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Raptor29aa

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Everything posted by Raptor29aa

  1. No offense but most gaming companies rename the level or give it a version number (which would be tacky in my opinion) whenever they patch a map.
  2. Volcano was a fun map, the terrain was so bumpy and treeless it was awesome! I enjoyed the tank on tank combat on that terrain. it was hard to aim a V2 or arty on that terrain.
  3. I think Alpine lake would be remade long before shallow grave. Except with Yaks.
  4. Changed your computer has become, not your files. Updated graphics drivers perhaps lies your problem.
  5. Wait I thought the supply freighter was the cruiser spawn placeholder considering it’s the entire length of the Adv Naval Yard. My logical guess is it would be scaled down to the length of a gunboat + destroyer. (Let’s face it the current NY would look silly to have a huge boat pop up out of nowhere and slay all the subs and boats in its spawn path like the claw of Archimedes). also I figured you guys would use some sort of cinematography magic in both the boats spawn and in its firing by adding big muzzle flashes to hide the actual spawn of the projectiles and keep the projectiles rather small to hide the mammoth tank double barrel logic, but add the whistling effect of two artillery shells, which would mean they would spawn farther away from the boat be very inaccurate and be incapable of hitting anything infront of their nose. But then I imagine you guys saying they aren’t supposed to hit subs or close range targets. Lastly I can fancy that complaints will come from those who complain the big target will be too easy to V2 snipe or too hard to maneuver, and at that point in time I can see pushwall saying “teamwork, the cruiser needs an escort like the mad tank.” But in private saying wow some people need to get over it. Anyways, I didn’t really like the freighter but thought it served a purpose beyond being part of the Adv.NY, but maybe I was wrong.
  6. @pushwall I noticed the Chrono tank is not as good at taking down hinds as the phase tank was this intentional? Also phases can’t hide from hinds like they used to... was this intentional as well? @Raap being unconventional is not bad at all look at seamist or pipeline. I just feel in hindsight you should’ve kept it simpler. I am not saying this as a put down, considering I don’t have level building skills, but you might’ve been trying too hard at your art/craftsmanship. When I have more free time I will try my hand at creating a level. I have an unconventional idea or two of my own. But I am not going to share just yet.
  7. at some point the map went from being hostile waters to hostile skies then to hostile ice bergs. I think the map’s main point was naval combat, and I see too much ice berg and helicopter Skirmishes. I get helicopters are needed to break blockades, but their use should stop there. It’s called hostile waters for a reason. EDIT: I am not discouraging the idea of hostile skies... in case anyone was making a map like that.
  8. Is Hostile waters out of rotation due to the possible new naval repair bay?
  9. Yes! I can sell my sub without suicide once I killed the Allied NY. Also it helps when some jokester who I won’t mention the name of (you know who you are) prematurely leaves the sub pen when I try to get into the Transport and then lols and then does it a second time. Sidenote: I should be more careful with the edge of the dock
  10. Not to burst your bubble but a vehicle that flies much faster than the yak whose sole purpose is to troll tanks by unloading a burst of six missiles doesn’t bring me joy but fear. It’s like a longbow on steroids. It would be the ultimate troll vehicle, not to mention the current red eye is not designed to counter something moving that fast (it can just keep up on Yaks). But I’ll be a good sport and be willing to give it a try.
  11. I though the thief was too powerful of a unit and thus only put into the maps with AP mines. anyways my feelings on the grenadier have always been give the allied one a decent splash and the Soviet one decent armor. Give both a long range (70m) primary and a short range secondary (10m).
  12. More Yaks! I got a fever and the only cure is more Yak!
  13. Well the flame soldier is more of a CQC unit due to the slow projectile and weakness to bullets. Flame solders either get run over, sniped, or killed by a Captain. Thus the best alternative is indoor where he can play his best game peek-a-boo. (Which is why the shock shouldn’t have splash for then he would be both CQC unit and field unit with long range) PS I still prefer the cheaper/half price shock trooper over volkov (I’m still inept at using his shotgun and die shortly after a captain pops out of the dead tank). (Although kov does make a good support unit)
