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So it seems the medic is still a problem, but outright nerfing him would just make him even more useless on vehicle maps and I really want to figure out a way to make him more useful for those. What if, in exchange for his medic kit equip time and healing to other medics being dialed back a bit again as a general nerf, he got given a secondary fire that instantly refilled a portion of teammates' HP (say 50 health plus also starting the gradual heal) but can only be used once and also starts a long reload on his medic kit which he must wait out (equipping the MP5 prolongs this as it would with any other reloading weapon) before he's able to use his normal healing mode again (say 5 seconds)? Due to how the aoe weapons work, this would still not heal the Medic himself nor would it be possible to do so without making it a separate weapon entirely. But naturally it can be made to heal other Medics less just like the gradual heal. The big thing about this is that Supply Trucks would be able to refill the ammo that the secondary fire uses as well as circumventing the reload, thus essentially giving him more charges of this ability on maps where STs spawn in the field or can be bought and kept behind front lines without too much trouble. Or if he can get home to refill on non-vehicle maps. I've already tested this out and it can be done without technical issues - though KOTG's one-shot medic kit crate will have to be upgraded to a one-shot insta-heal kit as adding the instant-but-limited-use secondary fire requires making the normal firing mode use no ammo, but given that that item almost never comes into play anyway, I guess there's no issue with that. The same limited-ammo thing could easily be done for Mechanics. Not considering doing it though, just pointing it out since I'm sure someone else would have raised the question given how similarly the weapons behave. If this is a little ridiculous, we can also use this thread to try to brainstorm ways to make the medic useful outside of infantry maps that don't also make the medic too ridiculous inside infantry maps, or act as a general nerf to infantry that aren't being medic'd or overhaul too much again (so ditching the regen system entirely is probably out of the question).
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So I have been playing A Path Beyond more frequently these past few weeks, and I have been receiving multiple remarks from other players telling me that I am some "laghacker" and/or cheater whenever I'm ingame. The most notable of this can be seen in one of Totd's APB madness videos where he kills me, and I managed to posthumously kill him a couple seconds after the fact. So here's how my end of things go since I started playing more frequently again: For the past couple of weeks, my modem would spontaneously reset itself multiple times during a given 24-hour period, regardless of the time of day. These spontaneous resets cause me to go offline anywhere between 1 minute and half an hour at worst. In between these resets, my connection while playing APB would still be stable enough to stay online, but not unstable enough to get completely disconnected from the game. The end result, is that whatever gameplay I see gets sent in "bursts" of data, where every moving object appears to be moonwalking, then disappears/reappears in a totally different area, as if my connection is (literally) using chrono technology on everything. I am actively trying to figure out what's causing my modem to reset at random, and the closest possibility I can come up with right now is that the power signal to my modem is sub-optimal. I'm also getting my ISP's technician to check on my line signal outside my house soon, provided I have ample days off from work to properly schedule an appointment. Below is a video of one of my "bad lag" days. It's business as usual between Voe, FRAYDO, and myself playing APB, and Totd also makes an appearance (even on teamspeak): Call me what you will, but this is the stuff I have to deal with while playing APB. I do apologize in advance to anybody and everybody who thinks that I'm some dirty player of the game as a result of this problem I'm having. Except Voe. He sux
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This will make Tanya/Engin even more viable/fun in the field. With the change in the disarm system, we won't need to worry about throwing the C4 up too high so it can't be disarmed.
