Jump to content

Search the Community

Showing results for tags 'A Path Beyond'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Quick Links
    • Community Rules
    • Download the W3D Hub Launcher
    • Report a Bug!
  • W3D Hub News
    • Community News
    • Project News
  • General Discussion
    • W3D Hub Discussion
    • Community Creations
    • Forum Games
    • Help & Support
  • Official Game Servers
    • Battle for Dune: War of Assassins
    • Interim Apex AOW
    • Red Alert: A Path Beyond
    • Tiberian Sun: Reborn

Categories

  • Articles
  • W3D Engine Documentation
    • Vehicles
    • Mammoth
    • Physics Types
    • Weapons, Ammo & Explosions
    • INI Files
    • Misc
  • Tools
    • 3DS Max Tools
    • W3D Viewer
  • W3D Game Guides
    • Renegade
    • Red Alert: A Path Beyond
    • Tiberian Sun: Reborn
    • Interim Apex
    • Expansive Civilian Warfare

Categories

  • W3D Hub Services
    • Website & Forum
    • Launcher
    • W3D Stats & Ranks
    • Discord & TeamSpeak
  • Renegade
  • Red Alert: A Path Beyond
    • Release
  • Interim Apex
    • Release
  • Tiberian Sun: Reborn
    • Release
  • Tiberian Dawn: Ground Zero

Categories

  • W3D Hub
    • Game Launcher
    • Tools
  • C&C Renegade
    • Patches & Tools
    • Total Conversion Mods
    • Custom Audio
    • Custom Textures
    • Maps
    • Misc. Files
  • Red Alert: A Path Beyond
    • Custom Audio
    • Custom Textures
    • Maps
    • Misc. Files
  • Interim Apex
    • Custom Audio
    • Custom Textures
    • Maps
    • Misc. Files
  • Expansive Civilian Warfare
    • Custom Audio
    • Custom Textures
    • Maps
    • Misc. Files
  • Tiberian Sun: Reborn
    • Custom Audio
    • Custom Textures
    • Maps
    • Misc. Files
  • Battle for Dune: War of Assassins
    • Custom Audio
    • Custom Textures
    • Maps
    • Misc. Files
  • C&C RTS Files
    • C&C Tiberian Dawn & Covert Ops
    • C&C Red Alert, Counterstrike & The Aftermath
    • C&C Tiberian Sun & Firestorm
    • C&C Red Alert 2 & Yuri's Revenge
    • C&C Generals & Zero Hour
    • C&C3 Tiberium Wars & Kane's Wrath
    • C&C Red Alert 3 & Uprising
  • Other C&C Files

