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Posts posted by Raptor29aa
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All these changes sound great, I think I should get my joystick out of storage because airplane physics are back!
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The Avengers would have nothing without Tony Stark Financing the thing.
And also building the awesome stark tower!
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19 hours ago, FRAYDO said:
Time to pack it up, boys and girls. We've all been fired from our jobs and no one is left
gg
As long as he pays you the Monopoly money he owes you from passing go, you should survive.
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@Jeod level up!
@Nodlied are you perhaps a banker?
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I think 3 sec or even 3.5 is way too long. I think 1.2 to 2 seconds is long enough.
I would just like a delay to avoid the deadman throw scenario.
Because as it is right now I can dynamite any defense on death. (Which means if My opponent is not camping or fails to see the small object land on the defense I win. He only thinks I suck at attacking, till he notices he is losing a tower with each attack. BTW best places to stick on is on top of tall defenses or if you can in a crease/seam.)
Granted I love using it on my opponents; I absolutely hate it being used against me. So I’d rather not leave the deadman throw option.
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Good work guys. I am surprised at the speed in which you guys work, btw shouldn't there be a link to the Mammoth Editor?
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@Threve and @Kaskins
I believe option #2 of giving it a delay would be the best option. (Granted trying to wait 6 seconds to place 2 dynamite on a 36inch mammoth is very unlikely the tactic is still in the realm of possibility).
I don’t want to alter gameplay too much by limiting the explosive potential of the tank commander.
I would just be happy that flying an orca at a defense/Sam site and being able to Dynamite it before dying won’t be an option. (I’ve seen someone exit their vehicle and throw a dynamite before or at the same time the obelisk hit them. I am still confused how that is possible.)
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Three second delay
Pro: makes it harder for an opponent to jump out throw one jump in and drive off/fly off
Con: makes it nearly impossible to attach one to a fast moving vehicle
Con: attaching a dynamite to your tank’s husk to prevent capture before dying will be more difficult.
Pro: base defenses won’t be demolished as easily
Con: it is the only effective suicide tactic for killing base defenses (beside cloaked goliath).
Pro: Helicopter + dynamite won’t kill your sams.
Pro: Pioneer and Sapper turrets won’t have to be replaced as often (saw one dynamite remove 3 turrets and severely damage the last one)
Con: lag negate/ mess up the throw
Pro: the dynamite keeps it damage
Con: Tank commander unit would lose popularity
Edit: Con: Tank commander is the only swimming unit with dynamite
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Yay Photos!!! I always felt the GDI barracks was cramped and had provided little coverage against artillery compared to the HoN. From the looks of it the underground section would help in defense, but also makes it possible for cyborgs to infiltrate since the emp mines would be more noticeable.
Reborn lives again
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I think the game night was a success, but if announced a few days out would be even more successful.
(Thanks for your help, sorry about the countdown timer)
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I will be there
<iframe src="http://free.timeanddate.com/countdown/i6nnwii7/n137/cf12/cm0/cu4/ct0/cs0/ca0/cr0/ss0/cac000/cpc000/pcfff/tc66c/fn3/fs100/szw320/szh135/tatTime%20left%20to%20Event%20in/tac000/tptTime%20since%20Event%20started%20in/tpc000/mac000/mpc000/iso2019-03-02T17:00:00" allowTransparency="true" frameborder="0" width="202" height="61"></iframe>
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On 2/26/2019 at 8:58 PM, thedisclaimitory said:
they forgot IA lol
They at least showed in-game clips of it.
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15 hours ago, delta said:
I think if you click through, the old Renegade menu would be better also. You'd generally remember where the buttons are on the screen, as opposed to the sidebar where it would be *click click click* or *scroll scroll scroll* then *make sure it's the right one* before purchasing. Also, fewer total clicks.
ProTip: The numbers still work. 1-4 infantry and 5-8 vehicles and the down/ up arrow changes the page down/up one page.
So I can press “E” + 4 for Engineer then press “E” + down + 8 for a tank.
Much faster and no clicking
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IA was a new flavor of ice creme, I mean W3D which explains the boom and bust cycle. I’ve been too busy lately and dealing with personal stuff to be on. More people will comment in due time.
As for the servers I’d say wait till closer to February. (In fact a lot of gaming companies don’t advertise much between New Years week and Valentine’s Day)
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21 hours ago, Professor Lemur said:
Clearly we need to rely on our freedom-loving Anglophiles to bail us out on this one. Get SammyD on the line.
Agreed, I might have to see if I have any redneck friends with both good sound recording equipment and a wide enough variety of weapons. (I don’t know why I have the feeling the former will be the challenging part).
Anyways,
-recoil: mostly eye candy, but it does explain weapon inaccuracies and why targets need to be lead when firing, and etc.
-ADS: I feel about this the same way I feel about sniper scopes; sometimes when sniping you want the scope, other times it’s more fun to shoot from the hip. This mechanic could be accomplishable through the sniper scope mechanic for weapons without a secondary.
-Bullet damage drop off: I was never much of a fan. Some games it works well, while others it either cheapens the skill it take hitting your opponent, or promotes attrition damage.
