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Everything posted by Raptor29aa
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As my friend Miracle Max once said, "don't rush a miracle or else you'll get rotten miracles."
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He's good, but needs a perk like either less cost, runs faster, less self damage (useless on infantry only maps), or more hp. Some small tweek would make him worth the price.
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I agree domination maps are fun because it takes to focus off of endless meat grinding. Although FOI can break down into that very quickly. Needs more crates away from control points and not next to them. To spread the area out.
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LoL low gravity combat was awesome on top of cheese. I still remember flying grenades through space into the opposing teams spawn.
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I typically avoid being a Tanya because Soviets do a lot more tank work than foot work. Her bullets are useless against tanks (unlike every other allied unit). Also I find captains kill Volkovs faster than Tanyas. I prefer spraying from a distance while avoiding grenades is easier than trying to get a head shot on a fast & jumpy target.
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Apocalypse Rising Red Alert 2: Apocalypse Rising - Ask a developer!
Raptor29aa replied to OWA's topic in W3D Hub Discussion
Will Skatey Perry be in the game as an Easter egg? -
Fixed.#AlstarUsualRant Also, what is the problem with wrenches? You die too often from them? From what I Understand most players are shocked and confused to getting attacked by a wrench and mad it kills them efficiently. LoL. Go figure
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Hmm... I wonder if this means death to the constant jumping combat. And possibly a change of vehicle ranking/level up.
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Apocalypse Rising AR :: Leap Year Day Update 29/02/2016
Raptor29aa replied to OWA's topic in Red Alert 2: Apocalypse Rising
Anything New? How's skatey Perry doing? -
Metro was fun. Yea renegade, TSR, or APB had little investment in Urban or CQC environments. I mean it's like the war never entered a city, but forever to be fought in open countryside. BTW my last post had a typo. My favorite was volcano not hourglass. Gamma ruined Volcano because the supply trucks where so fast no one could get to any threat in the base fast enough. Meaning the winner was often determined By the first 3-5minutes. Now with sprint it should be balanced. @Raap the map could be a thick forest on the sides map. The this making the map infantry friendly. As for vehicles maybe making only vehicle route through a village. (And thus a massive village. Like what are found in Europe. It makes sense since the game takes place in Europe.) As for the buildings (you can rotate, change color, and reuse)?
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I remember a lot of these maps... My personal Favorite was Volcano. Shouting arty on hill Or Let's Longbow rush the war factory.
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A Path Beyond Vehicle Destruction and Mine Limit
Raptor29aa replied to des1206's topic in W3D Hub Discussion
If the soviets have hit the mine limit in their base... I know curtain entrances would be vulnerable but as far as denfense goes slam dunk. Infantry denied. (The allies take around 5-15 minutes to block one route hitting mine limit that's half the match I know it did it) (while soviets can quickly hop to the multiple SDs and have the whole base covered in less than 3). Although I will digress about mine inequality and talk about the real issue. You have a noob on your team. He'll lay too many mines. He'll buy a sniper and run the wrong way. He'll charge medium tanks with a V2. Or buy a demo when you are under Artillery fire. I'm sorry friend but there is no cure for your team except pray he gets bored and quit. -
Punching would be awesome, but too hard to land a hit. Throwing knives would be cool too. - Something I did learn is that the grenades stick to teammates (I stuck a few to some of my comrades as they entered the enemy refinery. No FF don't worry)
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I think the primary difference between the flamer and the grenadier is the burn damage. I very much dislike the pistol on the grenadier though. I mean I had an unlimited supply of grenades why would I use anything else? I've tried the RS pistol and just shooting a rocket at their feet works better. (But that is because I feel like a techie using it instead of a 300 or in the case of a grenadier 500 dollar unit with an explosive weapons) The sniper I understand because it has no splash and fires slow. The spy I understand because it's a specialized silenced weapon. (And it would be OP with anything else) The Grenadier with a pistol reminds me of the beta volkov who when first improved got a pistol besides his medium tank cannon hand. I remember when testing BHP where playing with giving the shock trooper a pistol. (And played around with the idea of the gamma medic getting a pistol, lol) My point there is enough creativity to come up with a better secondary than a pistol.
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Maybe a slight "damage verse buildings" boost would bump him up from mostly harmless to sometimes harmless. @ Pushwall - aww if you take away the self destruct the grenadier will be less satisfying to kill with a Captain/Sniper/Rifleman because we'll lose the satisfying pop of his death animation.