  14. I think the lack of criticism is a confirmation to go for it!
  15. This ^ would be even more awesome than MIGs. Seriously, I would play a thief even if it was just to troll the opposing team. I mean if I successfully stole money from my enemy I would run around like zorro shouting “ha HA!” (The spy is a fun troll but this would take it to a new level) And maybe get a few sword kills. Ok now about the random pistol or power up crate that sounds worth it. Or even limited rifle or grenade or shotgun ammo would be ok too (as long as they aren’t from more than 300$ characters)
  16. To play devil’s advocate here. Wouldn’t it be more realistic for a Rocket Landing less than two meters from a solder to do more than zero damage? In RA the Rocket soldier still did some damage to infantry (not nearly as much as grenades but that is a topic for another thread). The argument can be made for RS doing increased infantry damage. (But yes I do know the net code for splash damage is bad)
  17. The Rocket Solder does a lot of damage vs infantry if he can get a lucky torso shot. Unfortunately most give up and try to hit the person’s feet, but this isn’t Halo the splash damage isn’t that good. So feeling depressed that 400$ went down the tube by a 0$ infantry said person will post on the forums in hope of a more user friendly pistol being added to make the 400$ worth it.
  18. Two questions and a comment A) is currency a crate reward on rocktrap? B) will the chinook be joining hostile waters? Lastly thumbs up for naval health up, this means Naval combat between boat and sub lasts more than 5-10 seconds
  19. I think the issue is not plausibility but utility. It is possible but like you said just right distance. How many people can share that distance? Will one shot splash kill a team? Also seeing your armor down it looks like you already got splash burned. As far was utility goes can you squeeze multiple captains in so that when the FT goes down and the base buildings can be stormed? I’ve seen 3 Kaptains + a few riflemen run and squeeze into place to shoot the pillbox then advance into the allied base. (With RS it’s harder to storm the inside of a building.) Anyways, whether it changes or not I just want that point taken into consideration. And as for Seige it would be cool to see the mobile AA gun make an appearance. If not maybe a neutral AA or SAM turret would be cool too. Anyone have any thoughts about a neutral silo on the backside of the castle? (Since it is seldom used?) Hostile Waters: Fun map! When there are more than 12 or 14 players. I agree on chinooks as long as allies get them. Why, because when soviets own the waters and have a hind with an Uber engi/techie or worse (future) kovs. It would be nice to be able to fly a two man team (techie & Tanya) over the blockade rapidly to take back the island. NTs are easily and completely blocked late game. Lastly it would be nice not to get stuck on an island (as in chinook taxi) Just a few thoughts.
  20. I remember Zunnie doing that on the original hostile waters map (another time he was a walking flame tower, LOL) zunnie was always full of energy, and he loved bringing people together. For those who didn’t know him, he created a lot of Co-Op maps. These missions were Humans verse AI with different objectives. They were the closest APB had to a single player experience. All be it none of the maps could be done alone like a single player mission, but that was intentional. He believed a lot (and tested) the strength of teamwork. He a few times had a good laugh on how powerful a 5 player team could be (two snipers, medic, mechanic, and Medium Tank). I think my favorite map he made was allied invasion. Anyways Rest In Peace Zunnie, May your legacy live on and your hair never grow shorter. Edit: wait chopbam was chopbot... LoL. Ok, Zunnie used to tell me chopbot was his most advanced AI, and I didn’t believe him till a he typed in !Summon chopbot. Then suddenly chopbot joined the game start kicking the crap out of the players online. He had me fooled.
  21. I remember back when one time testing where they gave shock toppers pistols and every infantry unit got 5 grenades. (That was when grenades were horrible it was funny). This idea pops up every other year for either a side arm or grenade or explosive (I do miss the crazy remote C4 things I used to do. Like on a stealth tank) last time this topic came up I think the team gave every weapon a secondary (which confused newcomers and widened the gap between them and experienced players) besides alternate weapons are only effective in ambush not during a fire fight. (Example Volkov getting killed by not switching fast enough to finish off the tank’s driver which is why I usually pack a Captain when driving against kovs)
  22. Two questions. 1) does that mean bot maps for low player count? 2) does this mean all infantry only maps are out of rotation in high player counts?
  23. I feel the issue with newcomers isn’t learning the infantry. More like its patience with people like me who have played for years. Patience for when I steal your tank, patience when plow through you. Patience when I call you an idiot for buying a demolition truck when the base is under attack. And etc. Five things that work in newcomers favor are the player count scaling for defenses, the friendly attitude of the staff, the friendliness of the forums where everyone’s opinion is respected, the teamwork aspect of rushes (easy to buy x and shoot at y), and finally the new server feature that picks levels based on player count. (I’m not as good at strategy as silverlight, but I’ll get there. He uses newbies in tanks as accessories to awesomeness)
  24. I’m curious does this mean there is a large and small catagorie? Like 10 and up vs 10 and down. Or does this mean each map is given variable number which corresponds to a minimum player count required for rotation? does this mean that more of the infantry only maps are returning? Lastly does this also pave the way for bot maps?
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