-partial reloading: considering the way a lot of weapons are designed it is not that beneficial. Like a partially reloaded rocket launcher? Or pistol? Or shock weapon? Or flame thrower? Shovel? C4? It mostly applies to machine guns or shotguns.
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I like the idea of infantry by class. As you add tanks they should be with the same theme. All around tanks, artillery/anti tank, infantry support/denighal, and auxiliary/support/harvester.
simple formula, simple gameplay, simply fun.
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2 hours ago, Pushwall said:
So... make the heavy tank's shells weaker than the medium's?
If you land half the shots aren’t they already?
Besides a slightly higher rof with lower dmg would actually be a dmg buff if an occasional second hit occurs (in per minute dmg basis) because math (I am too lazy to explain).
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3 hours ago, des1206 said:
Side note: Can we give the Mammoth regenerating ARMOR, maybe with a time delay? Not Ralistic I know. It won't make much of a difference in direct battles, but it will help the tank on larger maps have the staying power to get to enemy base.
I Agree, because the Allies have a way to repair mid-field for extra staying power. But the soviets moreover the mammoth tank could use a mid-field relief considering how slow they are.
I also agree on testing changes with the ROF without changing the DPS of the tanks to better gameplay (most meds can dodge one of the two HT shots).
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So trying to understand the issue... I am assuming as a soviet (mammoth tank) you kill a medium tank in the field to find a second medium tank attacking you (same person) before you reach the enemy base. Or I assume the issue was being an Allied attacker and being greeted with a mammoth tank (same person) at the enemy base.
After giving it thought you are upset about not being able to hold ground, even though you say the respawn time is the issue. What I do understand is that without adequate cover holding an open position sucks. Even Sun Tzu would agree about not stoping or fighting on facile/open ground.
Allies have the MGG to make cover and mechanics to refresh tank damages. While soviets need to rely on mammoth tanks as cover and Tesla or V2 tanks for stopping power (since they have no mechanics to refresh). The issue seems more frustrating for soviets since only mammoth tanks can self heal.
It seems to me that if either side could hold ground and press an attack it would feel more rewarding. Since quick stealth or steamroll operations lose success as the game progresses. And it gets old rather quick to call a match in the first 5 min.
As for infantry incursions the same principles apply, yet a medic can offer some holding power and also a flame soldier can as well. Inversely it would be bad if a building fell every time a shotgun soldier got inside.
A path beyond was designed around diversity of units and teamwork, but I do understand the frustration of not being able to hold an attack ground based on campers. Even V2 bombardments are hard to use because they turn into cannon fodder for phase/Chrono tanks.
One Last note, in the future maybe paratrooper drops could work to call in for extra holding power.
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On 11/25/2018 at 10:34 PM, Kaskins said:
Hello Raptor29aa
...Infiinite Isle GDI Blue Tiberium is still there what do you mean by get a tune up?...
I was thinking maybe a few rocks or trees for cover so it doesn’t feel like a large rock open rock... maybe a slope on one side to drive up onto. If not that is fine, it just felt exposed.
lastly, I agree stairs are better than ramp because any ramp slope a vehicle can climb. (And personally I am tired of seeing random GDI bridges all over the base.)
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I am excited to hear of all of these changes just three questions...
Any upgrade to Hesco’s? Since they’re no longer on the server since they take a long time to destroy and have high health... I was hoping they’d be updated to be weak to fire/burn damage, tiberium, and/or shock damage, so they won’t be used to seal off tunnels.
will Infinite Isle’s GDI blue Tiberium field get a tune up?
lastly instead of scaling ladders, maybe ramps? (Alternative to jumping)
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Ok I will stop. It was meant for good humor. I won’t take time to explain The Imperium, but I will ask, have you read the dune book series?
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On 11/12/2018 at 10:40 AM, Mihaita12 said:
That's not what I did said, your mind picks up wrong stuffs, stop it!
Translation: I knew it! You are a Harkonnen spy. You Cannot represent the Great House of Ordos, nor can you be an emissary to Imperium on my behalf. We will own the spice and you will rue the day you crossed me.
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2 hours ago, Raap said:
But for units? Except for a sapper type Soviet infantry unit, we pretty much covered all typical gameplay roles and all official Red Alert units.
There comes a time when a game is simply "done". APB isn't quite there yet, but its closer now than it has ever been. Which raises the question; When it happens, what's next?
Are suggesting a construction worker to rebuild walls, place hedgehogs, and possibly build infantry ramps? If so, I like that idea! Not to long ago, I was in a match, where some newbie blew up the concrete base walls. It would’ve been awesome to rebuild them... or at least place a few hedgehogs.
PS maybe Allow C4 to blow up concrete walls.
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APB 3.4.0.0 Changelog
in Red Alert: A Path Beyond
Posted
@GraYaSDF I have no idea, if renegade supports a joystick So... I will find out tonight if I can get it setup.
I have a few keyboard command tricks I used in the past to switch between mouse and joystick Disclaimer: I haven’t used this trick in years though. I got my usb joystick back in 2010 before Windows10. (Still I haven’t regretted buy one... piloting a mech warrior with one was a lot of fun)