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Hello , can i get a standalone package to download because your Launcher doesn't seem to work for me ( as always ) thank you for your time and convienience. (It just says installation failed and doesnt download anything on a new harddisk and computer )
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Red Alert: A Path Beyond Update This is a big one, so if you don't have the patience for the whole changelog or you just want the cliff notes, just look for siren-marked units and bolded sub-entries. [blurb]Be sure to check out the latest developments for Red Alert: A Path Beyond! Warplanes, consistent AA, reinforcements, a combat score/economy overhaul and more![/blurb] General Gamma's radio commands have been replaced with Nuclear Winter ones, for consistency since not all of the NW ones got replaced before by whoever voiced the new ones. Due to limited voice-splicing capabilities with the old commands, and some unusual placements of newer commands, some commands have actually become different ones as a result: Ctrl+3 = "Beware enemy mines" (was "Attack the Barracks", which was for some reason separated from the other attack commands.) Ctrl+4 = "Don't buy Demolition Trucks" (was "Attack the War Factory", which was for some reason separated from the other attack commands.) Ctrl+9 = "That's real, disarm it" (was "That's a real threat". A true loss to us all, but let's face it, it was basically the new Intelligence Dubious.) Ctrl+Alt+3 = "Attack the Helipad" (was "Attack the Construction Yard"... a Helipad command exists in the old commands, but not new ones, and I ran out of room for all of the buildings. The helipad is a more pivotal structure than the CY so it deserves a command more I'd say.) Ctrl+Alt+5 = "Attack the Barracks" (was "Attack the Power Plant"... there's no PP reference in the old commands so we couldn't keep this.) Ctrl+Alt+6 = "Attack the War Factory" (was "Defend the base"... which is kind of already covered by "Bolster our defenses" and "Building needs repairs") Infantry General Unequipped A-Bomb Signal Flares are now visibly carried on a character's waist (though if they have multiple weapons the visibility of this depends on which weapon they have equipped because "back weapons" are weird). Pay attention to these so you know who to shoot! Officers Damage multiplier to building exteriors up by 50% (0.1 -> 0.15). Damage multiplier to MCTless buildings up by 7% (0.175 -> 0.1875). Magazine size up (50 -> 100). Reload time up (2 -> 4). This means the bigger magazine does not affect their overall DPS - just their alpha and their ability to give suppressing fire. Accuracy penalties adjusted (1 standing/0.2 crouching/0.2 crabwalking -> 1.25 standing/0.1 crouching/0.25 crabwalking). Accuracy penalties stabilise faster (1.25 -> 2 units per second). Armour penetration up (75% -> 87.5%). Now needs less 1 less headshot to kill most units. Flamethrower Splash damage up (27.5 -> 30) Splash radius down (10 -> 9.5). This is a winning trade unless your shot lands more than 6m off target. Death explosion damage up (50 -> 60) Death explosion radius down (10 -> 9.5). Tech Level down to 1. Grenadier/RPG Trooper The "artillery" form of the Grenadier has been cut from the game entirely, and the RPG Trooper has stolen his name on a technicality (he has a Rocket Propelled Grenade launcher, see?) as well as something else I'll mention further down the list. He uses the RPG Trooper's pale brown fatigues by default, but has old Grenadier yellow as an alternate camo. RPG-7 has an arc again. RPG-7 range up from 105 to 110m (same as LAW). Grenadier (aka RPG Trooper) no longer has a limited Makarov sidearm; instead he has limited F1 grenades (only 12), which take on the same role of being a last-ditch self-defense option against infantry: Now explodes on contact. Now only hurts infantry. Accuracy penalties actually work now (3 when jumping/sprinting, 0.25 when idle/jogging, 0 when crouching/crabwalking, stabilises at 3/sec). C4 logic was precluding this before. Velocity down (60 -> 37.5m/s) Range down (150 -> 75m) Splash radius down (10 -> 8m) Splash armour penetration down (50% -> 37.5%) Splash damage up (30 -> 40). Combined with the penetration reduction and damage dropoff this is actually a downgrade unless your foes are naked or you get a direct hit. Projectile size up (0 -> 0.25m) Screen shake is twice as harsh and long. Direct damage up from 0 (which was due to C4 not supporting direct damage) to 12.5. This uses the same warhead as the pistols, so this is merely