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  1. So, I will cut the introduction short and state the stuff as it is. Most grief when it comes to map balance being scewed in Allied favor comes from a single unit being a pain in the butt. And said unit is Artillery plain and simple. So let's start with the obvious and compare Arty to V2. + Higher mobility due to tracks > wheels. + Higher versatility due to higher ROF and ability to turn. + Higher sustained DPS on enemies due to less punishing misses. + Way better at self-defence: easy to kite slow large soviet vehicles and kill infantry pestering you at close range. + Higher indirect durability. They have the same 150/150 HP but this one is kinda funny. It takes 10 serg slugs to kill a V2 and 5 shock shots to kill an arty. Both take similar time but one is 150 no barracks CQC specialist and the other is "advanced" AT infantry. Also mechanics. + Smaller general profile. + Smaller projectile. + Prop heavy recent map philosophy makes indirect fire far more efficient, esp. combined with V2 projectile size. + Harder to track back due to small trail and large arc. - Less accurate. - Lesser alpha strike. - Lesser splash AOE. That list already doesn't seem right for a cheaper unit, does it? Now let's take a look at what each of them have to deal with. V2 has to deal with faster agile and sometimes stealthy enemies which makes higher punishment on each miss even worse. If infantry got too close to you, you better just run and hope that there would be something nearby to hit to use your AOE which would still not kill the attacker but at least would make killing them on foot easier. If ranger or whatever got too close, you are toast. If Phase fired at you from the side, you are toast. Arty on the other hand has to deal with larger and slower targets most of the time. The only real threat to it are V2s on open terrain. As soon as terrain stops being open, arty gets an upper hand. If soviet vehicle got close which is far less likely due to their lower speed, you just turn around and blast it in the face. Even though you would likely lose your arty, that guy is now crippled with mammy being the only exception. But where were your eyes if you let a huge mammoth tank to flank you? Seriously. Anyway, then you get on foot (serg, cap and RS all work fine here) and finish off that person vehicle making it 1 to 1 trade. And maybe kill the driver. So in economy terms you've lost 600 and killed 700-1500 worth of units (+ maybe driver). A list of solutions (can be applied in any combination): - Make arty 100/100 again and remove tesla resistance (why is that even a thing?). It already has more versatility and mobility than the soviet counterpart to defend itself. No need for it to be tanky also. This will also allow TTs to avoid being cripped by the return fire should they engage the arty. - Reduce turn speed. - Slightly reduce range. - Make minimum gun elevaton higher so it can't fire at everything point-blank putting both it and V2 in the same boat when it comes to close range engagement. - Just make it more expensive (700-800).
  2. Mammoth tank vs. vehicle armor is 66% more effective than a heavy tank, very effective in stripping armor! BUT Mammoth tank vs. vehicle health (stripped of armor) does the SAME damage as a heavy tank, not more! Not sure if this was intended by the devs. If you are a mammoth supported by a couple of friendlies, be sure to target vehicles that have armor first! You do 66% more damage! Otherwise you are just a heavy tank in damage output.
  3. Okay, so awhile back I was talking about how I was crashing a lot. I did a complete reinstall and that got fixed, so this isn't the same problem. From as far as I can tell, that was caused by one file failing to download correctly during an update and then the repair function failing to catch it. This is different. On Ridge War, about 3/4 of the time I enter one specific area my computer freezes so completely that I have to power cycle it. The sound even stutters to a stop before the game is frozen on the screen, no keys not even ctrl+alt+del respond. This happens in the area slightly forward of the Allied repair depot that's at the bottom of their ridge. Now, while this is perhaps something on my end, even if so, it'd be really help to know if there's anything unique about this one spot in that one map that could be triggering some function of my computer that's broken. This type of crash has only ever happened right there, and that combined with the fact that it's repeatable in that spot has me raising some serious eyebrows, and the fact that I'm not getting any problems doing anything else with my computer. My video card is NVIDIA GTX 750 Ti, and the processor is an i7-3770 if there are any known issues with particular hardware. I can provide any other info, and do tests, though with such a spectacular form of crash I'm obviously not eager to do that too many times. I'd say I've crashed this way 4, maybe 5 times. It hasn't happened when I run the map solo.