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Member Title


Ingame Username


Location


Interests


Website URL


Discord


Steam


Skype

  1. I've wanted to post this for a while but I've never really thought about it much until navy got re-introduced and there's just a few things that just niggle at me that's kinda important as it actually puts me off using the Soviet navy at times. 1.) As far as I'm aware, you still have to jump on the sub and then press E to get in. This in itself is highly irritating, especially if you've got lag and then you fall off and it's pretty much gg. I've tried simply walking very near it (and even then you can still slide off the platform and die) and you can't enter them like how the Allies do. Can this be changed in anyway? 2.) If nothing can really be done about that in a feasible way, then can we at least have ladders in the docking/creation bay so that infantry can easily get out and try again without having to spawn in a really far away building? (Again, something the Allies don't have to worry about) Plus, maybe a small grace period in that area so fallen infantry won't start drowning immediately. (emphasis on small so it can't be abused)
  2. One thing that I have noticed, is that while empty servers stay empty, as long as there is 1 or 2 people around, others join and the game can grow to be really large. Therefore, can we have a server message upon joining an empty game that encourages players to go AFK instead of quitting, thereby "seeding" the game for larger rounds?
  3. I did some tests and just want to let people know that on most maps with gem fields, the distance from refinery is always 2x or less than the refinery to ore field distance. This means $/time-wise, it is always worth it to go the extra mile to harvest gems instead of ores, since pure gem give you $1,500 and ore give you $500. That is, if you can handle the danger of leaving your base. The only exception is RidgeWar, where the gem fields are too far to worth it. It is also interesting to note that while the Allies harvest from a close to base ore field for $500, the Soviets harvest from a farther ore/gem field for $1000. Also I want to note that for GuardDuty, the Soviets have access to a gem field worth harvesting from outside of their baes, but the Allies don't. What's with that? Now get out there and harvest! I hope to ambush more Ore Trucks in the field in the future!
  4. Hello guys, some of you may remember me, some of you won't, some may like me, some may not. I was away the last half year or so busy with personal life and issues. I have since returned to MPF a while ago to start working on the APB server for Delta together with unknown, Goldy58 and sla.ro As you know we had a server online for RA: APB Gamma with custom content such as our Co-op & custom maps and a somewhat basic ranking and veterancy system. We have worked our butts off a few weeks to get our code and maps ported over to Delta in the SDK for APB Delta. We would like to see our server listed on the W3D Hub Listing, too bad this process isn't automatic, could someone who has access to the listing add our server with the following name: MPF - Multiplayerforums.com AOW/Co-op IP:Port = 74.91.113.100:31337 GSAQueryPort = 23310 Thanks in advance, peace, zunnie.
  5. 1. Anybody notices how the medium tank's barrel unrealistically goes through its chassis when the turret is pointed backwards? No other tank in the game does this. It bothers me. 2. I noticed the cloak skins for the game has gone back to the transparent white ones a-la Renegade. What happened to the Ralistic grey ones? Or is this just my graphics card? (I have my settings to the highest!) 3. Can we remove the mechanic wrench as a weapon from FOI?
  6. This maybe a future topic, but would there be any significant work required to adopt existing 3D games like APB for VR tech such as the Oculus Rift or the HTC Vive? If not, it would be so cool to just put on a VR headset and play APB totally immersed!
  7. Seconds it takes to destroy: Mammoth Tank (side armor) Heavy Tank (side armor) Unit Used: Heavy 37s 20s Medium 34s 20s Light 42s 22s Guys I know i brought this up before, and I'm not trying to beat a dead horse here, but does anyone else feel the heavy always loses in a one on one fight vs. mediums, and sometimes even lights? It doesn't help that the heavy and medium tanks have equal DPS versus medium armor, so the only difference in DPS is how many shots the heavy misses during fights. Because the way the aiming system works for heavies, it's much easier to miss shots than the other tanks. Even missing 1 out 10 shots more than the medium means a 10% DPS reduction. To be fair the heavy does much more damage versus light armor than medium/light tanks, and light tanks are horrible versus heavy armor. Lastly, can someone explain how come mediums are more effective versus Mammoth tanks than the heavy? I tested this out several times so the data's legit.