equivalent to one Silenced Beretta shot, but that's not counting the splash damage. Rocket Soldiers Redeye/Strela are no longer homing. You will HAVE to lead your shots now - but if you can do this then you have a very reliable weapon, unlike the tracking version which just randomly didn't work. Redeye/Strela damage decreased (Redeye 140 -> 110, Strela 120 -> 80). This means the Redeye needs 1 more hit and the Strela needs 2 more to kill the enemy team's aircraft, but that shouldn't be a problem if tracking has resulted in plenty of misses for you! Strela reload time down (2.5 -> 2.2), to compensate for its greatly reduced power. Redeye/Strela velocity up (Redeye 200 -> 500m/s, Strela 160 -> 500m/s) Redeye/Strela range up (170 -> 175m) Redeye/Strela damage multiplier to boats up (0.5/0.4 -> 0.625/0.5), to compensate for the base damage reduction. Effectiveness in this area is barely any different to before as a result. Redeye/Strela accuracy penalties actually work now (2.5 when jumping/sprinting, 0 when idle/jogging/crouching/crabwalking, stabilises at 2/sec). Tracking logic was precluding these before. Redeye/Strela have a thicker smoke trail to make their presence more obvious. Now have their sidearms on Deathmatch maps. Mechanic Repairs Mammoth-class vehicles 33% slower. No longer auto-repairs at a faster rate when being a passenger instead of a pilot; with the removal of extra MBT seats this feature got relegated to the Ranger and APC, and was only relevant for the latter to aid in killwhoring. Medic Medic kit now takes 1 second to equip after switching/sprinting (was 0.5). Shotgunners TOZ-194 is now shouldered for easier headshotting/firing over cover. The "quick fire" DOT inflicted by Remington/TOZ dragonsbreath is now slightly weaker (2.5 damage over 2 seconds instead of 5 over 3) but has a 100% chance of being inflicted (was 40% per attack). Good for cancelling medic heals. Thief Can now steal from Ore Silos on any map (as long as the silo's terminal is not obstructed). However, he can only steal 33% of the Soviets' funds from Ore Silos, as opposed to 50% at the Refinery. Has a HUD help message explaining how to use him. Volkov Volknades range up (80 -> 100m) Volknades direct damage up (35 -> 70) Volknades splash damage up (27.5 -> 30) Volknades splash radius up (10 -> 11). Volktillery spread down (3 -> 2.5) Volktillery now has a harsher explosion effect and screen shake ala Beta; damage is identical though. Vulnerability to accidental AP mine detonation decreased (was 50% that of regular infantry; now 25%) Vehicles General Light vehicles (Artillery, V2, MRJ, Supply Truck, Demolition Truck) no longer have an innate 25% Tesla resistance. Updated purchase terminal logic for "optional" vehicles (MRJ, Soviet Ranger, Allied Chinook, Ore Truck) so there should no longer be any discrepancies in price/techlevel/availability that shouldn't exist. All that's really changed for the layman is that it'll be easier to enable these vehicles when map editing (for when the SDK comes out) and Ore Trucks are no longer available on maps without a Refinery. All vehicles have had a portion of their points reward converted from damage points to kill points. Demolition Truck, MAD Tank: 100 kill points Phase Tank, Tesla Tank, Mobile Artillery, V2 Launcher, Longbow, Hind: 50 Every other vehicle except ST: 25 Supply Truck: 12.5 Some vehicles' total point yield has been reduced: Longbow, Hind: Down from 150 to 125 Chinook, LST, APC: Down from 100 to 75 Mobile Radar Jammer: Down from 100 to 50 Just like with points, cash rewards for vehicles are partially shifted from damage cash to kill cash. Cash rewards are split halfway between damage and kill cash (just like with infantry), except for the Demolition Truck/MAD Tank where they are 75% kill cash, 25% damage cash. Vehicles more expensive than $1200 no longer have a cap on their cash rewards, so they are more lucrative to hunt down. Suicidal or unarmed vehicles (including the Minelayer) now only provide cash equal to 10% of their price in rewards, instead of 20% - just like how it is for infantry whose only means of self-defense is the Makarov/Beretta. Naval units that are not near a shoreline/dock/naval structure cannot be "accidentally" ejected (or entered) and all their occupants will instantly die when the unit is destroyed away from these areas. Currently this does not apply to Destroyers/Gunboats as doing this now would break their animations, but it may be expanded to them some time in future if this is resolved. APC Health down (400 -> 250). Armour class upgraded to Mammoth, which