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Pyryle

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Everything posted by Pyryle

  1. Pretty much this. Though I'm not afraid to admit that I enjoyed sniping pre-Delta, this is what thinned out servers. The winning team usually ended up prolonging an already one-sided game (depending on who had the more skilled players, of course), causing players from the losing team to just leave the game (and probably not rejoin after a while because of said prolonged game). And lol, Beta SVD...
  2. This is the stuff that wins battles here... PM me if you want the sounds too.
  3. Texture Pack has been updated for the most recent version of APB Delta (v3.0.6.0). More information and download link in the OP.
  4. "CARL YOU MOTHERFUCKING PIECE OF SHIT GANGBANGING COCKSUCKA!"
  5. I don't remember what infiltrating the construction yard accomplishes, but I do remember that infiltrating the Radar Dome gave Allies permanent radar for the entire match even if either/both got destroyed.
  6. cyka those syrians are always up to no good...they got bomb trucks...
  7. I feel Tanya is considerably more balanced against other infantry in Delta compared to previous versions where she'd easily kill infantry in 2-3 shots, including the versions that I worked on a couple years earlier. This time around, I'd say you can achieve that same lethality through well-aimed headshots.
  8. For the cloak skins it's because the glass-like refractive shaders used to make the stealth effect you're thinking of are not compatible with Scripts 5.0, which APB currently uses.
  9. that moment when you're trying to aim in APB using VR head tracking
  10. Mine is and always will be the first Hell March, because that was the first track playing in the PS1 version of Red Alert (which was my very first C&C game at age 6).
  11. I'm pretty sure this is already part of the gameplay, but the difference between the both of them (in terms of DPS, ROF) are not very obvious apart from the RPG trooper having that projectile drop. I can't say much in regards to the Strela vs Redeye though, since I haven't played air maps long enough to make a more educated opinion since the release of Delta.
  12. At the same time, probably integrate tank module damage and...wait a minute, this isn't World of Tanks! : So basically what you are suggesting is to make shots to the rear function the same way as infantry armor, where a good chunk of that damage is dealt directly to the health while their actual armor is just slowly being chewed away? I'd think it's definitely something to try out from a tank vs tank (or anti-armor infantry e.g. RS/shock/volkov) standpoint. However, for units that aren't specialized at dispatching armor (e.g. ranger/APC, riflemen/captains), how much of a damage bleed should they be capable of doing? I don't wish to find myself as a MBT that (literally) got my ass handed to me because some machinegun unit was able to destroy my vehicle quickly and easily as a side effect of this idea.
  13. I'm pretty surprised for as long as this thread has existed, nobody on here has XP/Vista as their main OS.
  14. It could be, but it is entirely dependent on the server owner's discretion on what textures can or cannot be used when joining their server. MP-Gaming for example did not allow snipers to be retextured, and their sniper scopes should not appear translucent outside of the scope itself. With this texturepack, I made sure every unit's house color (especially ones with multiple camos) did not appear oversaturated, that way they do not stand out as easily as their differently colored variants.
  15. It was originally V0LK0V's & Kicken's concept to turn all the units to their blue/red house colors. BigCheese256 somewhat expanded this concept in Cold Fusion/Nuclear Winter by using a different house color (yellow, green, etc) and applying it to an entire side's arsenal. By the time Gamma came out, I basically combined the ideas of V0LK0V, Kicken and BigCheese and made the texture pack to what it is now. Just some credit where credit is due.
  16. I noticed earlier today that the Soviet Ranger and Allied Chinook are missing from the pack, so the OP has been updated to include them.
  17. If the bridge is indestructible, how can there be naval warfare in the bathtub lake? Then again, I barely see vessels go into the lake.
  18. The "arty problem" in Coastal Influence is moreso the allies being able to attack parts of the soviet base from across the bridge, without much need to traverse it. So in the event of the bridge getting destroyed, the allies have the siege advantage. The soviets, on the other hand, are not able to hit the allied base from their side of the bridge.
  19. I always thought snipers, especially in Renegade were too simple to use. All you have to do is point at someguy's head, click, and b00m they're dead. With snipers as they are now in APB, you actually need to take into consideration other factors like you would an actual sniper such as bullet travel time, drop, and inaccuracy (though this is moreso the work of RNGsus in this regard). Especially now that APB has support for higher hitscan thresholds (> 400 m/s projectile speed), I find the changes done to the snipers more justifiable for what they are now.
  20. COMPATIBLE WITH LATEST A PATH BEYOND RELEASE! Texture pack last updated 2016/06/22 for Delta's 3.0.6.X release. See changes/additions below. All content featured in this texture pack should be compatible with the most current/recent patch of Red Alert: A Path Beyond. Enjoyed playing Red Alert? Ever wanted to play Red Alert: A Path Beyond with faction colors? Then this texture pack is for you! The textures contained in this pack will colorize the characters and vehicles of APB to represent their house colors from the Red Alert RTS. Allies will have the following house colors: Blue, teal, green, desert/sand Soviets will have the following house colors: Red, orange, yellow, brown When choosing a unit that has multiple camos, the symbol on the upper left of the purchase icon will tell you which color you will be buying: UPDATES FOR DELTA 3.0: SEE UPDATES FOR DELTA 3.0.6 IN THE NEXT SPOILER! UPDATES FOR DELTA 3.0.6 DOWNLOAD HERE INSTALLATION Unpack the contents of the RAR file into the game's "data" folder. For reference, the installation path should be the following: Once unpacked, load up APB and play like it's 1996 all over again! Special thanks to V0LK0V and Kicken for the original idea of the classic colors pack. Without them, this texture pack would not have existed for this long.
  21. Filees can be whitelisted from the anti-cheat, but you need to list the filenames one by one in TT.ini (IIRC). Either that, or the anti-cheat can be disabled entirely through the same INI file.
  22. I think my retro W3DH logo should suffice :
  23. There is a 4 GB variant provided by Gigabyte, but that requires auxillary power to run and is $40 more than the first one I linked. The extra memory only really helps if you want to max out on anti-aliasing and/or the game uses very hi-res (2048 x 2048+) textures
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