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shoverno2

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Posts posted by shoverno2

  1. On 8/20/2020 at 5:32 PM, TemporaryName said:

    tbh i dont like new comanche, its useless for me in current form:|
    microwave tank exists only to disable damaged enemy tanks and eject driver (for disruptor rush for example) its not supposed to damage tanks

    But it disable vehicles at really low health, when even one rocket with HUGE RANGE(Yep, microwave tank having so low range...) can destroy that...

    And even now it gets nerfed for nothing

    Did you tested this veh nowdays?..

    ...

    and yeah, I would like to see Comanche invisible again...

  2. On 8/19/2020 at 3:45 AM, Raptor29aa said:

    I always imagined the blackhand commanche  would’ve have a chem/flame thrower (Nothing cooler than uncloaking and burning stuff from a  helicopter :c00l: )

    but yea I agree the microwave tank needs more armor or lesser price tag. 

     

    Less prise?!... It's literally useless... It's need more firepower or... A little bit enhanced effect...

    Really emp...

  3. On 3/30/2020 at 6:30 AM, Raptor29aa said:

    My internet has been crap, because of quarantine. I’ve tried to play IA but I continuously get disconnected. Hopefully it will improve and I’ll see you guys in game soon.

    In Soviet Russia quarantine has been crap, because of internet)

    Dunno, but in Russia everything works fine.

  4. 9 hours ago, WNxHeadShot said:

    I never really had any issues playing with the goliaths and stealth gen support. Most maps are pretty open and there's stuff happening all the time so it's easy to not notice something go by unless you have a MSA literally in the middle of the field. Yes the infrared costs a lot and it's fairly weak but it can actually take on most units all by itself since it's very nimble and it had a high DPS. You can also just use the alternate fire as a finishing shot if the enemy still has some health left so you can save a couple of seconds. Not to mention you can just take a Petrova and EMP the unit then kill it, go back to refill the grenades or just use !ammo and go kill stuff again.

    The whole conversation took a turn for balance talk instead of what it was made for, suggesting the C&C 3 Mammoth, not even a request, just an idea. It would be a good addition.

    Actually, Infrared second attack mod like prism tank attack. It's long range good damage.

    And if there will be added something from c&c 3 to GDI, then why not to add alots of cool stuff to Nod too. Avatar will be something like Nod version of titan.

  5. 22 hours ago, WNxHeadShot said:

    Currently Infrareds pretty much own anything, the DPS is just absurd and it can easily kill infantry, tanks and buildings alike. It takes about 20 or so seconds to kill a building all by yourself. Nod also has access to goliaths which were nerfed by increasing the cost drastically so it was a good decision, they can kill a shit ton of units all by themselves(almost kills a 36 inch alone) and you can just use a stealth gen to roam around and get behind enemies. Don't really see how this would make GDI overpowered seeing how you need actual teamplay to win as GDI whereas with Nod you can do a shit ton of damage all by yourself or just with another person.

     

    The mammoths ingame are good damage wise but they're kinda sluggish, titans are pretty much the slowest unit ingame followed by the 36 inch. In my opinion it would serve well as a unit that's above in firepower compared to the titans but lower cost and much higher speed than a 36 inch. You could make it 4000 and put it on par with the T35(even though that humongous thing had between 10 to 30 mm of armor to begin with) or just make it a bit better. It would still probably be helpless against goliaths because no matter how expensive you make them they will still be really cost effective, killing 3 titans all clumped up together with one explosive boi and a fanatic inside.

     

    It also just looks fucking mean.

    "How about Infrared?"

    You know, having good firepower, it also having such bad debility at taking damage. Just take some aircraft or tought tank and destroy Infrared.

    Yes, it's able to destroy building in 20 seconds, with good chance to be destroyed in 5 seconds, losing 2850 credits to void.

    If this will be nerfed, then it might be like last time esec stealth tank was nerfed to trash toy.

    GDI's titans and mamonth, actually, having ultimately big armor and health, with health regeneration on mamonth, of course.

    Also, i think i shouldn't to saying anything about disruptor.

    Oh, such comedy, it's killing building just like Infrared, but with little bit bigger price it's having superior health/armor and bigger damage. Who needs to kill enemy infantry/vehicles, when you can just simply destroy whole base at all by rushing with it?

    Just remember to make sure, thet enemy will not restore disruptors and toss them toward your base XD

    And about mamonth and titans. Yep, them slow. But then take a look at their range and rotation speed. Them just outrange most def. But most hilariously, them able to outrange it WITH INSTANT HIT. That's matter that there no chance to dodge it. Just perfect long range high armor distroyers. Them even don't need any speed, as their path to starting attacking too small due to their RANGE. And being cool long range destroying, them truly hard to conterpart. Even if you will use Goliath, pray that there will be no any stealth spot veh, no any EMP troops and "hit and run" vehicles. Otherwise "wasted"...

  6. 2 hours ago, Kaskins said:

    Hi I see where this is going as it was brought up to my attention about 2 days ago. Been very busy with some other vehicles I am modeling it for IA and real life work related.

    So there is some tweaked which will be apply on the upcoming update for the Homeguard/Red Tide unit.

    Sticky Bombs/Grenades explosion (C4 type ) damage reduce from 128 to 114.

    Sticky Bombs/Grenades explosion radius reduce from 6 to 2.85.

