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  1. Anyone else feel these two units are very situational and still underused? Early game infantry rushes just use the supply truck these, and so does late game when your team dominates the field. There is also rarely any incentive to an APC rushes given how many Allied vehicles out there are +1. Maybe give the APC a way to not just refill, but "overcharge" infantry armor once they are inside for awhile? The medic has a nice healing rate and good anti-infantry, but his anti-vehicle dmg is abysmal, and anti-MCT dmg is worse than the rifleman. For $500, can I at least get a weapon that does rifleman or officer equliivent damage to vehicles and MCT?
  2. Before the Delta update, the sniper rifle had a point and click function. In Delta, it was changed so the sniper rifle fires projectiles that drop over distance. This change was most likely made to discourage excess usage of the class, and make the sniper a more challenging class to use. I'm in favour of the changes that were made, but I've started to question the sniper's overall usefulness at contributing in battle, other than being an annoying "killwhoring" unit. First of all, snipers are really easy to counter, as most maps have lots of obstacles to hide behind. The class itself has poor survivability, a solely anti-infantry weapon with slow fire rate and projectile travel time and drop, which is barely useful on infantry only maps due to their small, narrow spaces. Say, if you needed to kill some enemy infantry, why not just get up close and personal with any other offensive infantry class, rather than trying to awkwardly hit them with a sluggish sniper rifle? Secondly, the sniper is useless most of the time, because enemy players will be driving vehicles (unless they lost their War Factory) or hanging around inside buildings. Due to engine limitations, snipers can't shoot through truck windshields or hit people seated in Rangers. So, the point here is, should something be done to make the sniper a more useful class, or should it stay as it is now?
  3. - For only $100, runs faster than rifleman and officer, has 60hp/60armor. - Really good DPS vs MCTs, only behind Shockies and Flamers (just by a couple of seconds for the latter) in the whole game. - Damage vs. vehicles is actually pretty good too. - Primary's overall range is actually not that bad and effective and medium distance. Sergeant's alt slug makes him actually great at distant fighting. I get most all other infantry are significantly different/niche enough for the shotty to not overshadow their roles, but still for $100 this unit feels like a heck of a bargain. Does this unit need a price boost, or maybe a speed/health/range nerf? For the record in terms of bringing down a building from the inside I would love to see Soviets use more flamers and Allies bring a medic.
  4. Welp. Lets get to work: the maps I want to address here are seamist and river raid. 1.) Seamist, the most allied biased map in existence, has the issue of far too many vehicles, so: the reinforcements should be lowered to 1 med tank, 1 APC and 1 light tank, maybe a rangers. And out of the phase, arty and minelayer, one of those has to go. 2.) River raid: the main issue with this is that allied arty gathers on their side of the broken bridge, and if you say want to flank them RPG ranger style, that areas covered by the pillbox; Plz move it back or switch base positions. I guessing the former is easier. Those are my problems and suggestions, I'm sure the list will get longer with time. P.S. I get placed on soviets an absurd amount of times; does !defecting to sovs have any influence on this? Also does anyone care to share how to summon the kov/borg on FOI?
  5. Let me start with the cancerous thing that is coastal influence. Like say, if both bridges are out, but that there is an arty on said island there is now way to get rid of it. Arty duel you say? Well, that would be OK, if a stupid bug did not exist where a shell hits the side of the cliff somehow kills my V2 which is by the BARRACKS. Also, who's idea was it the give the allies 3 turrets and a pillbox on the landward route, a pillbox on the bridge and yet ANOTHER pill-box that covers both routes?! And also the horrid sov service depot positions that are utterly un-defend-able. The re one does not even have to be hit, because of that stupid bug from earlier, you know, the one that makes aiming unnecessary? and the one that is far away from the base, and out of range of FT's? the allies don't suffer such a dumb service depot spot?! (and plus they have mechs.) *takes a few very deep breaths* *takes out all cuss words out of above statement* here are my suggestions: 1.) allies lose base defenses, that almost never get attacked by land because of arty pressure by the allies. 2 of the turrets need to go, as well as the bar. pillbox. 2.) change sov. service depot placement- put one between the ref and the radar dome, and move the other one closer to base. 3.) Give us some way to the the island after the bridges are dead, like a beach on the lake side so the island can be cleared. 4.) put more hedgehogs on allies side to reduce arty (possibly unnecessary). P.S. sorry to the map maker, really, but I came off a game just now, and we (sovs) outnumbered the other team. It was cancerous.
  6. Just wanted to check if people are okay with her current anti-infantry Colt .45 damage. I admit I suck at using her, but 4~5 body shots just to kill a rifle soldier? Or maybe I just need to improve my aiming skills.