  8. Update: Alright guys, thanks for your requests. I have made the decision to create a new Fjord entirely from scratch, and without using Blackwolf's design. The new Fjord will be heavy on the industrial theme, feature a dam (well, duh), a bunch of ice, oh and some water. And bases, yeah. Bases. Look for updates on development progress on this map in the near future! ----------------- Hello everyone! A while back I finished the Hostile Waters remake, and I said I'd try and find time for another contribution to APB in April. So April is now here, and I got some time! I have spoken with Pushwall about what my contribution should be this month. After briefly checking our options we decided that it was probably a good idea to simply ask you, the players, what map you would like to see return or introduced to A Path Beyond: Delta. There aren't really any limitations to requests. You liked a map from the .9935 era but the original developer is no longer around to remake it for APB Delta? Let me know! You liked an official map from past APB versions that is currently missing from the official map roster? Let me know! You got a new idea entirely, one that you think works in APB and isn't a mod-request? Let me know! In the event no clear fan favorite exists, I reserve the right to pick something that I personally like and believe can be done. It must also be said that if a popular request for an old fan map exists, then I can only work on a remake for it if the original creator is no longer around to do it. I will see which request is the most popular at latest by Sunday, April 3rd. So place your requests here as soon as possible! Eins-Edit: Hey guys, here's a link to an archive I've been building. https://drive.google.com/open?id=0Bzcnim4baG7fU2VnOVc2RV9IWTg You can check out the different maps that have existed over time and see which ones you like! Push-Edit: And here's a link to an archive of Red Alert 1 map screenshots: https://www.flickr.com/photos/97634864@N04/albums For anyone who wants to recreate RA1 maps it's a handy reference. I don't know who actually maintains that album but he's a p cool guy I guess!
  9. Things I only found out through APB delta patch notes: http://pastebin.com/giZJhsAa I had no idea! - Flamethrower takes 50% extra damage when shot in his fuel tanks. - Medic Kit now heals armour if the target's health is full; however, it does this at 5% of its health healing speed. - Engineers has EOD armour; compared to regular infantry, he takes 50% less damage from explosions and cannot be ignited by high-explosive/fire damage. Passive mine detector has been improved; enemy mines within 30m of the Engineer become visible on his team's radar, making them much easier to sweep. - Shock trooper is now completely immune to Tesla splash damage. Artillery - cannon can now can now be rotated horizontally 1.25 degrees. APC - Infantry that enter the vehicle will have all of their armour restored. However they will not gain ammo back like the Supply Truck. Phase Tank - Secondary fires unguided rockets MRJ can now carry a passenger. Demos get destroyed in one hit by enemy MAD shockwaves. Subs - Has an alternate "periscope" camera. Shooting animated parts of buildings (such as doors) will actually damage the building now. Refinery - Molten ore in the basement in the "tunnel" version is lethal if you stand on it.
  10. Yo guys. Some of you may or may not know me I used to play A path beyond back in the day. 2004ish and on wards. I was massively active around 2011 and went by the in game nick as "Mike." Anyway I stopped playing when the MP Gaming server got shut off and was around for a bit then stopped altogether. I was wandering if it's worth getting back into APB. I used to love playing a lot and me and my old friends Jon and Leo where chatting about if we should get back into playing competitively. I just want to know what major changes there have been, if it's worth getting back into the game now and also if their is any space for us oldies lol.
  11. in previous versions the allied support classes such as the mechanic and medic earned a little bit of credits for healing or repairing other units. can we have this back please? for balance reasons they shouldn't earn point for healing, but they could at least earn back some credits to make playing them worthwhile. the old 'jump out and swing the wrench at your med during combat' strat got nerfed which makes the mech now more an support class in field, instead of a infantry class for drivers. unfortunately it's not really rewarding to get a mech and do repairs while your teammates earn all the vehicle kills and points recommendations during that game. speaking of recommendation's is there still the recommendation for repair points?
  12. Right now when you hit a tank's rear spot it does more damage vs the front. But what if instead we let the damage directly pass through to internal health? This way if you keep on hitting its rear, a tank can be destroyed without even depleting its armor. Tank battles will involve much more flanking, spinning and attacking from the rear.
