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OWA

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Everything posted by OWA

  1. I'm picking one of my favourite female vocalists, Free Dominguez, because I think she's a hero.
  2. The next version of Reborn will be on 5.0, so we can make sure that you get the tools and build ahead of time if you need them.
  3. I'd be inclined to argue that this is not the case. If more people knew about APB, we'd have a full server and a much more expansive community. Nothing is putting people off from coming here, they simply don't know about it. We're in a dark corner of the internet that people can only find if they search for it. It's our job to get out there and spread the word about the stuff we're making. Our next major PR offensive will hopefully help us to push outwards and greatly expand our playerbase. When people become aware of our work and have an incentive to stay and play, then we'll have a regular playerbase once again. Simple! If streamers knew about us they would probably make APB videos. We can't assume that everyone has heard of us, otherwise we'll never get any new players.
  4. No techy is quick enough to switch to their repair tool, disarm the nade, the switch back and fire off a few shots before the next nade is thrown, so I doubt the Granadier has anythign to worry about when coming up against a single Techy. That being said, making grenades disarmable doesn't seem like the best choice to me. I guess C4-type weapons carry the stigma of "this needs to be disarmed somehow" which, in the case of the Grenade, isn't needed. It's a different kind of weapon that requires new rules, much like the velocity changes that have already been applied to it. I haven't had a chance to play yet, but does the countdown timer appear above Grenades to indicate to the enemy how much longer they have to get the hell out of the way? Edit: Also I agree that the explosion should match the splash radius so that it is is more readable to players.
  5. The Nod Buggy could defeat all of the units in all of the games if I balanced it to do so.
  6. In all fairness, I never pick the Grenadier because other infantry do what he does way better. Shaking the balance of this unit up with these changes might actually make him worth buying. We should really stop theorycrafting and play a few matches with the changes before dismissing the new nader as a terrible direction. I'm definitely going to give it a go when I get back to my PC. If you compare the Nader to the Disc Thrower, it's not really fair. The Disc Thrower is GDI's cheap anti armour guy, but he's also pretty effective against infantry too. The Nader was pretty shit against tanks in Red Alert considering that both teams had Rocket Soldiers. This wasn't a problem for the Disc Thrower though because GDI had no Rocket Soldiers. So it's not really fair to compare the two units side by side. tl;dr, eager to see what kind of beast the nader has become.
  7. Garrisonable buildings will not feature in AR because the whole idea of garrisoning structures is too clunky and RTS-like to work in an FPS properly. The closest you'll get is buildings that you can go inside and shoot out of the windows. All infantry will be able to enter these buildings. The buildings will be props and won't be destructible or even have health bars. Both will work as they did in RA2. The Prism Tank hasn't been implemented yet, but we have a few ideas on how to get it's splash effect in.. We're only doing Allies vs Soviets. Yuri's army is too much work and Renegade's engine doesn't support 3 fully fledged teams fighting on the same map. The Allied and Soviet units from Yuri's Revenge (such as the Battle Fortress and Siege Chopper) will be included. Garrisoning isn't happening, but paradrops are. Whether they will be player or AI controlled is a decision to be made. Some tech buildings like the oil Derrick and Outpost are already in the game. Allies don't need more than one power plant unless there is a specific objective map that requires it. The gameplay just doesn't work that way. We have to cut features that were in RA2 because AR is a shooter. If we were to implement everything from RA2 then we may as well be playing RA2.
  8. Cruisers are a terrible idea given the current, balanced state of the game.
  9. Captain America because WWII shenanigans and also because Iron Man 3 was terrible.
  10. Having MCVs as a playable unit in the main game mode is utterly pointless. The unit serves no logical purpose. However, having it as an objective that you have to defend or escort is a much more realistic way to implement it.
  11. You guys played really well. Congrats!
  12. The one, the only! Cadbury Creme Egg!
  13. new-owa.pngFix'd. This is literally the best thing ever.
  14. I guess I got a little paranoid and assumed that this clearing charge would be a C4 of some description. If it's powerful enough to 'splode mines, but small enough to be ineffective against heavy vehicles, then that makes total sense.
  15. This is why the Engineer's getting clearing charges, which are essentially a C4 that only affects mines, has a 3 second timer, has a 25% larger radius and pierces cover. And the engy gets 3 of them at a time and can of course restock with a supply truck. Giving the "no damage falloff" feature back to Grenadiers would also make them better at mineclearing. This would be a pretty niche solution imo. I'm not really a fan of having explosives that are only good against 1 thing. They're explosives, so they should affect everything, even in a small way. It's kind of like the whole issue with the AA Rocket Launcher and Anti-Vehicle C4 that Reborn had. It wouldn't make sense and would only serve to confuse players.
  16. I like the idea of the Nader being used in a mine clearing role. It's not really clear right now what's good against mines. Whenever I go clearing mines as an Engineer I take a Shockie with me to help out because I don't think the Golden Wrench or Repair Tool can remove mines. The only thing that the engie has to clear mines with is the C4, which is pretty useless for clearing any more than 1 mine at a time. I actually like the idea of merging the RPG Trooper and Grenadier together to make some sort of Super Nader. That would bring more value to both units imo. My only fear is that he'll have an awful lot of weapons. But I guess 3 isn't too bad (Nade, RPG, Strela).
  17. To be honest, part of why we work with this engine is because it's enjoyable and a fun challenge. Moving to UDK/RenX would just invalidate all of the knowledge that we have gained over the years, which seems like a massive waste just for the sake of better shaders, tools and netcode. W3D does a lot of things very well, which is pretty cool considering Renegade was such a niche game.
  18. Grenadiers are pretty situational. The problem is that they don't fit a clearly defined role like the rest of the infantry in the game, so they are somewhat floaty.
  19. Well, that was violent. I'm glad I fooled Cat5 there for a second at least.
  20. Eh, looks like I'm going down. Actions activate! ##Shoot Voe ##Vote Nodlied
  21. I'm still getting to grips with how this works. I was indeed locked up last night. Although I didn't make any actions myself because I got busy and then forgot to send Vertigo a PM. :\
  22. I came in a bit late with the vote to lynch, granted. But I don't see how that immediately implicates me as scum. You're assuming with no solid evidence to back up what you are claiming which does seem kind of fishy to me. Your only saving grace is that you claim to be able to check roles, meaning that you have the potential to be the Starshina. But this could be a bluff to deflect suspicion from yourself. I supported the lynch because Cat5 and Nodlied put forward some good arguments against iLTS and I'm pretty sure that they are both town at this stage.
  23. Well, that went better than expected.
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