  4. Hey guys, So I've been making an effort lately to play APB more often (mainly to get back in touch with the game so that I can deliver better content). Now normally I won't openly discuss game balance as I leave that to other people, but this topic isn't really about simple numbers tweaks, it is about the entire unit design of the Soviet Grenadier, and why I think it needs to be completely overhauled and break away from RAlism in order to make more sense within APB. The in-game feedback about the Grenadier seems pretty consistent; A lot of people find it a cheesy, low-skill unit that is capable of dealing anti-structure damage at long range while remaining difficult to spot. The huge splash damage range makes this unit capable of an exponential power stacking increase that other units cannot achieve; Two Flamethrowers do not multiply in power by as much as two Grenadiers do due to a combined effect of DoT stacking limitations as well as limited splash radius. Similarly, two Rifle Soldiers are only better than one Rifle Soldier if their combined aim has double the accuracy. In general, the Soviet Grenadier is considered not a fun unit to fight against, but also it is not a very fun unit to play as, either. Due to the low skill requirement, the only thing you're left to do is move like a spastic person and hope your opponents remain within the swimmingpool-sized blast radius, and if there is no opponent in sight, just hold down the left mouse button to deal anti-structure damage from outside base defense range (like, is the throwing arm mechanical?). To top it off, the Grenadier is the best unit to camp with, which is often considered a poor form of play - but I confess this last point has most relevance towards the upcoming HW revamp. Finally, due to the anti-structure and anti-infantry focus, there is significant unit role overlap with Flamethrowers and Sergeants. In an effort to make it less obsolete the current balance came into being, solving what is essentially a symptom rather than tackling the root problem; the Soviet Grenadier isn't filling a unique role. All-in-all, the Grenadier is not a fun unit to fight or use, and it seems to me that the only reason we still have it, is to satisfy Red Alert purists (RAlism). So, Pushwall will likely end up spending more time tuning this unit, but the fundamental role problem will not be solved this way, as the unit will always represent a duplicated role in either an underpowered or overpowered form, and in the event of true balance, Flamethrowers still win due to their overal better appeal from a unit concept perspective. Therefore from my personal perspective, the only logical conclusion is to cut the Soviet Grenadier entirely, and in its place introduce a new Soviet infantry unit not previously represented within the Red Alert universe. What this unit would be, is a topic to be discussed. There are a number of infantry roles that the Soviets do not have in their roster, even a few which APB in general does not currently support. But lets assume the only limitation is creativity and that a fun to play and counter unit is introduced to replace the Grenadier, what significant and honest objections would exist for going down this path? And note that I personally do not consider RAlism a valid argument since APB is not an RTS game. Let me know your thoughts. EDIT: As to answer the likely question, where could grenades go? In reduced capacity and limited quantity, Officers or Rifle Infantry could carry a small amount, intended purely for anti-infantry purposes in small spaces such as building interiors. Reasoning here being that grenades as a mechanic don't have to be removed completely, plus it might help add more depth to the early game which is presently dominated only by bullet-based weaponry.
  5. Hey guys, Something crossed my mind this morning which made me create this thread, and that is, where did the talented level creators from the broader W3D community go to? Since Delta launched I've been the sole person to do the occasional level contribution. In past versions of the game, we had a number of people contributing content, so I'd like to figure out what caused this, and perhaps I can assist in improving things on this front. Is it a problem with the tools? The lack of available knowledge? Or something else? Community created content has always been a big part of past APB releases, and learning why we lost so much of it with Delta is something that might benefit all W3D Hub project teams as a learning point. So if you're familiar with content creation using W3D tools and related tools, vote in the poll for the items which stop you from contributing. And if you've never created content before, then tell me why not!
  6. Those were some really good games this weekend! Makes the community feel very alive. Thanks everyone!
  7. Playing a game on Ridgewar today using a streala vs several Longbows was extremely frustrating. The LBs were often within my reach, but unlike the Hind, their faster speeds meant only the missiles that tracked actually hit. I know this is a code issue the dev team hasn't been able to fix. I just want to ask if it is possible you guys can look at the SAM missile tracking code to see how that works flawlessly?