  13. Vehicle Destruction - You know how when boats and subs get destroyed, you get ejected out and the vehicle lingers for a minute before exploding? And how helis don't explode right away either? I really like this mechanic. Is there an easy way to implement this for land vehicles too? Mine Limit - Was Soviets on pipeline today when some n00b decided to AP mine the heck out of EVERYTHING in base. Unfortunately the mine limit was hit and we could not longer mine oil rigs offensively. In renegade old mines disappear when new mines above the mine limit are laid. Can there be a similar mechanic to address the problem above? Thanks PushWall for reading this, I know you have limited time/resource.
  14. Something I've had to parrot here quite a few times is the sentiment that, for APB, "major development is over". This does not mean all development is over, but it also means we're not completely overhauling the game anymore like the full Beta, Gamma and Delta releases did. Here's a more thorough explanation: I'm satisfied with Delta as it stands, minor bugs/balance issues notwithstanding. The majority of the playerbase seems to be satisfied with it too. Many of the things left to implement from Red Alert are either MASSIVE timesinks, impossible to balance, or impossible to implement period due to engine limitations. I have already spent a ridiculous amount of my free time just fixing Delta up to its current state by myself, because throughout 2015 more and more members of the team either wound up with too many real life issues to contribute much, or they just vanished entirely. The dev team is pretty much down to me and ChopBam at this point and nearly everyone else here is busy with their own projects. I really shouldn't be pouring so much time into this since I'm not getting paid for it. I've enjoyed developing it, sure, but I can't really make it my life. I'm not about to start charging people for this game that has always been free. Especially since the only work I've actually done on it was optimising the balance and tweaking other peoples' maps, and oh yeah, there's copyright issues too. Therefore I am pretty much just here to maintain the current game by fixing bugs and balance problems, and maybe fixing up a few more maps and features that we actually have most of the framework for, because anything bigger is not a good use of my free time. So before pitching your ideas, ask yourself how long you think it would take for one person to do, if you would like to spend that much time doing it, and if it would be worth it. If not, you should probably think smaller. However, even the simplest-sounding undertakings might be stopped by the engine's limitations, and if that's how it is, then that's how it is. I have an idea that will make this gameplay feature more true to Renegade/Reborn/Red Alert! This game is not Renegade or Reborn and is not trying to be. As for Red Alert it was a very flawed game mechanically, tank spam ahoy. Many of its nuances don't translate well to FPS either. APB is more about borrowing RA's setting than its gameplay, though we do try to emulate it in the few places where it's both reasonable to do so and the engine allows us to do so. I have an idea on how to implement a Red Alert unit/power that isn't currently in the game! There's all sorts of reasons why these things aren't currently in the game: You'd better have a model and texture for it already, or know someone who can do them, cause if it's not on this list then that's most likely the primary concern, and for many of the things on this list it's just one of many concerns. Helicarrier: This would be really boring to play as. At least in the similarly unarmed MGG you're right in the action and get to crush people... Plus we don't have a model. Parabombs: Basically a nuke that wouldn't even one-shot buildings, and we lack a complete Tu-16 Badger model. Attack Dog: Spies are definitely not powerful enough to demand a hard counter - plus limitations in how we can mask their identity make them easy enough for players to detect without dogs anyway. If people come up with ideas that'd make the spy more useful, and the scripts team are able to implement them? Then I'll consider it. MCV: APB isn't SimCity. I'd rather not double the length of matches just to make people grind up their bases. The unit itself is ingame already (though it is one of the oldest and ugliest assets that we still have...) but it's only there as an objective unit for custom maps, it can't deploy. Tech Centres: Bases are big enough as they are without more massive structures of dubious purpose. Also, currently lacking the team tech centre models. We may be able to use the NBNW neutral tech centre CMDBob made as an objective somewhere though. Chronosphere/Iron Curtain: While we do have a Chronosphere model, and we may have some feasible scripting logic lying around for it, we don't have a model for the Iron Curtain (only a "destroyed" prop) - and for balance reasons we'd have to introduce both superweapons into the game at the same time. I have an idea for a new map/new take on an existing map! Go ahead and get a discussion started! Just be aware that the further your map idea deviates from