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Raptor29aa

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Posts posted by Raptor29aa

  1. Sorry to double post/resurrect.

    The Vigilante has a light armor class that's why an anti-tank/ramjet rifle can chew through it in one magazine.

    Maybe if it just had a stronger armor class it wouldn't explode so easy.

    I don't know if that was a bug or intentional

  2. I like the current set up of the Vigilante, it can shoot vertically (excellet degree of rotation), it has the range of the SPAAG, it is much more accurate, and does more damage than the SPAAG. It can kill snipers in the field with ease. It also melts tank armor beautifully (2x more than the SPAAG). I just won't pay 6000$ for a tank that has the same hp/ap as a 500$ apc. It would be perfect if it wasn't one shotted by a 400$ artillery.

  3. 1.) Reduce Zippo tank's reload time by 30% (it doesn't do much to buildings or tanks, and has thin armor)

    2.) Give Repair APC and Mortor APC the ability to travel on water (its in the name amphibious)

    A) Nod has an amphibious Repair APC they use to repair battleships, MRLS husks on the water, and steal Naval Yards (so why not give GDI one?)

    B) Nod has the Nona which is a Naval Mortor with twice the health (range won't be an issue since Nod has a lot of counter artillery, so I don't see why not)

    3.) Give the Vigilante either

    A.) 400hp/400ap to help it kill banshees better (It's too fragile, for 6000$). Why? Well, the SPAAG is currently the better AA choice, because its cheaper, has more ammo, 2x more hp (able to take the abuse of a banshee), and lastly its reload time is almost the same as the Vigilante. 

    -or-

    B.) An armored deploy like artillery, so it can take the abuse of banshees as a stationary AA turret.

     

  4. On 9/26/2021 at 8:24 AM, GummiBear said:

    hmm Not too sure of that first of all it doesn't really logically make much sense for binoculars to be able to see that sort of stuff, and it also would diminish what is probably the main reason to actually grab and engi and go outside your base

    Sorry I’ll clarify.

    Some units have binoculars, and when using binoculars the message “binocular recon detected” pops up. It would be interesting if a tank icon would temporarily appear when looking at an enemy tank. (Or symbol for boat or aircraft)

    It was a suggestion that would parallel the spy plane idea. In no way was I suggesting anything about altering the engineer markers system.

  5. -Maybe an extra salvo to hinds

    -Maybe +1 to mine layer carrying compacity  

    -Maybe unlock an m40 for a Naval Transport 

    -Or maybe unlock an alternate a new variant of the same unit. Like an alternate warhead/ammo type

    - But on the other hand I do like IA’s system of team armor ups, and weapon type ups

  6. This has been the craziest last Two Weeks for me. 5000+ people descended upon an area of forest only 7,400 mi^2 (Or ~12,000km^2). My town was full of out of state license plates.

    Yep it even made news headlines

    Lookup Tonto National Forest Party

    image.thumb.jpeg.0ecfca37b40f8220857cdae70e5ec840.jpeg

    ^Too early in the year for lights and no, that is not a Christmas Tree

    The mariachi music played long into the night (many of my friends told me, I decided sleep was more important than being in the woods at a party) Surprisingly a lot of the trash has been cleaned up.

    Sidenote: I think MadMax the movie was said to be in 2021 Arizona. :xD:

    News link https://www.azfamily.com/news/authorities-break-up-illegal-weekend-party-with-over-5-000-people-in-tonto-national-forest/article_057ce036-9733-11eb-8ca8-d3508eed8a15.html

  7. 21 hours ago, GibbletsnBits said:

    GDI rep vehicle $350

    is so objectively worse and slightly more expensive then the Nod equivalent

    Let’s see the Nod one has 360 turning turret, and is amphibious (can repair ships, big advantage late game)

     

    21 hours ago, GibbletsnBits said:

    Churchill

    I disagree on the health nerf. The vehicle always had a lot of health and firepower. What has made this vehicle purchased and used is when the speed was buffed. It used to move as slow as the wolverine and now it’s a cheap armored jackrabbit. (I used to counter this unit by kiteing around it, now it’s not possible).

