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danpaul88

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Everything posted by danpaul88

  1. Should read the older blogs, the radar has other functions too!
  2. Oh great, more work for me making IFV turret animations Nice blarg anyway even if it was posted late
  3. Handy Tip: Kill the technicians. Grab a good anti-infantry foot unit, walk in the doors, walk up to the people repairing the MCT and kill them. And, while your at it, shoot the MCT to do additional damage to whats being done by the tanks camping outside.
  4. Yes, Armour Piercing will be stand alone. And, for the record, so will Apocalypse Rising.
  5. Nope, you can't. The collision code for infantry and vehicles etc in Renegade is designed for boxes and boxes only. IIRC, if you use a non-box shape it simply acts as if you drew a worldbox around the shape you gave it, to fit your shape inside perfectly. Or it just crashes or experiences epic fail. One or the other, I can't quite remember.
  6. Yes, The Dark Knight is a great film, I saw it last Sunday Flak tracks are looking awesome ingame, congrats to TheBeerinator on his texturizing. And they are fun to drive too... shame nobody else has them yet! muhahaha
  7. Psst: Weapons only have 1 projectile model, so it's either a tracer for all or a tracer for none.
  8. IIRC we already have a website, and I bought the domain, so we just need Blazer to setup the nameserver for the domain to point to, and somewhere to put the website.... OWA is supposed to be sorting these things out...
  9. AR promotion requirements are not the same as RA2. Porting stuff like that straight from an RTS does not balance well in an FPS. Also the amount of veterancy points you get for killing them depends on how much health they had to begin with...
  10. And you think invincible snipers IN a building is not a problem for the Soviets? Personally I would prefer to be able to kill snipers in buildings than to be sieged in by invincible snipers in buildings.
  11. He's also saying that V3's will always do friendly fire damage, just what all the grief players would love, a weapon they can kill their own base with
  12. /hits owa I already told you beam type weapons can't arc. Hence no arcing tesla shots.
  13. Usually it involves a combination of arm and leg movements which propel you through the water.
  14. Also what OWA didn't mention was that, like RA2, the Rocketeers range is very limited, so if they want to damage a target they have to get fairly close to it, which gives the enemy a better chance of hitting it when fighting back.
  15. Well the idea is that the GI / GGI will be able to move around a little bit and duck under their sandbags / walls to take cover from enemy fire, so it really depends on the skill of the person inside the sandbags / walls. Although spraying fire over the top of them will keep the person inside from being able to stand up and return fire without taking damage. The best way to take them out if they are ducking is probably to run right up to the sandbags / walls and shoot over them down at the person inside. This all needs testing and such. Also we might make it so that bullets can pass through small gaps between sandbags, so a deployed GI is not totally immune to bullets while crouching, but the inaccuracy of enemy weapons at range means only a couple of shots are going to get through. Again, this is not set in stone. They take a shitload of damage is what happens. Try not to get HS by a tank, or anything else for that matter
  16. There were a few in between the uber-MG and the current grenade setup that the testers never saw, and neither did most of the staff. IIRC OWA and myself were discussing it on MSN for a few hours running through various permutations and that's how we ended up with the grenade launcher setup.
  17. Know what's funny about that? I originally setup the Rocketeer with a bullet type weapon and everyone screamed and cried and moaned about it, hence we went with the concept art grenade launcher thing. Plus his firing sound from RA2 does kinda sound more like an RPG launcher than a gun.
  18. Yes, IIRC veteran units are worth 10% more veterancy points and elite units are worth 20% more.
  19. Just watch out for Crazy Ivan's coming down, in those tight spaces those bombs will shred any allied units... and probably Ivan himself too!
  20. *cough* Seriously, it looks really weird, what's it FOR?
  21. What's the purpose of the giant turnstile in the middle of the War Factory construction bay?
  22. They do indeed have a turret that turns Yes, the mirage has *up to* 3 possible trees it can turn into depending on the map. So a desert map would have palm trees and such, while a snowy map will have snowy trees. They will do a lot of damage to infantry, but might not be *as* effective as they were in RA2 for balance reasons. And currently they suck vs infantry, but that's why we have alpha tests
  23. If the mirage tank moves (or is pushed by something driving into it), shoots or is shot at it is revealed briefly.
  24. As for mirages, even without randomised trees the testers have come to realise that they are VERY effective at hiding. It's not unusual when playing the AR alpha to see soviets driving around randomly shooting every tree they find, tis hilarious Soviets frightened of trees
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