  8. [blurb]Naval refinements and traffic dispersements and urban environments, oh my! Get the latest developments today![/blurb] [thumb]thumb_apb.k.png[/thumb] Red Alert: A Path Beyond Update INFANTRY AK/M16/MP5 damage to boat health up by ~7% (0.35 -> 0.375) AK/M16/MP5 damage to boat armour down by ~29% (0.175 -> 0.125) Remington Slug damage to boat armour down by 50% (0.375 -> 0.1875); DPS now matches primary fire M60/PKM damage to boat health up by 12.5% (0.333... -> 0.375) M60/PKM damage to boat armour down by 25% (0.333... -> 0.25) Redeye/Strela damage to boat armour down by 20% (0.5 -> 0.4) Shock Rifle damage to boat health/armour down by 20% (1.25 -> 1) Shock Rifle damage to submerged sub health/armour up by 20% (1.25 -> 1.5) Flamethrower damage to boat armour down by 20% (0.625 -> 0.5) Basically the gist of all this is these guys will be worse at fending off boats by themselves (except LSTs), but with the assistance of a gunboat/sub/close-quarters LAW breaking the armour for them, this disadvantage fades, especially with the captain and naval artillery. However this does mean all these units have a longer total time-to-kill against boats (except the Destroyer/Missile Sub whose overall anti-boat power remains "unchanged"). This probably won't affect Hostile Waters in its current "rocket men on the bergs every day" phase, but should encourage more of a naval focus on the other naval maps maybe? Clearing Charge cover penetration down to 50% (was 100%); should be a liiittle less OP against clustered groups of hedgehogs now. VEHICLES Gunboat max turret tilt up from 8.75 to 22.5 degrees; it's no longer a TOTAL sitting duck against Hinds but it still has its fair share of blind spots. Destroyer health down from 500 to 450. Missile Sub health up from 200 to 225. Destroyer reload time down from 3 to 2.75 seconds (DPS up by 6.66...%) Destroyer/Missile Sub projectile velocity up from 100 to 200m/s; should be much better at shore bombardments and hitting aircraft. Destroyer/Missile Sub damage to boat health up by 20% (0.375 -> 0.45) Destroyer/Missile Sub damage to boat armour down by 10% (0.25 -> 0.225) AP Mine damage radius down from 10 to 8. AP Mine damage up from 300 to 600. Should cleanly kill Tanyas/engineers now. Longbow damage to aircraft down by 10% (1 -> 0.9); Hinds/Nooks now a 7-shot kill unassisted. Longbow damage to buildings (except base defenses) down by 12.5% (0.2 -> 0.175). BUILDINGS War Factory construction time has been sped up to allow vehicles more time to automatically drive off the construction zone. You should no longer accidentally buy over anything like a V2/OT unless there's a huge pileup already. This should help the bots on RA_CamosCanyon_Bots too. AESTHETICS All infantry worldboxes are slightly larger and properly centered, which should help with the first-person camera clipping issues at certain facings (it's not completely gone at the sides though...) Helmeted infantry (i.e. everything except Technician, Sniper, Tanya, Volkov, Starshina, Kapitan and Thief) now have a helmet hitbox. Since this merely displaces the upper portion of the head hitbox instead of extending upwards to cover the true height of the helmet, and has the same damage multiplier as the head, it doesn't affect gameplay at all - all it does right now is produce metal impact effects. It could easily be changed to have a purpose beyond aesthetics in future if there's a call for it, but I doubt that'll happen. MAPS Some jukeboxes have been altered: Fissure: Eaten Alive replaced with Militant Force Ridge War: Floating replaced with Snake Stormy Valley: Techno Babble removed RA_Metro is back! Here's what's up compared to its Gamma iteration: Tech Level set to 3. No Mammothspam this time around! Jukebox now features Floating (initial track), Eaten Alive, Fire & Ice and Techno Babble. (Hence most of these being kicked off of other maps' jukeboxes.) The streets are now much more heavily lit. Texture overhaul; most of the old textures are replaced with ones used by current maps. Prop overhaul; the old props are replaced by current ones, and bases and alleyways are full of clutter. Removed base defenses. Silos are now spread out, one being on the north side of each base and the other at the south. The north Soviet silo's computer is inaccessible and thus cannot be thieved from. Destructible hedgehogs temporarily block off one of each base's attack routes and funnel traffic at another one. Added an underpass connecting both Barracks to the south side of the map. Added a cargo truck parked somewhere, just because. Added ambient sounds for the river, bushes and utility pole transformers. Kerbs now have invisible collision ramps to smooth out unit movement, making it harder to flip your rangers and ensuring your infantry don't "fall" randomly and lose accuracy when they shouldn't. Added VIS culling. RA_Complex Fixed missing Supply Truck spawners. Reduced snowfall. RA_PacificThreat Allies now have a Pillbox at the front of their base. Fixed some VIS errors pertaining to the ruins west of the Allied base.
  9. Man, even when the servers are empty, I can still have fun on RA_CamosCanyon_Bots ... 100 bots 100 vlimit. And a shoddy fps for nostalgia (poor old q9300). Hour or two at a time. It's great. All the years that have gone by, I have done similar things. But anyways, does anyone else feel this way? Or does no one like just joining a horde of bots for a slugfest?
  10. Which old maps should we bring back to the game? A couple on the list are already in progress, but we're interested to hear your feedback! Be sure to include your reasons for liking those maps and any suggestions you have. If your favorite isn't here, please be sure to mention it!