affords it slightly more resistance to flame weapons than its former 400-health "Heavy" self had, and making it almost as resistant to small-arms. Doesn't help against real anti-tank weapons though. Max speed up (13.66 -> 15.46, a ~13.2% increase). This puts it second only to the Ranger in straightaway speed. Acceleration/deceleration decreased; reaching max speed/stopping takes about twice as long as before. Which still isn't very long, but enough to make it hard to dodge back and forth like an LT. Spread up (0.25 -> 0.5) Projectile damage increased (6 -> 7), a 16.67% DPS increase against most targets. Projectile damage multiplier to mines up (0.75 -> 1). Projectile damage multiplier to aircraft decreased (1 -> 0.875). This lends it only a ~2% increase in DPS with its higher base damage. Projectile damage multiplier to buildings decreased (0.2 -> 0.16). This lends it a ~6.7% decrease in DPS despite its higher base damage. Projectile damage multiplier to mammoth-class vehicles decreased (0.5 -> 0.375). This lends it a 12.5% decrease in DPS in this area. Maximum/minimum turret tilts adjusted (+45/-22.5 -> +60/-20) Has a horn. Mobile Artillery Minimum turret tilt heightened (0 -> +2.5), effectively increasing its minimum range on flat ground by about 15 metres. Reload time down (4.875 -> 4.75), a ~2.6% DPS increase. Price up to 900. Chinook Transport Ascent/descent speed up (10 -> 11.6, a 16% increase) Destroyer/Missile Sub Range up (175 -> 180m) Mi-24 Hind Turn rate up (40 -> 75) Ascent/descent speed up (8.6 -> 10.75, a 25% increase) Bullet velocity up (250 -> 500m/s), should again help with actually hitting things. Damage multiplier to Mammoth-class vehicles up (0.125 -> 0.175). Pierces vehicle armour more (37.5% -> 50%) Clicks when out of ammo. AH-64 Longbow Turn rate up (55 -> 90) Ascent/descent speed up (13.5 -> 16.7, a 24% increase) Damage to naval units up (75 -> 80) Damage to Tesla Tanks down (80 -> 70) Clicks when out of ammo Minelayer Fixed bug where Soviet Minelayer stolen by a Spy would be targeted by defenses. Mobile Radar Jammer Can no longer be stolen while deployed. Price up to 1200. (If you're curious as to why, see the Radar Dome section.) Ranger Fixed issue where attempting to drive downhill at max speed would cause you stall out until you fell to LT-ish speed. Damage multiplier to defenses up by 6.66% (0.1875 -> 0.2) Armour penetration up (75% -> 87.5%). Now needs less 1 less headshot to kill most units. Now has a unique armour class, largely similar to light vehicles but with a few key differences: Retains the 25% Tesla resistance that light vehicles used to have. Only takes 75 health damage from AT mines (armour still gets insta-stripped as normal). It might not sound like it makes sense... but bear in mind due to the mine's targeting quirks, larger-profile tanks often have to drive straight over a mine to trigger it, while Rangers trigger them without even being that close to them. So just see it as them being less affected because they don't get directly hit Repaired 33% faster by Mechanics. Takes 25% more damage from Hinds. Shield does not take 25% reduced damage from nukes like other light vehicles do. Attack Submarine Projectile speed up (50 -> 62.5m/s). No longer has projectile extension so its projectiles will not noclip through targets at point blank range. Supply Truck Max speed up (12.23 -> 13.48, a ~10% increase). Does not affect Demolition Trucks. Tesla Tank Range up (122.5 -> 125m) Max speed down (10.11 -> 9.97m/s, a 1.4% decrease) Spread down (0.5 -> 0.25) Now immune to Shock Rifles (0.25 -> 0) Takes 40% less damage from other Tesla Tanks/Tesla Coils (0.375 -> 0.225) LST Max speed up (14.86 -> 15.12m/s, a 1.7% increase) Acceleration/deceleration is now much more rapid, reaching maximum speed or stopping in less than half a second (previously took over 3 seconds). Rotation is now much less drifty. Health down (500 -> 450). Now opens its forward ramp when near a shoreline/dock/naval structure, both indicating that you're inside the "safe zone" mentioned above and that you will disembark from the front (something that wasn't terribly obvious before). The LST's collision box is also lengthened slightly to include this ramp. Yakovlev Yak-9P Yes, you're seeing that right - the Yak is an actual main game unit and no longer a Lunar joke, thanks to some clever scripting. It's certainly not "proper" fixed-wing physics, it's just a VTOL with restrictions - but it works! Right now it's debuting on Guard Duty only, but it may find itself on a few other maps in future. In terms of their