standard AOW gameplay, the more likely you are to run into things that either can't be done without jumping a ridiculous amount of hurdles, or just flat out can't be done... or for the map to just not be well-received as has been the case with so many other maps that have deviated greatly from standard AOW gameplay. Also, developing each map is a pretty big time sink. I have an idea to fix this overpowered/underpowered unit or Allied/Soviet biased map! Go ahead and get a discussion started! There's probably a bunch of ways of solving it with a bunch of them being quick and easy to do. Or maybe there's something about the units/maps involved that isn't immediately obvious that I or another regular will be happy to explain. I have a bug to report! File it in the bug tracker. Thank you for your understanding
  15. in red alert 1 there was the cruiser which had range and firepower http://cnc.wikia.com/wiki/Cruiser I think having this will help balance the allies as the artillery tank just doesnt compare to the soviet's V2 rocket and can damage submarines. A few things that bothers me is that in red alert the imbalance between the allies and soviets required to soviets to use more numbers in tactics such as the mobile gap generator but in multiplayer there just isnt enough players if someone would always have to man the useless radar jammer or mobile gap generator just for them to work. There are also some units i would like to see like the jets since it seems the harrier is working for apocalypse rising
  16. So today I was playing Hostile Water as Soviets and bought an Attack Sub. I got in my sub, and a teammate of mine bought a Missile Sub, which was promptly stolen by a spy. In spite of being in a superior anti-naval vessel, I was completely powerless to do anything about it so long as the stolen Missile Sub remained submerged. Now you can say, "look before buying, and don't let your subs get stolen," but realistically there will always be new players and that will never be a solution. In the situation I mentioned earlier, me stalking the stolen sub would prevent it from surfacing and firing, but it also makes for some extremely boring gameplay. So how do we fix this (if it is even agreed upon that it is a problem)? Firing normal torpedoes under water would create more problems than it would solve, and depth charges on a sub make no sense. The only thing I can come up with is some sort of extremely short range torpedo for secondary fire that can be shot underwater.
  17. For the next patch, could we get some improved lighting on some of the maps? In particular: Stormy Valley, the path with the gem field, towards Allied base...there's a whole bunch of obstacles that are really difficult to see, and it's rather annoying when you drive into one. Also near the Soviet ore field where there's the barbed wire and I think a slight elevation bump...I once drove a demo into this and flipped it over...was not happy about that. Forest of Illusion, in the forest sector where there's the barbed wire in the passages leading to the capture point, that's also really dark and makes it so that I always have to "feel" my way through it (who puts barbed wire like that in real life anyway? Isn't the point to completely block off movement rather than giving someone a path to walk through? ). Fissure, the bottom of that spiral ramp which (I think) leads to the Soviet silo, is positively pitch black. I think I once spent 30 seconds or longer trying to get onto the ramp from the bottom. Ridge War, on the side with the Allied service depot outpost, somewhat in front of it there's another barbed wire fence which sorta blends into the background (don't remember if it's in the shade or not), but yeah it always seems to pop up in my face just as I'm about to drive into it.
  18. Hey guys, because I was bored and got some spare time on my hands, I decided to test out unit damage vs. vehicle and buildings in the game. Check it out: Interesting to note that: 1. Officer superior than Kapitan 2. Shock best vs. MCT 3. Flamer/Shock sucks vs. building exterior, even worse than RPG 4. Grenadier sucks vs. buildings, MCT or not 5. Volkov = RPG vs. building 6. Light tank damage is not bad vs. medium tank 7. Gunboat really effective vs. vehicles
  19. Do Grenadiers have any good uses in non-infantry only maps? I feel other existing low-tier infantries already fill the unit's niche.