  11. Hello everyone, I had an opportunity to play APB earlier today and I realized Hostile Waters was removed from the map rotation. Recently I had a conversation with Pushwall about this map, so that decision doesn't surprise me. But what I personally haven't been able to determine is why people dislike the map? So here is a poll, I'll give it a few days to let it generate a clear result. I'll discuss my options with Pushwall after that, so that I might perhaps obtain the updated assets and do some overhauls - if the map itself is the problem. Meanwhile, let me know in this thread what you believe could be the problem Hostile Waters has that causes it to make players leave the server when it comes up in rotation, and I'm open to suggestions.
  12. I feel the reason supply trucks are effective is because the driver can call people using a horn. Can we give the APC a horn too? It will help to call people to form rushes, or make other infantries in the battle aware that a friendly APC is nearby to take cover in.
  13. [blurb]Be sure to check out the latest development update for Red Alert: A Path Beyond. Featuring many changes to infantry, vehicles, aesthetics and maps![/blurb] [thumb]thumb_apb.7.png[/thumb] Red Alert: A Path Beyond Update INFANTRY TOZ secondary fire spray angle down from 7.5 to 6. RPG-7 damage up to 90 again, reload time up from 2.5 to 2.8 (DPS change is negligible, but the extra damage means it kills LTs in one less shot from the side, so it's a little more viable against early LT rush) Grenade damage to all buildings up ~4% (0.3375 -> 0.35) VEHICLES Light Tank reload time up from 1.1666 to 1.2 seconds (DPS down ~3%) Light Tank max speed down from 14.17 to 13.99m/s (-1.3%) Medium/Mammoth Tank muzzle velocity down from 250 to 200m/s (same as Light/Heavy) Artillery projectile damage down from 240 to 225. Artillery reload time down from 5.25 to 4.875 seconds (DPS change negligible for direct hits, up ~7.5% when only splashing) Artillery turret can no longer pivot 1 degree to either side, as this feature complicated aiming without a way to fix the pivot in place. Artillery barrel tilts 50% faster. V2 projectile extension adjusted from 3m long and 0.25m wide/tall, to just 0.01m long but 0.5m wide/tall. While this makes less sense for the big long rocket that it is, this should solve the issue where it sometimes falls through the ground, but the extra width/height should still keep it competitive when it comes to directly hitting things. V2 launch platform tilts 50% slower. Hind "tight" fire (primary) spray angle reduced from 1.25 to 1; should be more reliable against Longbows or other fast small-profile vehicles. Longbow and Hind have their side cameras replaced with an underside camera. Should be particularly helpful for helping the Hind hit ground units. Gunboat depth charge splash radius up from 22.5 to 30. Gunboat/Attack Sub damage to all buildings up by ~4% (0.12 -> 0.125) Mobile AA Gun splash damage down from 37.5 to 30. AESTHETICS Shock Trooper and Tesla Tank have updated reload sounds which are a combination of the previous RA/Gamma "charge" sound and the Beta "electric" sound. These updated reload sounds have exactly the same duration as the reload time so they should help with attack timing. Ditched a stock Ren death sound that sounded more like someone having a stomach upset, and replaced it with Tiberian Dawn's fire-death sound. Raap's new crate has better shading. Stuttering when loading should be reduced. Hind uses a smaller tracer. Hind no longer "lies" about its ammo capacity; it's now halved to 50/350 and so is its ammo consumption (1 ammo per shot instead of 2). This has absolutely no effect on its gameplay; it only *looks* different, and the purpose of it is to fix an issue the old system caused with a damage calculator. Artillery smoke trail is thicker. Fixed missing "Building..." EVA voice when purchasing vehicles. MAPS RA_RiverRaid Filled in a hole in the blockers for the blocked route behind the Allied WF. RA_Siege The secret has been removed. THIS MAY NOT BE PERMANENT - this is a test of whether the secret's script-zone overload is responsible for a lot of the slowdown or not! If the map's still unplayable near the end of a match, the secret may return. Adjusted fog thickness from 200/600 to 300/450; fog being less gradual may help as well. Removed the map-wide "anti sight-cheesing" meshes that no longer serve any purpose with the secret gone; this should also help? Like in most other maps, the trees on the map boundaries have been reduced in quality and merged into a smaller group of meshes, which should also help with performance. RA_LunarParadox Boss infantry now have Engineer resistances (splash damage halved, including from suicide units, and can't be burned). Very Panicked Technician health up from 10 to 25. Very Panicked Technician can now drive vehicles and collect crates. Uber Technician is no longer squishable. Airsub reload time down from 2 to 1.5 seconds. Lunar Longbow fire rate up from 0.5 to 0.8 per second. Tesla Glober reload time down from 2 to 1.5 seconds. Brain Jammer reload time down from 5 to 3 seconds. Brain Jammer/Tesla Glober should be much harder to flip. Brain Jammer's turret rotates 200% faster. Ransikmobile was not lulzy enough so it is replaced with the Flour Tank. What does it do? Well, it fills the same role as before, but there's another effect it has that I'll let you discover for yourself. If you were part of the testing team for Delta back when we were under BHP, you may remember it as a secondary fire that was under consideration for the Artillery. VTOL Yak no longer uses mouse steering. VTOL Yak health up from 300 to 350. Mine Bomber health/armour up from 400 to 500. Guided V2 health up from 75 to 150. Guided V2 charge time up from 0.5 to 1 second. Guided V2 price up from 350 to 700. Guided V2/Suicide Medic explosion damage down from 1250 to 1000. Added shifted sound for the Chrono Dust Blower. This only has a 12.5m radius, so only you will be able to hear it unless you opt to drive directly through an enemy. Added start/stop sounds for Yak. Fixed missing killstrings for Guided V2 and infantry bosses.
