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Raptor29aa

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Posts posted by Raptor29aa

  1. 5 hours ago, des1206 said:

    What about APCs with firing ports for the passengers? :dance:

    I could imagine a high speed medic + APC healing infantry...

    Although once again in the hand of the soviets would be an uber APC from hell with shocks or volkov cannon death.

    neat idea although its more a Red Alert 2 thing.

  2. I love this map because it can be very unpredictable.

    like a stupid Chinook engineer rush that C4ed all the AA guns in the back :argh: (Seriously I can't disable all four explosives in 30 seconds while getting shot at.)

    Or who could forget the chinook medic rush

    Or using a demo to clear out Ore Truck tunnel

    Or the Epic Artillery rush in the main court yard (cleared out all the infantry)

    There are still many more strategies yet to discover...

  3. On 5/8/2017 at 5:10 PM, ganein14 said:

    Let me ask you this instead. Would you want to have a cake that's been under cooked or one that's cooked all the way? Because it's the same thing with AR. While it is enjoyable now, there are still many things that need to be tested, patched, textured, etc.

    Maybe he's asking for a cup cake, lol. I think he wants to see a playable demo like an infantry only bot map. (Of course that wouldn't happen till all of the infantry are in game. And who has time to script bots?) 

    Anyways I waited for Reborn and so I am not too worried about AR

     

     

     

  4. 3 minutes ago, Pushwall said:

    It's the mines that get blasted. Try not placing them directly in LOS of the coil since, you know, they are Allied mines that the coil will recognise as Allied targets.

    It wasn't the mines, it was the vehicle. I tested it on camos and it will get shot down by flame towers.

    just try it yourself

  5. Understood,  I get you the specifics asap.

    update: the chinook incident was on pacific threat and after watching the replay it was because the spy was a passanger and not the driver (they swapped) my mistake.

    mine layer on complex will get blasted by TC shortly after stealing.

    I couldn't duplicate the ore truck getting shot on KOTG

    but I was able to duplicate the mine layer getting attacked by base defenses.

  6. On 5/2/2017 at 6:48 PM, SirJustin90 said:

    Honestly, one of the main issues is detection. Is it not possible to give his grenade some sort of trail like Volkov's to make it visible?

     

    Also, with the large advantage allies get with a medic as is, do they really need to take one of the soviets few units on as well?

    Idea why not give him two weapons.

    A Mortar with visible smoke puff from launch, and a simple hand grenade. Both can have different damage and splash settings (as to not overpower the unit in combat.) Both could also have different audio sounds as well.

    Also I do agree with the a high explosive death. (I miss the flame thrower self destruct)

    Also I think it would be fun to give the allies a second splash damage unit besides the RS.

    Lastly I do know that having to make a mortar model is difficult and takes a lot of time... my condolences.

    -But hay wouldn't this (below) be louder, bigger, and easier to spot-

    .ord_120mm_mortar_firing_afghanistan_lg.j

     

  7. Suggestions:

    The Woods Today: add neutral oil pumps

    Allied Assault: add supply truck spawns for split bases

    CamosCrossing: bigger ore patch and more cover for bases (maybe ore trucks neutral and respawning upon death)

    Volcano: pools of lava for boundaries :-) and forget grass make the ground scorched earth

    Bunkers: add a few defenses or better in-base defensive cover.  (remove Radar Jammer)

    ShallowGrave: expand lake in order to narrow the land side routes and increase naval role.

    Metro: needs neutral building maybe oil derrick? And maybe minimal base defenses. (both lessen silo rush importance)

    Glacier: add aircraft, but low flight ceiling? -OR- neutral buildings to capture. :-)

    NorthByNorthwest: add a couple of neutral somethings or anything, I often got lost because everything was white and nothing stood out.

    AlpineLake: remove refinery add silos and oil pumps :-)  and neutral SDs and cannons :-):-):-) (main issue was defense camping and early rushes)

    Partium: add silos

    A Path Beyond: (infantry sprint, better AA RPGs, and faster vehicle speeds since .9935 make the distance in this map no issue) maybe remove some trees it had a lot.

  8. I have a few suggestions.

    -Maybe more than one naval transport access point for the middle island. (It's become too easy to camp)

    -AI sams could be player controlled like the cannons on seige. 

