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Raptor29aa

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Posts posted by Raptor29aa

  1. Favorite map is hostile waters; to clarify when barracks is alive. I've had fun with RS ice burg mayhem. (runner up is Ridge war because of the diversity of successful and odd strategies)

     

    Least favorite is stormy valley because of the dark, narrow, and tree filled attack routes. I feel there is not a lot of room to dodge tank fire. Or use RS infantry (the hills aren't accessible).

    (Runner up is Complex, two words: tunnel demos (as in destroying buildings from underneath be it pp, silo, pills, FTs, service depots, etc.)

  2. On the topic of Hostile waters, I've always wondered why the middle neutral refill pad had a wall facing the allies, but was totally open to shorting down hinds as they left the sub pen.

    Is this because the allied base is closer than the Soviet base?

    I am not sure the logic because when allies own both it makes leaving the Soviet base In a hind tricky.

     

    I feel Seamist shouldn't have any changes to allied Arsenal. (I've seen experts have the same vehicle the whole time and also newbies go through them like tissue paper. There should be enough reinforcements to go around)

    Rather maybe just give the soviets a little more cash. Either a ref, or extra silo. Not sure, I think the fact that as soviets you have a budget of 6,000 (without killing any allies) that match. That means you get 3 mammoths use them wisely.

    Maybe enlarge the map by 5% and move the Soviet base back so they can't V2 snipe the allied hill from the edge of their base. Not sure it just seems like a tiny island with too much splash damage and not enough tank action. Soviet armor can get stuck easily.

  3. Here's one back in APB beta days we as allies tried a demo rush only to find it causes a chain reaction and very laggy.As in 5 dead demos all because we followed to close to each other. The first two were outside the base, the next two were leaving and one in the war factory was turning to follow. One flame soldier cost our whole team the match.

  4. Before gamma, huh...

     

    Serene_Grace. Probably biggest KDA ratio during Nuclear winter, nicknamed a ghost by many players as he/she (nickname sounds girly so im not sure) murederd everyone on his/her path. One of best minelayers in game, then he/she stalks you with Thief/Phase combo (times when phase was radar invisible). Barely anyone could even get close to him/her. During entire NukeWinter i managed to get like 6-7 kills on Serene, while he/she killed me about +50 times.

    I chose to forget about Serene_Grace she once ran me over 16 times on glacier. If she wasn't stealing the soviet funds. She once killed 3 mammoth tanks. I seen her dodge tank fire and vanish like a
  5. I do like the ideas. The idea #2 could work if the soviets had no silo and the ore truck was unprotected.

    I had a similar idea and tried to map it out in gmax. It was a reverse seamist map. Soviets where up on a high hill and had to defend a dome with helipad, barracks, and silo. The allies would have a full base with AA and pillbox defenses. At the end of a timer missile subs would demo allied base.

  6.  

     

    The most requested is Cruisers... But those cannot happen due to gameplay limitations.

    We can totally do cruisers now because I've found a substitute for 2-turret logic. All we need is a model.

     

    I'm actually surprised people gave up on asking for airplane physics, that used to be very hyped up back in the day and looked like it would become a reality at one stage for Gamma, but it never worked out.

    People were just asking for this ingame yesterday :/

    I'll ask for it for the 100th time. AIR............ CRAFTS............ IN........ APB....

    just reading all of the map suggestions makes me want to dig deep into the internet to find older versions of APB like .9935 just to play these past maps.....

    Aircraftkiller had some really interesting maps and detail... FjordsTR is probably my second favorite Renegade map so far.... the first one being Soviet-AlliedTest from Renalert/.9935

    Yea .9935 had a lot of maps. Like classic camos (two ore trucks no WF, and insane sniper action). Volcano (smoothe but very hilly terrain impossible to get off good v2 or arty shot) A Path Beyond which was supposed to be a land sea air map. Shallow grave... The list goes on. LoL I still have the throwback folder.
  7. Here's fun one I was a techie who grabbed an Ore Truck To mine gems. Anyways while mining an Allied mine layer came by and when I jumped out so did he. We had a techie pistol fight, lol. Then we both jumped in our vehicles. I dodged his mines, he kept trying to push me. He eventually gave up when I successfully left the gem field.

  8. Don't forget certain gem fields are difficult for ore trucks. For example Zama, the Soviet gem field gets me stuck half the time. I literally just drive in wait and reverse out. Any attempt to turn will get you either stuck or in a 13 point turn.

    KOTG on the other hand has a massive gem field, yet tricky to get in and out of quickly (quickly as in for an Ore Truck).

  9. Well there was the idea a long while back of having a few low player maps. Meaning same 2 or 3 maps till player count hits above 3.

    The idea was to have either domination, hostage rescue, bot map, or infantry team death match maps.

    (LoL I remember a long time ago there was a hostage rescue map).

  10. So arty/v2 are still way too pivotal on Coastal Influence. What do you guys think about having a plateau in the middle of the island like this:

     

    game 2016-05-01 17-16-52-72.png

     

    To make arty/V2 have to travel farther before attacking, give infantry more breathing room on the island, give counter-arty artys a nice big target to hit for splash damage if they can't hit the enemy artys directly, and make scouting harder? To compensate for this, the area around the lighthouse will be deforested a little to give more room for vehicles to move since they won't be able to go around the south side of the house.

     

    Bear in mind that this one right here also has invisible projectile blockers over it, so arc shots can't fire over it (if they could then these barriers would just make arty/v2 even stronger)

    I like the plateau in the middle as is no taller. Maybe an infantry entrance or fortification or trees on the plateau. The main reason the island can only be retaken by tanks is because openness and the splash damage.

    No blocker necessary if defending infantry are at the base. If you are concerned enough for a blocker why not curve out the top like an upside down trapezoid.

  11. I prefer the grating idea. I mean how hard is it to moddel a 1 meter squared (or longer) entrance piece (considering the hardest part would just be the texture)?

    I feeling adding a new script/ feature and then tailoring it to APB might take longer and this delay the problem getting solved.

  12. The problem is that the repair option only repairs 3.0.4.2

    Instead of the latest version.

    Maybe I'll run the msvc-2015.zip separately and see if that works.

    Update: imsvc-2015 was an incomplete install from the last downloaded version of it.

    I'll just uninstall and re-install the msvc-2015.

    It turns out an error can cause the install to stop and thus further prevent attempts to install.

    (Side note: it helps to reboot also to stop any incomplete scripts)

  13. I am not sure what to do to update to 3.0.5.1

    I have downloaded the files.

    But when I try to install it fails at msvc-2015.zip

    So I figured it just needs to be re-downloaded

    So I deleted the file 3.0.5.1 from C:\programdata\w3d hub\launcher\pachage-cache\games\apb

    But...

    When re-downloading and installing the problem happened again.

    My specs are Windows 7 SP1

    Pentium duel core 2.5 GHz

    4GB Ram

    64bit op.

     

    Any ideas?

    Should I erase all previous versions from the folder too?

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