  20. Recently we've actually had an easier way to track map balance than scrounging through server logs. It's been 2 weeks since then so we have a fair bit of data to work with so I figured I'd share it and get some discussion going on how the maps are balanced and how they should change. This could easily have gone in the patch balance thread but this is a big post that will probably get drowned out in a page or two so I figured it should be put in a new topic. Unfortunately I haven't had much time to play recently so I don't have many insights on how the maps are balanced myself. So feel free to speak if you have something to say about certain maps or disagree with my assessments, especially if you actually have been playing a lot! So, ever since the map balance tracker was put into play on the 11th February, here's the rundown of games: Allied victories: 241 (51.39%) Soviet victories: 228 (48.61%) We have to look a little deeper than that though: There's been a lot of games played that are smaller than 3v3 - in that case the matches become much more about player skill than how Allies/Soviets/the map is actually balanced, and is very prone to imbalances from one team having one more player than the other. Every game of Seamist that lasts the full 20 minutes actually gets counted by the system even if no players are ingame, so that's a lot of faux Allied victories right there! There's a couple of games that ended by "server shutdown" - a bit of a misnomer, this is when a map ends early due to a vote or moderator skipping it. This typically happens too early for a match to be considered favourable to either team. Games on Rock Trap and Forest of Illusion are not indicative of normal gameplay in the slightest. On RT the only difference between the teams is what rifle you get and on FoI there's no difference at all, victory just comes down to whose team has the better players, which is not what we're looking at. It's possible spawn locations might be off so those maps actually are imbalanced but again they are not part of normal gameplay so I don't really care. There were a handful of games on Hostile Waters which I'm discounting as it was in a beta state at the time. So I've chosen to ignore all games with less than 6 total players, games that ended by shutdown, and games on RT/FoI/HW. 4v2 games and the like are still counted, as this is usually indicative of endgame ragequitters (you can't have 4 people on one team without there having been 3 or 4 people on the OTHER team at some point) or spies. Narrowing the games down as such, we're left with: Allied victories: 101 (45.91%) Soviet victories: 119 (54.09%) Base Destruction victories: 109 (49.55%) High Score on Timeout victories: 111 (50.45%) If we're being even more stringent and discounting Fissure/Wasteland due to not being AOW maps, that's 89 Allied (45.88%) and 105 Soviet (54.12%) which is almost the same ratio so who cares. And a bit more of an in-depth look at each map: RA_AS_Seamist 10 Allied (71.43%) 4 Soviet (28.57%) 14 Base Destruction 0 High Score This map kinda has an Allied bias built into it from the nature of the objectives so I'm not sure what can really be done here - maybe Allies need less reinforcements? RA_Bonsai 5 Allied (35.71%) 9 Soviet (64.29%) 8 Base Destruction 6 High Score Oh no spy roof flares are such a big problem on this map where Soviets win noticeably more??? There's definitely the known issue of the Radar Dome spy zone not working - this is fixed next build (until then, just jump in the basement, cause the spy zone is actually floating an inch off the ground). I think I'll also deepen the water around the Allied dome hill as that is definitely not an intended base entrance. RA_CamosCanyon 14 Allied (70%) 6 Soviet (30%) 9 Base Destruction 11 High Score You know what's funny is that if you go through this whole list you'll notice that most of the maps are Soviet-biased to some degree, be it marginally or significantly. But one Allied-biased map comes along and suddenly there's a furore about it. Hmm. This map at least has already had a discussion about its imbalance though, and I'm kinda leaning towards the idea of adding a pillbox/flametower on the ore hill, because it would discourage early rocket attacks for both teams, and when vehicles come into play that one defense would pose much more of a problem for the Allies than it would the Soviets. RA_CoastalInfluence 5 Allied (29.41%) 12 Soviet (70.59%) 8 Base Destruction 9 High Score Oh no arty spam is such a big problem on this map where Allies rarely win??? Of course, flooding vehicles across that bridge is also pivotal to most of the Soviet victories too. The coast is barely even a concern. This map needs a considerable reworking to be honest. Something I was thinking of doing was turning the arty spam peninsula into an island with two bridges leading to it, so you can stop vehicles from getting onto it period. Kind of like this area on Red Alert's original Coastal Influence: Problem then is that Volktillery can still be a thing. I'd probably get rid of the dock too and make it hard for (Soviet) infantry to actually get onto the island, stick a bunch of destructible hedgehogs around the ends of the bridges on the island so you can't just flood arties/v2s across it before anyone has the means to destroy the bridges, and downgrade the coil to 2-3 flame towers. In the upcoming version Destroyers/Missile Subs will destroy bridges a fair bit faster and I'm thinking of decreasing the bridge's hitpoints period so they will go down faster. RA_Complex 6 Allied (42.86%) 8 Soviet (57.14%) 10 Base Destruction 4 High Score Not sure this warrants an in-depth look really, more games will have to be played here to determine if there's any real imbalance. This one surprised me a