    Reasoning: the key to controlling the battlefield is controlling the center iceberg. The strategy is to capture everything on the island, camp the only enemy landing point, and then helicopter dominate the enemy. (It takes around 3 or 4 players but it's a sure/easy win for low player count) so an extra landing spot makes it harder to camp/defend. Non-AI sams or some sort of turret would be fun. 

  9. First off he damages himself so as to prevent early flamer rushes by supply truck into buildings (used to awesome and unstoppable) 

    his slowness is stop the peek-a-boo games of the past. Where fast enough side stepping meant high kill count.

    As a result he can't be massed like shotgun rushes, or massed as field units like captains.

    Thus he is more of a specialist. In a vehicle rush he would be the infiltrator while the rest of the team shot at the outside of the building. Or taking the high ground to defend against an enemy assault. (have you seen what he can do on a roof top)

    The flamer has an important role of disbursing groups of enemies. (I use him all the time in infantry defense scenarios)

     

     

  10. Back up, double priced, vehicles... I like it.

    Although how does a losing team afford it? I mean the uber expensive tank would rarely be bought. (I mean how many enemy soldiers would have to die for just one tank?)

    Either way I do like the idea, good luck for the losing team they will burn through their funds 2x as fast. 

    -

    since we are on the idea of reinforncements could the CY have a 3x as expensive engineer? (I was thinking for pipeline)

  11. @pushwall what do you think about the wrench getting 5-10 ammo and having to charge up? (It stops jumping around while repairing?)

    -side comment about Beta phase tank. The Beta phase tank was a threat because (A) infantry were slower with no sprint and couldn't catch up to the phase (hence when you lost your vehicle you had to walk)

    (B) rogue/ lone V2 usage was normal. (In .9935 a v2 could tank snipe and kill light tanks, so the v2 as an assault unit idea wasn't dead yet) in fact I think it is still a viable tactic used today. As main push distracts; V2 takes out defenses elsewhere.

    (C) Beta soviet tanks were somewhat slower speed wise. So the idea of catching a phantom that could move in-range unload and run, was unnerving.

    (D) The end-game troll. Image you have no sprint, are slow, and can't see this "thing" on radar, but it is running over anyone not bunkered down in a building. I recall watching red blips on my radar vanishing one by one. I remember shooting randomly into the air trying to get a hit to reveal the thing. And I did 2seconds before squish.

     

     

     

  12. 17 hours ago, NoSpoons said:

    I'd suggest limiting the Gwrench to 5 ammunition, with one 'shot' in each clip, and a 4 second reload? this spreads out the repair speed, meaning well co-ordinates attacks could still outpace a Gwrench reload? and bunny hopping in a refinery full of volkovs wont save the building when it really shouldn't, I suppose this might have other problems, but i think it might be worth testing or something :p 

    Interesting that's a halfway between beta and delta wrench.

    -Beta was a one-swing hope I hit the hark insta-heal

    -delta is a slow but constant rate

    It should be a good 10 shots and each with a charge up to prevent bunny hopping. 

  13. Silence is gold, 

    but silence is also maddening

    translation there is probably a lot going on, and no one has the time to post an update because when they do... something just for finished and didn't make it in.

    either that or they don't want to post a blog about coding as that would bore readers (except for those strange few that would froth at the mouth at l1nes 0f c0de).

  14. I think the issue is not knowing the most frequented hours people are online. I mean I'll log on and there will be 12+ and other times there will be just me for 2 hours. My theory is that Tuesday's and Wednesday's  are low points and Saturday's and Monday's have more... still not sure. Sometimes I think I miss the best times to be online.

    I often check the stats page to see if anyone is online, but there is no way to tell if I missed a big game or if one will happen soon. 

    Does anyone else feel this way or is it just me?

    p.s. I will try to be nice to newbies and foster their skills so I can crush them as an equal/worthy opponent ( to answer a previous post)

  15. My name is simple but has three parts.

    Raptor is for F-22 raptor. I was a flight simulator game fanatic. I played at least twelve different flight sims back in the day (plus anything produced by Lucas arts) At age ten, a friend's of mine actually got me cleared To use a military flight sim for 15 min.

    Anyways the 29 is because I had this strange idea I would do something epic when I turned 29.

    The a was because renegade had me add another letter. Sometimes I do two aa for anti-aircraft.

  16. I think it's funny that the Naval transport had to move at a snails pace. I was surprised the match wasn't over by the time they reached the soviet base. (It would have been funny if one RPG was on the middle island. That arty would've been sunk.)

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