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Raptor29aa

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Everything posted by Raptor29aa

  1. 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.
  2. 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.
  3. 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)
  4. 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?
  5. 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)
  6. 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?
  7. I would agree considering the Nod War Factory MCT is on the second floor and attackers must wait for elevator, while the gdi one is to the right of the big main door. (and don’t tell me Nod’s War Factory is harder to repair than gdi’s War Factory, because the mobile repair vehicle can repair from the outside the building.)
  8. Why not just make the bridge destructible? Although I do suppose giving an extra meter or two of hieght would suffice. (Lastly I can almost get an HT from soviet ore filed to island via water... it was awesome. I don’t know if that was intentional) Edit: I am joke by the way about blowing up a bridge just to get off a better V2 shot.
  9. All excellent changes except why only 20 AT mines on sea mist? (That’s 5 dome side, 5 middle to block demos, 5 helipad side to block that huge water area, and 5 in base to block stolen reinforcements.)
  10. Almost as if the cruiser missed the memo to only bombard half the island ?
  11. I will say joining up against a common foe is good for morale and good for low numbers on a server. Games just like sports, conversations, dances, or films can’t be constant high intensity. There needs to be some relief, or intermittent rest/slow down. (It also helps new players hang in there longer than me and Catting or Totd vs kitkat59 and likesburritos) Lastly co-op makes me miss gunnie and his crazy co-op ideas. (I also miss Shocky Gonzalez but that is a story for another time)
  12. Well, I suppose if you found a desperate but intelligent and brilliant female programmer... I could see the touch part working... maybe. But even if you found one you'd have to scare off the army of her male coworkers/possible jealous busy bodies. Much easier to go to a university, find a teacher's assistant, bribe them with a little money (they don't get paid anything real so this part may not be that difficult), and have them make the coding project an extra credit class assignment... done. And no nerds get harmed or women wooed, yet the bribe would cost you.
  13. I currently live in Arizona and wow you got the cactus right. They always grow vertically no matter what slope they are on and some have no arms and some have multiple arms.
  14. Will the power plant being destroyed shut down the chromosphere?
  15. Haxxing sounds like techno wizardry which the angry mob will not tolorate! burn him at the stake! He turned pyryle’s tanya into a nute.
  16. Wow... 2018... I gave up map making after my last computer kicked the bucket, but with the announcement of new tools I think I might give it another try. Looking forward to all the amazing stuff! (Reborn roboot sounds Epic) (RA 2 is making excellent progress!) (keeping fingers cross for soviet migs)
  17. Shhh... if don’t use logic it Will just frustrate Mihaita12. (Although I suppose a brick of reality thrown through the window of fantasy is healthy... and hilarious)
  18. I will say I am pleased with seeing that worm eat tanks like a big armored pac man. I was also surprised to see all of the tanks and aircraft. I didn’t know you guys had so many assets ingame. I would like to see one closer, maybe a spec profile/post of one of the units. Lastly that desert looks massive! (I almost feel like Laurence of Arabia or Ben burr viewing it) Also do you guys have issues loading maps or lag?
  19. Hey flarguns still hurt. Maybe a burn pistol may not be the right direction. (It would give that awesome hand a purpose) On the other hand If Volkovs grenades (and kovtillery) did self harm if in splash range then he wouldn’t be much of a CQC unit. (Just like how the rocket soldier does self harm in CQC also) PS I have no idea why my text looks different in this post
  20. A high tech pistol with specialty incendiary ammo... I like it...
  21. Translation: give me shiny photos of some in-game unit/tank/building to drool over Or else the house of Harkonnen will get its revenge on you Atreides scum! (sidenote: the house of Ordos wasn’t mentioned much in the original book series, but for some reason was chosen to be the third faction in the game)
  22. Nerf the range or widen the spread? Are you talking 1m or 15m? Or are you talking about the burn damage not being long range? Either way it would seem strange to have a shotgun blast disappear at midrange. Rockets cannons and missiles blow up at max range. Bullets fall at long range (especially sniper rounds). But a shotgun blast mysteriously not traveling mid distance would seem odd. PS I agree with Alster I too like using the slug especially for tanks. (I just think the Soviet secondary is worthless)
  23. ...and the troll awakens. Keep it specific and constructive guys. Nothing against sloth; it is simply refreshing to see a new design.
  24. Ok so after reading many posts I’ve gathered these conclusions: speed nerf = debatable since most allied units are fast (idea being slow heavy + armored sort of tank-human) Keep arm as cannon = yes please make all weapons long range = debatable but leaning yes keep infantry grenade secondary = debatable unless the burn is removed/nerfed (a slow burn might be favorable as in medic/apc + anyone = dead kov) remove infantry shotgun arm = generally no (expensive tanya food/ Longbow+tanya fodder) change characteristics of shotgun arm = yes... but how... debatable (descussed inaccuracy and burn possibility) remove kovtillery = a faster, more expensive, version of shock trooper Only allow one = no rocket arm secondary = no AA or flak secondary = no Lastly super rifle weapon = likely no
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