thing why people think dogs are too op in APB is, it's a one shot infantry killer and thats true and the spy will not have a chance. But the reality is that dogs have enough down sides. Besides the fact dogs can see enemy spies super easy, they are the counter to the allies op infantry force. Alone the fact Medics and Mechanics can heal the allied forces everywhere (except on the big sea) is op as fuck. Dogs are not only the counter to spies also to the other unique allied infantry, even Tanya. They attack with a near-close jump (2-3m) and kill players in a instant. Dogs
  12. nah i don't like to buy a npc buddy for the match, i wanna be the dog myself and kill this filthy spies
  13. Copy from my thread for the idea discussion "The Attack Dog is the most important counter against allied spies and infantry in general and we need them in game (because we have some really good spy players in APB). They are faster than all other infantry and kill a soldier in one hit, even Tanya. "But Meta, what if the soviets destroy the allied vehicle production and the enemy comes with a lot of dogs? it's unbalanced" - People driving with Anti Inf Minelayers into the enemy base if allied Vehicle Production is dead, also allies rushing in the same case with APCs and Rangers into the S
  14. We had a few talks in Discord again over the missing things in APB and i brainstormed some of them for a fitting gameplay experience in APB. Allies = Heli Carrier: I know it's a cut unit from aftermath but i still enjoying it when i use it with my custom rules.ini or mod in C&C RA Remastered. The Heli Carrier is a pure support unit like LSTs and the RJ and need protection from boats and longbows and delivers ammunation for Helis. In RA1 it can carry 5 Longbows/Hinds but in APB it should be just a mobile refill pad on water. It would be a great addition for HostileW
  15. Tech Centres should disable all powers. (Except Superweapon powers, they bound on their respective builidings) Soviets should lose the parabombs, spyplane and paratroopers - allies the sonar pulse, gps satelite and the parabombs that they get through spy inflitration
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