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I don't notice the issue of turret restriction with the HT it has a decent turn rate. It's the Tesla Tank I keep getting annoyed with. The top is a dome yet it has what seems to be an arbitrary aiming limitation. I mean nothing about the model hints at a limited firing angle. (Unlike the HT's back oil drums.)
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Ok so here is a few ideas Maybe a secondary/alt fire that shoots an explosive that detonates 2 meters in front of the sub. Or alter the Hind cannon Or alter the grenadier to do extra naval damage Or steal a LB/ boat Or give the Soviet Naval transport depth charges? Or give up because you are the Soviets who are the best at everything who need no help.
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With a supply truck this might be a viable strategy (unless they aim at the truck)
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So volkov is like a flamethrower indoors with an anti-building artillery aimed at the MCT. So volkov is like a v2 or tank, damaging the exterior of a building from a great distance So volkov is like an anti-tank Unit with an anti-infantry secondary and can't be run over. If he is able to survive an abomb truck... So what is his downside? I mean a Tanya isn't an anti tank unit. She can't harm aircraft, or the outside of a building and she can be run over.
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I personally like the grenadier as he is. Here are my reasons. A). Cheap unit when broke and need anti armor unit (currently cheaper than a kaptain) B). Most affordable splash damage unit for beginning of match rush C). Moderately good at everything. tanks, infantry, buildings, boats, and (if you use the secondary right) aircraft. I feel that the grenadier is the best of the basics, the corvette of the Volkswagen bugs. Highly versatile, cheap, but not too threatening. No other Soviet unit is like it. -bottom line it's not broken don't try to fix it. It like trying to make an old ford pickup into a Lamborghini. I think if you want to show the genadeir more love make it a permanent basic unit. I know the worry is about the allies not having one. But if the unit is a harmless and replaceable as most people on this form are making him out to be, then it's not an issue. Face it he was meant to be a low tier infantry unit and that's where he belongs.
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... According to this data an RS can kill a barracks 17 seconds after than a gunboat. So increase the time gap for larger buildings and... whole new reason to use a naval transport
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Hmm... With that detailed info you would be like an APB sports analyst. Looking at the team, the attack strategies, the amount of players on the field, and the play-by- play of unit purchases.
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You inspired me to use the naval transport against the allies on under.
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One quick question has anyone tried to use a naval transport on under? I have yet to see someone buy one and use it. (I will admit they are hard to steer)
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Under: I don't the think the issue is the lack of navy. Although I see that allies have one pill box guarding the whole coastline while soviets have two FTs (this is a small but good place to start). I don't think the coil is to blame either. Most of the time I've noticed that the Killing of the PP is a game changer for either side. If the soviets lose theirs Phase Tanks can spam their base. If the allied PP dies the Soviets can see where to aim the kovtillary and Mammoths, or where to sneak in as a flame solder to do some major damage. Keeping the coasts somewhat open for back door attacks is a game changer for sure. Seamist: THREE WORDS Soviet Starting Credits When the match starts allies lay mines, artillery attack Soviet defenses, I've seen seen s successful tank rush to a coil. If the soviets had enough money for an RS or Caps from the get go, the allies wouldn't be able to intimidate the soviets for the first 5-8min of the map. So by the time allies lose those starting Tanks and soviets can finally afford some some bigger tanks, allies get more tanks. Allied RS isn't that big of a problem late game if there were a few V2 launchers or some captains on the ground. Late game seamits is usually buy mammoths and demos. Suggestion remove some trees around the entrances of the Soviet base to allow v2s to hit the allied hill. Guard duty: Not much I can say about this map except Soviet rangers can mountain climb and bypass allied defenses ending up behind the WF, or that early flame soldier rushes through the refinery tunnel work very efficiently. Keep Off The Grass: My guess is that allies are surrounded by cliffs leaving the base to almost a 360 degree attack opportunity for Volkov to artillery the base. (Or that the allied war factory is guard by a single pillbox) not sure. Pacific threat: This One Is Easy. Sam sites have a huge range. As allies if I try to counter a sub with a Long bow I end up being shot down by the Soviet SAMs (they cover the other half of the map). Also submerged vehicles are nearly impossible to kill from the air. Stolen soviet subs are neigh impossible to kill, lol. But seriously thieves on this map are annoying. My other guess would be sneak attacks from flame infantry. Bonsai: Maybe move up the soviet war factory Or swap places with the radar so as to spread out the base (since the allies base is wider). It would reduce the threat and complaint of flares, but also give allies a more legitimate way of winning besides a lucky flare. As in the current Soviet WF placement is out range for many artillery strikes (unlike the allied counterpart and V2s).