bit though due to the intentionally bad Soviet ore silo placement. RA_Fissure 2 Allied (18.18%) 9 Soviet (81.82%) 1 Base Destruction 10 High Score Given how many of these victories are high-score based, I feel like a big factor in the Soviet bias here is because flamethrowers actually do sort-of noteworthy damage to building exteriors, and thus can rack up more points than the Allies, who have to use rocket soldiers for this which are useless against infantry. And I'd rather not decrease flamethrower building damage any further than I already have because then they'd see even less use on normal maps. They are getting a splash nerf next version though. RA_GuardDuty 5 Allied (33.33%) 10 Soviet (66.67%) 11 Base Destruction 4 High Score This surprised me quite a bit too, I often see the Soviet base getting overrun and Artilleries spamming the Refinery across the river. But I can see how Soviets can be favoured here too, what with V2s doing pretty much the same thing as Artillery but without the need to figure out a trajectory, and Flamermobiles sneaking around doing the combined work of both rocket soldiers and grenadiers. Maybe Flamethrowers should go up to Tech Level 3 (removing them from this map) or Soviet rangers should be dropped entirely? What do you guys think? RA_KeepOffTheGrass 5 Allied (41.67%) 7 Soviet (58.33%) 3 Base Destruction 9 High Score Taking a look at the victories list over time this has evened out a bit recently (it was more Soviet-biased a week back) possibly due to the MAD nerf. Aside from that, obviously base destruction is at a low due to the huge size of the bases, that's just how it is. RA_PacificThreat 4 Allied (33.33%) 8 Soviet (66.67%) 6 Base Destruction 6 High Score Oh no thieves are such a big problem on this map where the Allies rarely win??? No seriously I'm pretty confused by this too. Granted, over a week ago, naval was heavily biased in the Soviets' favour, but that's not as much the case now. Maybe air's also a problem and longbows should be stronger against subs? Cause now that I think about it, there's not much point in actually getting a longbow on this map. Though in the upcoming version they'll hit buildings a little harder. RA_Pipeline 9 Allied (60%) 6 Soviet (40%) 8 Base Destruction 7 High Score Not as imbalanced as I'd expected honestly. It's actually teetering on my cutoff point for "this should be played more because it's not clear if there's really an actual imbalance yet". A few people have asked for Soviet rangers on this map so that Soviets are on equal ground with regards to the vital task of fielding engineers, but that would just create even more problems, as all of the oil pumps (except the one by the allied base obviously) are actually a little closer to the Soviet base than the Allied base to compensate for their lack of a fast transport, and once Shock/Volkov rangers get onto the field the Allies might as well just give up - this is why the only AOW map with Sov rangers happens to also be the only one where top-tier infantry aren't available. RA_RidgeWar 7 Allied (53.85%) 6 Soviet (46.15%) 6 Base Destruction 7 High Score Looks like the recent changes have evened things out a bit maybe? Don't really know what else to say here. RA_StormyValley 9 Allied (56.25%) 7 Soviet (43.75%) 8 Base Destruction 8 High Score Not sure this warrants an in-depth look really, more games will have to be played here to determine if there's any real imbalance. RA_Under 3 Allied (20%) 12 Soviet (80%) 3 Base Destruction 12 High Score So wait, who was it who said Phase Tanks should go up to Tech Level 4 because they're soooo good on this map, the most Soviet-biased AOW map thus far? In the upcoming version I've removed the flame tower overlooking the dock (not the one next to the silo, the one behind that) which should make Allied navy a bit more fearsome. Aside from that, idk, maybe the recent naval rebalances should swing things in the Allies' favour a bit too (of those 3 Allied victories, 2 of them were very recent). Maybe the coil also needs to go but then what to do with the PP? Surely getting rid of the Gap as well would just help the Sovs even more. And I'm pretty anxious about doing anything that would involve rewriting the visibility system (i.e. removing/adding main buildings). RA_Wasteland 10 Allied (66.67%) 5 Soviet (33.33%) 5 Base Destruction 10 High Score Another funny one because normally I see Soviet victories due to Allies getting a mech for their medium tank and proceeding to feed a massive point advantage to the Soviets. Maybe the money crates should go so there's no early Tanyas? RA_Zama 7 Allied (41.18%) 10 Soviet (58.82%) 9 Base Destruction 8 High Score Oh no spy roof flares are such a big problem on this map where Soviets win slightly more??? Not sure if any changes are needed here tbh. Maybe bring the Gap Generator forward a bit? Again, feel free to say how you feel about this, share your experiences, what you feel could be done about each map, or if you think I'm wrong about something.
  21. 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.
×
×
  • Create New...