    Sticky Bombs/Grenade detonation time increase from 4.1 seconds to 6.0 seconds

    Reload time for sticky bomb increase from 3.2 seconds to 5.7

    In addition the ammo they carry will be now 3 from 5.

     

    The throwing distance was adjusted on the server side, it was originally if not mistaken intended for easier to place dynamite, and timedc4 on a vehicle. Sticky Grenade inherited the timed C4 logic and therefore is throwing range is further which I have a mix thought about it.

     

    So to destroy the building entirely an average time I calculated ( which took me to do so ) is about 33 seconds, you may try to be super micro and may get to 29 seconds the fastest in destroying the MCT. I didn't use !ammo as I tested it on lan so is not accounted for.

     

    But there is a catch, with less sticky bomb and without the !ammo call in, there is a small chance that even after you unload all the AT4 or Shmel launcher the building will stay alive.

     

    But above all Homeguard and Red Tide are only useful within the 5 minutes when the match start, after that their useful capabilities plummeted.

    You underestimate red tide/home guard power )) cause them still usable anti infantry well long range troop(Yep, at long range there best use of this class).

    But any way, thanks. Now it supposed to be more anti-infantry, with keeping well cool anti building abilities.

    Also, hope them still well-effective against vehicles. I think them still do))

  7. 3 hours ago, dblaney1 said:

    I will look into different warheads for sticky bombs. Something that damages tanks more and buildings less would be a good option. 

    Molotov cocktails.

    Stick bombs having such same explosion that needs just to add fire explosion to be like that.

    That would be effective against infantry and light vehicles(maybe medium, idk)

  8. 7 hours ago, notDMB said:

    Their bolt actions do a little less than half the damage of a Ramjet rifle. 

    By the way, never dealed much damage by hitting infantry in body with ramjet...

    But Lee Enfield having 10 ammo capacity and having, saying that all times XD, rifle knife, that having nice range for melee weapon!

    And, actually, it's over accurate! With scope you moving slower, but there's no scope! It's just brilliant cheap weapon for infantry killer!

    It's better to use like sabotage unit. Just run near base and start killing infantry. That will give your command time to organise vehicle rush.

  9. 2 hours ago, notDMB said:

    There's 15 other units that have headshot ability and aren't bolt action. So nah it's pretty bad at everything. Commisar/Adriana is 300 credits more for a unit that's much better against infantry and has great anti tank supporting ability. 

    Bolt action rifle is satisfying to use. It's something like no scope well ranged sniper rifle. It's just enough, nothing else is needed. Just perfect Anti-infantry with cheap price, actually.

    Duno, maybe you never tryed to use only red tide/home guard all match time. Maybe you doesn't having much experience at using such troop class...

  10. 3 hours ago, notDMB said:

    ...unit has garbage weapons for actually playing the game instead of doing PvE. 

    Yzma-The-Emperors-New-Groove.jpg

    Hold my Lee rifle.

    It's awesome anti infantry! It's just effective against ANY troop, ANY. Also, even stick bombs can be used to anti infantry job, as it's instantly deadly for troops and having long radius of explosion.

    Shmel effecctive against infinity too. Maybe it could be more effective against vehicles, but actually it's "Rocket-propelled infantry flamethrower - A bumblebee", (yep, Шмель = Bumblebee) that means it's supposed to used against infantry, not against tanks.

    https://en.m.wikipedia.org/wiki/RPO-A_Shmel

    So, this unit supposed to be Full anti-infantry troop.

  11. 41 minutes ago, Threve said:

    ...unit be nerfed substantially to where they cannot preform as expected.

    Stick bombs is not actually purpose of red tide/home guard. First of all it's Anti Infantry.

    Even if stick bombs will be counted down, red tide/home guard will not lose its potential. 

    Well, by the way, it will still possible to rush building with two red tide/home guard with help of !ammo.

    The !donate at start to mine base is really good idea. Only one(little) problem is there's no 100% chance that teammates will donate you. Still, it's really little problem, so there's almost fine))

  12. 12 minutes ago, Voe said:

    Red tide/home guard have 1 purpose right now - bumrush the enemy base at the start of a match and knock out a building right there and then. All while being retardedly powerful. Without the need to use an !ammo drop (which you can't afford at that stage). And it's exactly how they're used.

    A stupid unit design.

    As for me, i like to use it as cheap and awasome anti-infantry...

    Maybe it's need to set stick bombs value to 1...

    And of course give to him something else! For example, more rockets for "Шмель"(Shmel) Rocket Launcher.

    By the way, it's just satisfying to use "Шмеля" and rifle...

    ...

    And what about other players that like to use stick bombs to rush building? Well, it's better to give +4 bombs for pure red tide sharpshooter (just nobody using it, sadly, he having such cool anti infantry potential...), other idea is to add new unit.

    Actually, there are one cool boi from red alert. Yeah, Crazy Ivan! There in interim apex are already dynamite stick granades and 7 stick bombs. Everything already almost done, and then +1 Nod infiltrate troop to compromise GDI spy)

  13. 5 minutes ago, Guard55 said:

    It'll definitely be a meme and a half. I'll need to see which classes have the ability to sock someone in the face with their fist.

    I searched almost all units, and...

    There's only starting solder having such ability (slot 0)

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