damage to units, think of them as a flamethrower with a lot more power - good at dealing with light vehicles, armour-broken vehicles and infantry, but can't put much of a dent in heavy vehicles that still have their armour. Also their splash damage ignites infantry, helping light them up for snipers/rangers/other Yaks to finish off if you fail. Unlike other aircraft, they have infinite ammo with a very long reload time (though since you have to turn around to hit the same target again, this reload time doesn't make much difference) - pick your battles wisely to capitalise on this to stay in play for as long as possible, since you can't take much punishment before dying (which will also kill your infantry) or having to return to the Airfield to repair or sell! While sitting on the Airfield you can idle, reverse and rotate like a helicopter all you want as long as you don't float too high (keep trying to descend if you're worried about this). Make sure to build up speed on the Airfield before you take off; while you're airborne falling below 30m/s will cause you to take a slow trickle of damage, and below 22.5m/s you're dead. Only 4 Yaks can be in play at a time. Bots Since bots are unable to compensate for weapon arcs, MBT cannons, RPGs and Flamethrowers have no arc while under their control. Enfield/Dragunov still do though. Rocket Soldier/Grenadier bots now have a preferred range of 108m instead of 100, which should allow them to outrange a Pillbox/Flame Tower just like a player can. Captain bots are unchanged as the Captain's range advantage over defenses is very finicky anyway. Bots will now steal unattended vehicles if the owner suicides or takes too long to show up. Bots can no longer buy Rangers since they don't exactly use them intelligently. Buildings General Optimised unit collision detection on base defenses and Ore Silo, and ensured consistency between all their life/death states (so for example you should no longer get stuck in a SAM Site if you are standing on it when it dies). Airfield Of course, this has been added to the game too. This is where you repair and sell your Yak planes, and where you find them when buying them. Currently only on Guard Duty, but may find its way onto other maps eventually. (However, due to technical reasons, it's unlikely they'll exist on the same map as Soviet Helipads. Basically the airfield IS a "helipad" in the code and some issues arise if you have multiple.) Flame Tower Projectile damage down (120 -> 105) Splash damage down (40 -> 30) Splash radius up (12 -> 15) Reload time down (3.25 -> 2.75, resulting in a ~3.4% projectile DPS increase with the damage change) Power Plant No longer causes radar to go down on Radar Dome maps when destroyed/disabled. Now causes other main buildings to take 10% more damage when destroyed/disabled. Unlike the playercount scaling defenses, this applies to all forms of damage, and does not increase repair speed. Radar Dome Now contains terminals that can be used to call in an airlift of a Medium/Heavy Tank or Supply Truck if your War Factory is dead. These vehicles will appear somewhere near your Radar Dome - just look for the red/blue signal flare. However, this purchase method takes 30 seconds to cool down (though the tank and truck have separate cooldowns) and costs twice as many credits compared to a WF purchase, and cannot be used if your radar is offline (i.e. Dome is dead or jammed). These terminals do not exist on Hostile Waters or Seamist. Using a Spy to establish a relay will not re-enable the terminals. Turret Projectile damage down (105 -> 70) Splash damage down (25 -> 20) Reload time down (2.25 -> 1.5). So no DPS change on its projectile here; just harder to dodge. Aesthetics Re-enabled the new stealth shaders, as their buffer issues that previously resulted in extreme slowdown have been resolved. New main menu screen (plus a barebones version for the chat history background) by CCHyper and One Winged Angel. PCT screens, Ore Silo terminal screen, and Radar Dome screens are now fullbright. The ore chute on the Ore Silo is now tinted slightly blue for the Allies. TOZ-194 viewmodel moved to a position more in line with other shouldered weapons. Forklift's steering wheel is pulled backwards to match the hand positions of the driver. Turret's barrel now has visible recoil when firing. Turret now has a reload sound (shared with the Gunboat). Barracks flags have a new texture by Killing_You. Hind has a new urban camo texture by Killing_You. "Battle Control Terminated" now has a 3-second delay so as not to overlap with a building