  8. 22 hours ago, DVD Player said:

    GDI Orca Truck - This unit is useless. I get the idea, being a mid-field refill pad for aircraft, but the fact of the matter is that, like the Wolverine Bridge, it becomes something you have to completely babysit or else it just gets easily blown up or stolen. Not only that, but the benefits that this unit offers are next to nothing for a real simple reason: there isn't a single map in this game that's large enough to justify this unit. It takes literally seconds for any aircraft to make it back to base for its refill. Saving time on this is such a small, negligible difference that there's no point to waste your time and money on this unit. Buying and using this unit, even as seriously as possible, is just wasting your money, your time by setting it up and babysitting it, and in the end you're just giving Nod points. Remove this unit so people can stop team hampering pretending they can make it do something meaningful.

    Hey I like the Orca Truck!- The unit allows for ammo and repair... although a slightly faster repair rate would make this unit more useful. As it Is currently it will repair light damage by the time the ammo is refilled... not the most useful if you still have to fly to an SD. Some maps don't have an aircraft refill and repair pad. (Whenever playing on Cold Valley as GDI I buy one, it pays off by taking the time normally used for SD between attacks) - Buff Unit by increasing repair rate -

     

    22 hours ago, DVD Player said:

    Nod Fanatic - I honestly think this unit could be a bit better. A buff to its damage and blast radius or a big reduction to its cost would be a good adjustment to make to have this unit see use on the field more often.

    Yes! a BIGGER BOOM!!! I would love to one shot a group of power suit Sydney units in a small cave with one healer!

    On 3/11/2021 at 8:26 AM, Threve said:

    Logan AA-12 HE should do more damage to vehicles. The AA12-HE litterely doesn't do anything which confused me. Not a huge problem though.

    Patch. Radar invisible Patch is something I'd use.

    Yes Please!!!

     

    On 3/10/2021 at 10:39 PM, Gsharp77 said:

    Does anyone else think with all the weapon pickups, stealth suits, Ob guns, AGT guns, Vet system, etc. Crates just puts it over the top?

    "OH HELL NAH" -Will Smith

    (weapon pickups add hope, stealth suits add the frustration, Vet system adds incentive, Ob & AGT guns where supposed to add a base defense/tank killer mid game, Crates just add random spicy bits (like the Viceriod crate, death crate, refill crate, and health crate... etc)

    MAPS:

    Orca Heights: No Def, except a few Pillboxes, and Laser Turrets. Also add a Tib Gen to both sides outer walls :-) (keep it spicy)

    Ulake: Remove War Factory AGT, but add Vehicle access to both Hills by GDI Base

    Great Wall: I know remake: Just needs a few Tib Gens placed in the village area to offset the need for the Forg Cave (By the Way, the opponent can capture the wall's defenses outside the wall and turn them on the base, fun times)

    Cold Valley: Remove AGT, but add a turret to Forgotten SD, the pill goes down almost too fast (Nod early campsite for artillery)

    Mt Pass: Needs a secondary attack route, if not for Vehicles then for infantry (foot path is a joke, small bit of lag/strafe and  watery death). Also give both sides a Forgotten Hub like Under.

  9. Since this is a suggestion thread: how about giving the super tank a couple extra meters of range? since the manual turret is in the middle and the majority of tanks can outrange it by simply backing up and hitting its front. Every time I fight one I just aim for the front tip and backup. (They return fire but it disappears short every time) (it’s also the main reason I don’t buy it)

  10. 21 hours ago, Nodlied said:

    That's how they've currently been implemented in AR. And let me tell you, they're broken in that form. They will need a massive rethink if they want to become a good part of the game.

    APB could have an AI unit that does an attack of zero damage which is a bark sound that just follows spies around?

  11. Nod could use a range buff for the super tank. Too many small fast long range GDI vehicles makes it hard to hold ground.

    mostly it’s the T-62 that out performs the Supertank I feel.

    And yes Nod light tank needs some love, maybe some more armor

  12. The tutorials they have here at W3Dhub are a great starting place. One big piece of help that is sadly not mentioned in any tutorial is when porting a mesh from an editor to LeveL Editor program with a high vertex or was it poly count will not load in the Level Editor program.

    I tried at level design on and off for years no understanding why some meshes would load and other wouldn’t until someone explained that bit of detail to me.

    (for me half the battle is getting created material into the level editor)

  13. I noticed that Soviets had dogs in RA1 and then later both Soviets and Allies had dogs in RA2 Strangely after the tiberian meteor hits and tiberian dawn rolls around no dogs. Later in tiberian sun this creature emerges the tiberian fiend. 

    I think it is possible that the large numbers of dogs became mutants?

    This is Lore not cannon, but I think it answers the question8BCB5F99-33D0-472C-8609-6B02F22AB8E3.jpeg.187e520666579204ab63b3a56eb0d714.jpeg

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