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Voe

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Posts posted by Voe

  1. On 1/9/2022 at 4:37 PM, playerkut said:

    Hello. INVITE me to FRIENDS. :)
    To play games, comment, like, share things and so on... :)

    // ============================== \\

    * So many ghosts, spirits, poltergeists, demons and so on... You need to have magic medallion to reach POINT IN LIFE - But MEDALLION stands on POWER. :)
    * Else PROGRAMMABLE BRAINS - Not a HARD BAIT. It stands on WHO YOU ARE with all your POSSIBILITIES. :)
    * Do you HOLDING your self - On RELIGION and CONSTITUTION. :)
    * Maybe you SIMPLE in TOTAL CONTROL - And HOLDING yourself in STRONG FOUNDATION on FOCUS to not waste your ENERGY for NONSENSE. :)

    * Or YOU - FROM EVERYTHING. :)

    - Me not fat Santa - On Christmas spirit. :)

    Yo, that's Ghiron! Tzar was a fantastic game!

  2. 5 minutes ago, des1206 said:

    I wonderful if this is because Soviet units are easier to use in direct attacks and require less coordination/teamwork, and in larger games, it's harder for Allies to pull off shenanigans like infiltration and ambush with more Soviets on the map. 

    Pretty much. Allies are built in no small part around blowing up Soviets with Tanyas. That's hard when there are 20+ infantrymen guarding the soviet base.

  3. On 12/11/2021 at 4:01 AM, des1206 said:

    I have a small gripe about the Mammoth Tank's self-repair ability. Because the game makes vehicle armor more superior than health (a great mechanic in-of-itself), the tank "repairing to 50%" isn't really at 50%. Another to say it, in Red Alert, a Mammoth Tank self-repaired to 50% health would be as strong as a light tank. However in APB, it's repaired 600 health would be inferior to a 300/300 light tank. 

    I really appreciate this unit's design and the beautiful balance this game currently has. You can tell a lot of hard work has been put into testing and balancing. So i just want to make it clear i say the above out of thankfulness and as a "for your consideration".

    Slow vehicles are usually at a disadvantage on large maps, since the enemy has plenty of time to respawn and attack you over and over to whittle you down. Can we consider some sort of full-heal upgrade for the mammoth tank? But armor self-repair only starts if the tanks has been out of battle for a while?

     

    I completely agree with what you say - units (especially the mammoth) take additional health damage once their armor goes down, meaning a 50% mammy is a lot more vulnerable than it appears.

    However, the soviets are currently very strong. While the winrates for the past year and a half osscilate around 50:50, the higher the player count, the more they're skewed in soviet favour. Buffing a key unit in large game soviet pushes (which often also their win condition) could make 15v15 and higher matches (ie, all of the game nights) unplayable for the allies.

  4. This is your last warning.

    Frankly, we're really tired of having to read and moderate every single post you made over the last 2 or so years. Any following offences will result on IP bans on both forums and in-game. Have a good day.

  5. 18 hours ago, NodGuy said:

    I don’t even know, except that I think shooting the rear does more damage. Are there other points? I’m in favour of just removing it, and I say remove the headshot multiplier too. If I get OHK’d when I’m a Shocky or Volkov one more time due to a lucky shot I’m going to lose it. 

    I agree. I liked it better when the V2 could defeat rifle guys with one splash-damage shot. 

    Removing headshots, because you get one shotted, and then reintroducing one shotting V2s at the same time?

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