  14. So we already know that Seamist is set up to end the game if the objective building dies. Lunar Paradox has the same thing going on when the WF dies (though I believe it's not been seen yet) because the map also contains a helipad that is invisible and therefore unkillable (which had to be done to make aircraft purchasable without making room for a "real" helipad). I now realise that I could combine this feature with the "trigger an event X number of times" logic used in FoI and Siege to make it so that if a team loses ALL their production buildings (Barracks, War Factory, Helipad, Naval/Sub, and arguably the Missile Silo) on any map (except Seamist/Hostile Waters where one specific building is an objective) then the game ends after a short time (say 3 minutes), giving the win to whichever team killed the production buildings (or in the case of mutually assured destruction, whichever team did it first). How does everyone feel about this? I'd say that while it is possible for situations like that to lead to surprisingly tense kapitan/truck wars like the one on KOTG last Sunday, in almost all cases having no production buildings on one side just leads to a long wait for death, and having no production on EITHER side means both teams usually can't make any headway, and in both cases, leads to people quitting because they're bored of waiting for the next match. And it's certainly much easier than trying to figure out how to make the PP/Dome/Ref/CY extremely vital to a situation where you can only buy sarges and caps. And, you know, means we never have to deal with any Ransiks.
  15. [blurb]Join us for an extra special April Fools game night! Rangers will roll and Submarines will fly![/blurb] [thumb]thumb_apb.c.png[/thumb]I would like to first thank you all who attended the previous game night. As was mentioned in the announcement for that one, there is another coming right up this Saturday! I can promise you, this is one not to miss! April 1st, Saturday April Fools' Day Special! 7:00 PM GMT (EU) & 9:00 PM CST (US) Official APB Server
  16. Golden wrench spam seems to be quite the source of rage as well as failed attacks that honestly should have succeeded - even after being nerfed from its old RenAlert state of literally instant full repair to merely trickling up ~9% of a building's health per second (which, it turns out, is still a damn lot given technicians repair 2% per second) and capping out at 2/3rds of it per purchase. Given how long it's been around, I can see why some people might think it's just "part of the game". But maybe it's time for it to go? After all we've done away with quite a few alienating antique features already. So what's everyone's thoughts on this, and the possibility of changing the Golden Wrench to just be a slightly stronger version of the Repair Tool? Would buildings need to be made tougher to compensate as well maybe? Or should we just keep it in its "emergency repair" state and nerf it even more? There's some positive side effects to making it a "better repair tool" as well: it means he doesn't need the repair tool anymore - removing some clutter from his weapon list. And since it would share warhead behaviour with the repair tool, it would also mean we'd be able to deal with another oft-requested thing: allowing both Technicians and Engineers to capture neutral buildings on Pipeline/Hostile Waters. Though Engineers would do it at a much faster rate so there's still a reason to use them, and Technicians would do it slowly enough that it's easy to stop them if they're unprotected.
  17. Could make them more useful? I bring this up because much of the what made this feature insanely overpowered in much older versions of APB are no longer there: you can't steal while inside a vehicle anymore - so no outright flipping the bird to AP mines (Gamma fix) you have to be touching the silo computer instead of any part of the silo - making it even harder to avoid mines (Delta fix) there's now a short delay between entering the stealing zone and actually stealing - so you can't just jump out of your vehicle, insta-steal before the mines trigger or before enemies can kill you, and merely give the enemy 1 ranger/LT/other transport of choice in exchange for half their money. (Delta fix) In addition this would completely remove the confusion about when you can and can't steal from a silo. Thieves are the same tech level as Minelayers so this would not create issues on River Raid/Guard Duty. Silos with inaccessible computers, like the one near helipad on Pacific Threat, would still be unthiefable. I could do the same for some other silos on other maps if they prove too troublesome. As far as I've seen people typically mine the silo on maps where it's not well defended anyway (probably because of Tanyas), so this shouldn't change game flow much, except maybe the percentage of money stolen might need to go down a bit, or increase the stealing "charge-up time" even more?
