Jump to content

OWA

Admins
  • Posts

    5,708
  • Joined

  • Last visited

  • Days Won

    220
  • Donations

    660.00 USD 

Posts posted by OWA

  1. Hey guys. I'm just taking another look at the Rocketeer and I'm unsure about what his weapon actually is. I originally thought that it was some sort of revolving flechette launcher, but I'm not so sure. Here are the details:

    • In RA2 the Rocketeer's weapon is listed simply as "20mm"
    • On the EVA Database page, the weapon is listed as being "Integrated twin 20mm assault rifles with suppressors" which I believe to be wrong, due to the way the Rocketeer only fires one shot at a time and the impact effect appears to display an element of spray; as multiple impact points are visible. Reference
    • In the concept art, the Rocketeer's weapon appears to have a revolving magazine. The same kind of magazine that you can see on weapons such as the Milkor MGL.

    The question I want to pose to you guys is simple. What do you think the Rocketeer is armed with? 

    Was I right the first time by saying that it's a Flechette Launcher or could it be some kind of Shotgun, Rifle or Grenade Launcher?

    Here's the original concept art by TJFrame:

    tj-frame-tjframe-art-ra2-alliedrocketeer

    Here's also an additional piece of concept art that's a bit older:

    Rocketeer Early Concept.jpg

    Cheers!

  2. Hey Raap, good to see you around again! Things at APB have quietened down currently, but if you know us then you'll know that we don't give up. We have a couple of projects in development that should be able to help us get the game out there to more players. There is a vast un-tapped audience of players who we aren't reaching, but when the time comes and we do reach them, APB will be back and better than ever. :)

  3. 3 hours ago, Raap said:

    Wooh, bumping old topics... Actually is a topic old if it is still on the first page? Questions...

    Anyhow, back when I worked on Siege I sort of used it as a pressure job to keep me from dealing with the real life obligations that one has to go through once a parent dies, so I cut some corners here and there, but one of the corners not actually cut was those ore mine tunnels. I created this map that, essentially, was a vehicle meatgrinder. I wanted to make sure infantry still had places to go and feel useful, so the infantry tunnel came to life for this purpose. There is still a small connection to vehicle play, the passage trough the trench can be a hazard, but ultimately I wanted infantry to be able to easily harass the income of the other team, something vehicles would have a harder time doing.

    Opening it up for vehicles would completely destroy that component. Back when I actively worked on contributions I always stated a Plan B scenario exists; If vehicles needed more play space, the castle rear could be opened up for play. Similarly, if infantry still struggled, a new infantry-only beach passage could have been added that connects the bunker area to the rocky beach on the Soviet side of the water. Both of these would have taken minimal development time.

    I do not know if Pushwall ever altered the map beyond moving some base defenses around, so I don't know if anything changed here.

    That's fair enough man. Good to know that there's some solid reasoning behind it. I can understand that infantry don't always get the best deal when it comes to map routes.

    I think that the changes you describe for Plan B would help the map to become less of a meat grinder for sure. 

    Cheers for replying. :)

  4. [blurb]We had a game night! More to come in the future![/blurb]

    GameNight2.png

    That's right guys! We're having a W3D Hub game night! @Voe, @Killing You and I invite you all to join us on Discord this Sunday at 7PM GMT for a few rounds of RTS classics.

    What could we be playing? Here's what:

    • C&C3: Kane's Wrath
    • Generals: Zero Hour: Shockwave
    • Company of Heroes
    • Red Alert 2: Yuri's Revenge
    • OpenRA
    • Age of Empires II HD

    Join us on Discord here: https://discord.gg/jMmmRa2

    Hope to see you there!

  5. I just realised that I majorly bumped this without realising until now. Woops! xD

    I'm just going to go ahead and change the topic title to be less abrasive, since it's not cool to shit on people's hard work like that. Constructive criticism is always encouraged and preferred.

  6. I think that linking the ore tunnels together via a vehicle route would open up some additional gameplay options that are otherwise limited by the problems of having a single vehicle route.

    Obviously, this idea opens up the floodgates on much easier economy harassment and the potential to starve a single team of resources (probably Soviets due to the effectiveness of Mine Layers in enclosed spaces); but it would also allow that second option of map traversal that would help to alleviate some of the meat-grinder-esque gameplay caused by the lack of vehicle routes. It would also serve to make driving into those tunnels worthwhile and not some kind of one-way deathtrap where you can be cornered like a rat.

    Another option would be to open up some sort of thin, risky route around the front side of the castle on the shoreline. This would be fairly easy to do and wouldn't require development of a whole new section of the map. This route would be a lot more exposed to Artillery, but quicker than the main castle route. It also wouldn't interfere with the economy.

    @Raap, I always have a lot of fun when playing this map personally (because using the Mine Layer is so satisfying on the choke points and the bases are laid out in a totally unique way) so the OP is clearly very wrong (and also a massive troll, holy shit that topic title).

  7. [blurb]A few forum updates are in the works, read about them here![/blurb]

    [thumb]thumb_w3d.1.png[/thumb]Hi everyone!

    Just a few small community updates really. You may have noticed that the forum thread icons have changed slightly. Today I went through and gave them some much needed love which should hopefully make navigating the forum a lot easier on the eyes and provide a much more consistent visual experience!

    A couple of other things that I want to mention. Since we've moved across to IPB's 4.0 version of the forum software, we have only managed to get the Reborn skin back up and working. However, work has begun on bringing back the classic APB skin, so watch out for that one in the future!

    Finally, @moonsense715  and I have been working hard to bring the bug tracker back online! This will be fully integrated into the forum, so there won't be any external links for you to bookmark!

    Special thanks goes out to everyone who has donated to us! We really aren't able to bring big community improvements such as the download manager, bug tracker and other add-ons without you guys, so please know that you are helping shape and improve this community in an incredible way. We've got more improvements in the pipeline that we'll be sharing with you in the future, but for this is a taste of what to expect in the next few weeks. :)

    As ever if you guys have any feedback, or want to see us add something to the community that you think would benefit it, please feel free to let us know! Leave a thread in the W3D Hub Discussion forum or pm one of the admins!

  8. I think that before we think about enabling Yaks and Hinds on the same maps, we should find a way to make Yak's function on a different flight ceiling and a way to separate Planes and Helicopters into separate factories. If we can achieve that it might actually make them a bit better at evading Longbows and mute the "helis land like planes" point. Easier said than done though I guess.

  9. I remember a while back there was a call for handbrake functionality for these units, which never got implemented. It would be cool if your vehicle's wheels would lock as long as Q was held or something.

    I'm against full deploy functionality for these units because I feel that it takes away from their manoeuvrability.

×
×
  • Create New...