  7. Hey, guys, I did a test on the various Tier-1 base defenses and the time it takes to destroy a heavy/medium tank (hitting their front armor). Here are the results: Turret: 23 seconds Flame Tower: 30 seconds Pillbox: 55 seconds While the turret is clearly the winner here and for good reason, I noticed the FT is pretty good at killing tanks too. Also I noticed that many times while I had the front of my medium tank facing a FT, the fireball ended up hitting my side (non-front) armor anyway, perhaps due to the size of the fireball, thus negating my armor advantage. My point is that should we think about nerfing the FT against tanks a little bit? It is supposed to be a mid-way base defense in-between the turret and the pillbox.
  8. 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.
  9. Can we make power plants do more than just control advanced base and AA defenses? That's all they do now, correct? Can there be scripts that increase build times when PP goes down?
  10. Can we make these two units nominally a bit more different for the sake of Soviet / Allies gameplay style? Keeping overall DPS the same, but the RPG trooper can get a faster ROF with lower damage per shot to help him miss less against the faster Allied vehicles. RS with its lower ROF but higher damage per shot can adopt more of a "hide-reload-shoot" style versus Soviet heavy vehicles. Same idea for the Starla/Redeye since Longbows move fast while Hind has more armor and you need to hide from its anti-infantry weapon. Edit: Maybe make the RPG troop run a little faster too to catch Allied vehicles (the RPG does look lighter than the rocket launcher), while the RS has slightly more HP/armor?
  11. Right now the Hind feels insanely powerful in comparison to the longbow. It gets more health, it has more range, it has more ammo so it can loiter longer. It shreds all allied ground vehicles like wet toilet paper, and on top of it all, it it can drop its entire load on a building it knocks the health down to 25%, and it can solo kill any allied defense with ammo to spare. Three hinds can shred a major building faster than the allies can really respond, and then move on to destroy a second one. In comparison, three allied longbows wouldn't even finish off one building. Honestly, it brings to mind the old 1.2.0 Longbow, which was infamous (especially on Ridge War) for doing what the Hind can do now - nearly guarantee a building destruction unless the defenders had an engie sitting at the MCT before the longbows started their attack. It wasn't fun, and it's a lot of why longbows got given more rockets to slow down their damage a bit, if memory serves.
  12. Now, I do intend for this topic to be more.... level headed then my last one. The purpose here is to offer constructive feedback, and give pushwall and other developers something to work with. Here we go... 1.) Overall review of the patch: Pushwall and the other devs did a great job here, with the naval buffs a definite step in the right direction, along with most of the changes. If pushwall can supply us with the win ratios, I'm sure they are more balanced then they used to be, although players learning how to play soviets, along with teamwork, also has an effect. 2.) Potential balance concerns, but if a more experienced player can offer a solution, that would be great as well. a.) I fear there may be some imbalance in air-to-air combat, in favor of the longbow. I would like someone to test this with, to confirm, or put this issue to rest. b.) This is not imbalance at all, but more of a personal question: I feel that soviet mines really stifle allied infantry play. Does anyone have a suitable method for dealing with them? 3.) Map issues a.) The coastal influence arty problem is still there, but it can be countered by heavy teamwork. Still, is this being worked on? tbh though, naval control is far more important on this map... This is my preliminary assessment. As I would like this to be a structured forum/topic (If that is not to much to ask) please put a 1 for overall patch comments, a 2 for balance concerns, and a 3 for map problems, and 4 for misc. This is just so I may assemble a grand list later on. (Sorry if this fells like backseat moderation, really sorry.)
  13. So, having very recently returned to the game, I have been starting to see the same issue that put me off about APB in the past- gross imbalance. Of the 20- odd games I have played since my return, there has been one consistent winner... and when i say consistent...I mean every single time- the allies won every game I played over the past 3 days. even on camos canyon, with soviets outnumbering allies 8-6, they still won. This is getting ridiculous, and here is the main rundown of the issues: 1.) Artillery is way to cheap for how good it is, or at least is feels that way. 2.) momentum of the game is so broken, 2 reasons: a.) allied stuff is so cheap. Now that makes sense, but since allies can get out LT and MT out faster, it forces soviets to go defensive RPG and in extreme situations, defensive engines, draining money to buy tanks. Now I know that soviets have "better" stuff, but the allied ability to get out so much stuff so fast means they cant get any of that stuff. They are too busy defending against allies tanks. b.) The very concept of mechanics: This is a bad idea if I ever saw one- Soviet have to go back to repair of the service depot when their tanks are damaged, or go on with progressively less armor as time goes on, which cost money, while allies just get out, with a quick wrench, that is free, allowing them to keep pushing their advantage. c.) the loss of tech levels- back in the day, yeah, tech levels sucked, but it gave the soviets time to buy their vehicles in time to prepare, or even sally out against allies. So solutions: (this is just a brainstorm) Nerf mech and give the wrench ammo capacity that need to be refilled at base, good for one repair, or make it lose its ability to repair armor. Possibly give the soviets a mobile repair vehicle. give soviets an early econ. advantage, extra 150ish credits or so? (Yeah, i see the potential rush issue here) What do you all think?
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