  18. Is this Ret available in a .dds file? I would like to use it in Renegade if possible.
  19. [blurb]Listen up, soldiers! We have two game nights coming, so get ready to mark your calendars![/blurb][thumb]thumb_apb.2.png[/thumb]Listen up, soldiers! We have two game nights coming, so get ready to mark your calendars! The first game night to come will be March 24th, this Friday. March 24th, 7:00 PM GMT & 9:00 PM CST Official APB Server Note that we will have two set times for our gaming sessions this Friday, one for our EU players and the second for our US players. Of course, you can join at both times if you would like! After this game night, mark your calendars for April 1st! That will be another game night and mind you, it's going to be a special one! Oh yes, it will be one to not miss! See you on the battlefield!
  20. Technically a problem with the stats tracking I guess. I've been trying to use this http://www.w3dhub.com/ranks/apb/rankimages.php It doesn't return an image for my name, OrangeP47, despite stats being tracked, and if I try and use or manipulate the code I get all manner of errors, mostly about not a defined size of image, so it's not just a failure to load on the stats site. I did search if this has been asked before but didn't find anything, but maybe I derped on it, so sorry if I missed it. If it's bleedingly obvious where it is I'm double sorry
  21. [blurb]Many changes for APB since the forum upgrade! Read all about it![/blurb] Red Alert: A Path Beyond Update Apologies for the long wait; the forum changes slowed things down a bit. However, I managed to cram more into this update as a result! GENERAL AI-controlled Allied/Soviet bots and defenses now earn points for their team when they damage or kill things, so they will no longer put close games in jeopardy when they steal your kills. AI-controlled combat units now use moonsense715's refined AI, which will attempt to strafe in combat, and not get too close to its target (except melee ants). Hitbeeps have been disabled entirely since CJ is no longer around to fix the issues with them (most notably, the "60 hitbeeps per second if you cause a damage-over-time effect" one). Hitmarkers are still there though. INFANTRY Issue with sniper camera on map transitions should be fixed for real this time. Infantry armour-shredding capability of weapons has been enhanced further for things that are supposed to be good at it, and nerfed for things that are supposed to be bad at it. (Shredding = how much armour damage is dealt compared to health damage.) Machinegun/Sergeant slug/flame weapon shredding improved from 100% to 150%. Flame weapons have zero shredding against Flamethrowers, Volkovs and Engineers (i.e. the same infantry that can't be set on fire) - saving the first two from some of the wrath of their own weapons. Assault rifle shredding improved from 75% to 100%. Dragonsbreath shotgun shredding weakened from 75% to 50%. Pistol/sniper/non-incendiary shotgun shredding weakened from 50% to 25%. Shell/rocket shredding improved from 100% to 200%. However, due to the added splash damage that has zero shredding, it's not that high in practice (but still more than the health damage in most cases). Artillery splash shredding weakened from 62.5% to 50%. Tanya, Volkov, Medics and Engineers have twice as much armour as they do health. Infantry can now regenerate up to 100% health when out of combat (balancing out the now much higher likelihood that most of them willl have no or very little armour). Shells/rockets do 25% less damage to infantry (this is countered by the improved shredding - you're very likely to 100% break the target's armour leaving them ripe for splash) Using a medic kit on a fully healed infantry unit will now instantly refill their armour. Technician/Sniper Spies now have no armour, so that they are not immediately given away when someone targets them and sees an armour bar. To compensate, they have 75 health. This tradeoff can be either a good thing or a bad thing depending on what weapons you're facing. Sprinting speed boost increased (30% -> 40%). Grenadier/RPG Trooper are no longer missing their head hitbox. Ants' speed increased (Scouts 10 -> 12, Fires 9 -> 10, Warriors 8 -> 10) to compensate for the increase in sprint speed and ants' forward charge being slowed by the occasional strafe. Fixed missing killstring for Fire Ants. Ant bites now deal splash damage against infantry, so they will still be lethal if they're in a place where their bite can "miss" your infantry. Ants now cause periodic damage to infantry that are within their minimum range. Technician bots are much more inaccurate than before. Technician bots no longer attempt to target vehicles; that feature may have contributed to the "panicked" motif but it also made them the ultimate Phase Tank detectors. Sergeant bots now always use the slug shot. Engineer C4 now kills basic base defenses (Pillbox, Flame Tower, AA Gun, SAM Site) in one shot. Shotgun chance to burn increased (20% -> 40%). Burn damage has now been split into two types: slow and quick. Previously all burn damage was 7.5 HP over 6 seconds (1.25 per second). Slow burn damage is 7.5 HP over 10 seconds (0.75 per second) and quick burn is 5 HP over 3 seconds (1.667 per second). Slow burn damage is used by flamethrowers, nukes and barrels; the longer duration means anyone who gets burned and retreats has to wait longer before they can regenerate health, but the lower damage per second makes it slightly worse in direct combat with flamethrowers (but only slightly as the burn damage is not much compared to the splash damage). Quick burn damage is used by dragonsbreath shotguns and artillery; the higher damage per second makes it better if you can land repeated hits in close combat to reapply the burn, but the lower total means it's worse if you can't do that (so for the arty/V2 it's a straight up nerf). Makarov and Beretta now have slightly different behaviour from each other, like how they did back in Beta. Magazine sizes now match their real-world counterparts (8 for Beretta, 12 for Makarov; was previously 10 for both). Reserve ammo of limited-ammo versions is altered (40 for Beretta, 48 for Makarov; was 50 for both). Beretta now does slightly more damage (9 -> 10). Makarov has a higher ROF (4/sec -> 5/sec) but has lower damage (9 -> 7.5). Silenced Beretta now has higher damage (12.5) instead of higher ROF. Makarov and Beretta now have slightly different behaviour from each other, like how they did back in Beta. VEHICLES Fixed an ancient bug where minelayers would automagically create a "free" mine if they were within the range of an explosion that belonged to the driver. (For example, the explosion of one of their own mines, which would result in an infinite chain of mines.) Fixed a bug where MAD Tanks dealt double damage to the SD/RPAD/Silo. Fixed a bug where manually detonating your own Demolition Truck would cause you to lose points for "teamkilling" it. Damaging/killing any other friendly objects will still cost you points though. MRJ jamming range increased (300m -> 350m). Credits received for damaging Supply Trucks now properly matches 20% of their price like everything else (60 credits instead of 40). Clarified MAD Tank's detonation timer of 30 seconds in the help text. Neutral supply trucks can now spawn in various states of disrepair (25%, 50%, 75% or full health). APC anti-mine splash damage up by 50%. AP mines no longer deal pity damage to vehicles. Ranger max speed increased (16 -> 17). Mammoth Tank rocket splash damage decreased (37.5 -> 30), radius increased (12 -> 14), cover penetration increased (20% -> 25%). Phase Tank splash damage increased (22.5 -> 25), radius increased (8 -> 9), cover penetration increased (20% -> 25%). Attack Sub splash damage increased (40 -> 60), radius increased (10 -> 14). Mobile AA Gun should no longer have a dodgy handbrake when spawned. V2 should no longer aim up so much while camera is looking to the side/rear. Gunboat cannon damage increased (65 -> 70). Reduced points value of a bunch of units: Ranger (75 -> 50). Ore Truck (125 -> 100). Phase Tank (150 -> 125). Tesla Tank (150 -> 125). BUILDINGS War Factory now has some large wooden crates in the back, providing ample cover and hiding places for infantry. Construction Yard has more large wooden crates for cover/hiding, mostly around the main door. Construction Yard main door trigger zone is smaller, so it will not be triggered by infantry hiding behind the new crates. Advanced Naval Yard's front gate has been idiot-proofed in various ways. Long story short it should be much harder for the gate to lift a boat, and even if it does, the boat shouldn't end up stuck when it happens. Construction Yard main door now correctly blocks helicopters. Walking onto depressed grate floors in the Advanced Naval Yard and Advanced Sub Pen should no longer cause your weapon to become inaccurate. Added some small crates to Naval Yard, to make it possible to climb up onto the containers and large crates. Tesla Coil charge time reduced from 3.83 to 2 seconds, and now has a 2 second cooldown after firing. So it's slightly slower in a drawn-out fight but its faster initial response should even this out. Naval factories now allow you to sell naval units! However, this causes your infantry to eject at the usual spot (the stern for boats, the bow for submarines) or just straight up drops them into the water if it can't eject properly, so I recommend doing this as close to shore as possible - or on Hostile Waters, just accept the death of your infantry. Base defenses are more fragile in small games. The fewer players there are, the more damage defenses take, up to a maximum of +50% damage at 0-2 players. At 10 or more players, they receive the same amount of damage they did in previous patches. Weapons with limited ammo do not benefit from this damage bonus (except the MAD Tank and crate versions of weapons that are normally infinite). AESTHETICS A familiar sound is now played when selling vehicles. (Mobile) AA Guns now have a visible tracer beam like the Pillbox. Animation of incoming nuclear missile has been refined; it now flies much faster, has trails like the one coming out of the silo, doesn't sink into the ground, and falls at a less ridiculous angle. Dead SD/RPAD should respond a little better to the area lighting. The old radar dishes in the Radar Dome have been replaced with the Advanced Naval Yard one. All instances (as far as I know) of the "small wooden crate" prop have been replaced by the one seen on RA_Siege, as the Siege crate is less performance-hungry. All power line transformers now have the appropriate sound effect. Mammoth Tanks now have exhaust smoke. Ore in the back of Ore Trucks is less blocky and doesn't shade as weirdly. Tracks of Tesla Tank/Mobile Radar Jammer animate faster. Fixed a sorting issue with the glass of the Cargo Truck. Gunboat/Destroyer rotors are now animated. Sinking Destroyers and Missile Subs don't emit smoke/fire anymore. Sinking Attack Sub now repeats its alarm like the Missile Sub does. Sinking naval unit bubbles spread out more. MAPS Opened a few shipping containers on various maps. (I forget which.) RA_AS_Seamist "Mission timer initialised" and "20 minutes remaining" speech no longer overlap. RA_CamosCanyon_Bots This map had to be rebuilt from the vanilla RA_CamosCanyon due to corruption in the previous Bots map file, so some unit placements may not be the same as they were before. Allied AI Ore Truck now collects ore properly. RA_Complex Expanded lighting around the Service Depots. RA_ForestOfIllusion Fireproof suit now increases maximum armour by 50%, like the heart container does for health, rather than a flat 50 points (you can't get naked characters on this map anyway). RA_GuardDuty Added a prop in the Soviet ore field to climb on to allow Allied infantry an easier route to the ore silo. RA_HostileWaters The bomb crate now actually explodes, and will destroy your helicopter if you're riding one. (The heli will still shield your infantry from the instant death like it did before.) RA_KeepOffTheGrass Added extra neutral supply truck in the central gem field. Moved the neutral supply truck that was near the Allied base onto the "lonely mountain" (i.e. the place in the opposite corner of the map from the house, which rarely had any reason to be climbed). RA_PacificThreat Added a small island on the west side of the battlefield, between the two main islands. This allows infantry taking the "long route" to stay hidden more easily. RA_RidgeWar Added extra neutral supply truck by the central mammoth tank wreck. Shack Service Depot rubble no longer clips into the shack's basement. RA_RiverRaid Removed base defenses. Added concrete walls covering the opposite base entrance from the one that already had walls. RA_Siege Added a neutral supply truck in the courtyard; there are a few different places it can spawn. RA_StormyValley Fixed some sticky rocks. Added extra neutral supply truck near the top of the mountain road. RA_ToTheCore Tesla Coil behind the Soviet War Factory is downgraded to a Flame Tower. Removed the concrete wall behind the Soviet Refinery to afford more coverage for its Flame Tower. RA_Wasteland Teamed supply truck no longer respawns. Added neutral supply trucks (also non-respawning) by the wrecked Allied base and wrecked Soviet tank column. Starting units are now based on player count: 2+ players: Supply Truck 4+ players: Ranger 8+ players: Medium Tank/Heavy Tank 12+ players: Light Tank/Tesla Tank After 10 seconds have passed, these spawns are "locked" and adding more players will not activate more of them. RA_Zama Removed the Service Depot closest to each team's Missile Silo.
  22. We've received your reports of the increased server lag and corresponding warping. Thanks to the efforts of our scripts and coding team, we have found the fix and will implement it in the coming patch. We've received your reports of the increased server lag and corresponding warping. Thanks to the efforts of our scripts and coding team, we have found the fix and will implement it in the coming patch. For those of you who wish to not wait until the patch, type ~ or F8 while ingame and type nur 30 see attachment and see top left.
  23. I made some weapon sounds by remixing sound effects from various games, to be used in another project of mine, and decided to test them in APB. Also a few vehicle sounds as a bonus. What do you think of 'em?
  24. So, that bunker on the beach next to the castle wall has a basement, with a weirdass door... Ok, but that could just be something to throw us off track, or just a sealed off part of the map from earlier development before Raap cut some of the playable area. Except. Well, that door doesn't block the camera very well, and behind that door, is another door. And behind THAT door, is another one. So there's definitely something back there, the doors are probably hooked up to three separate triggers.... going by color, I'd guess, one near the Allied base, one near the Soviet base, one in between somewhere? The catch is finding them. Also there's some kind of weird particle effect back there, looks like a portal of some kind? Couldn't get any kind of a good screenshot of it though, limited view and whatnot.
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