destruction announcement if the game ends that way. (Won't stop it from overlapping from a nuclear multi-destruction though.) Maps RA_AS_Seamist Enabled thieves again. RA_Bonsai Reduced out-of-bounds trees. RA_CamosCanyon_Bots Soviet Ranger is no longer available. Tweaked pathfinding for Soviet Barracks interior; now bots will be much more likely to path out instead of suiciding. Adjusted rally points near bases so that AIs will gather attack teams at smarter locations. RA_CoastalInfluence Reduced out-of-bounds trees. RA_GuardDuty Soviets now have an Airfield. To compensate for Soviet vehicular power being split among two buildings, Allies now have a Radar Dome that can serve as a backup WF. Both teams' Ore Silos are moved to more secure positions behind the War Factories. Allies' central Pillbox replaced with a Turret. Allies now have 2 AA Guns, one behind the Barracks and one on the Refinery hill. Soviets now have a third Flame Tower, far out by the southern end of their side of the river. Soviet base now has another backdoor infantry route, going along the riverbank behind the Refinery cliff and leading to the Airfield. However, it is blocked by a concrete wall which the Soviets can jump over from their side. Vehicles cannot use this. Shrunk some of the tall evergreen trees on the inside of the map to make it easier for Yaks to divebomb safely. Got rid of the wooden ramp in the Soviet ore field. Moved Soviet ore zone slightly so AI truck should not reset its animation constantly. The cliff between the Soviet refinery and the bridge now sharply drops off into the river so infantry/LTs cannot circle around it. Shallow water is a little less transparent as it looks basically nonexistent from above. Shore around island now fades properly. RA_HostileWaters Has been removed from the game entirely until Raap's overhaul is ready. RA_Metro Power lines no longer have projectile collision. Fixed floating telephone pole in Allied base. Removed a couple of props around Soviet base entrance alleys. Allied north silo has been moved further forward. RA_LunarParadox Uber Captain machinegun accuracy penalties harshened (jumping/sprinting up 5 -> 10, walking up 0.5 -> 2, crabwalking up 0 -> 1; stabilising rate up 2.5 -> 3) Uber Technician PortaCoil accuracy penalties harshened (jumping/sprinting up 2 -> 5, walking up 0.25 -> 1.5, crabwalking up 0 -> 0.5, stabilising rate up 1 -> 2) Uber Captain/Technician health down from 250 to 200. "RAlistic" Grenadier now correctly gives his monetary kill reward once on death instead of for every hitpoint he loses (which resulted in a total $2500 reward) Yuri Molotov now has the correct gravity settings. RA_PacificThreat Removed all non-AA defenses. RA_RiverRaid Rangers can no longer slide over the Mammoth Tank/barbed wire blockade between the Allied War Factory and their ore field. Increased fog thickness to 240/360 (was 300/450) RA_Siege Cannon primary warhead changed from Artillery to Shell (which means DPS to buildings is down 28%) Cannon primary spread down (0.5 -> 0.25) Cannon secondary projectile extension up (0.25m -> 1m) Destroyed cannons take 87.5% longer to repair (now 3x as long as the "living" cannon) Re-added and expanded on the filler mesh between the castle walls. All the castle wall meshes are no longer double-sided, since the updated filler mesh does the job of preventing camera clipping instead and with less of a performance footprint. Water damage is no longer dealt through an outdated netcode-hungry method. RA_Under Reduced out-of-bounds trees. Removed one Allied Turret. Added a filler mesh in between the tunnels to prevent camera clip abuse. Snowfall reduced by half. RA_Wasteland Fog endpoint now randomly fluctuates between 60-300m (was 60-450m). Snowfall reduced by half.
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As in the topic title. Why the hell can allies get a radar invisible thief to steal soviet money on the map with the easiest thief play in the game. It ruined the game for me. Not only because we lost money, but we lost hinds as well. radar invis infantry steal them. This map was fine before their was on it it. I want to know what form of mental gymnastics got this unit back on the map. please explain reasoning. This is a step backwards, one might say. P.S. just RQ offed the map and yes I'm a little angry.
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Look, no one likes to be on a losing team I get it, especially a bad team that you know will not win the game, yet not so bad as to lose within the next 5-10 minutes. However, I noticed some players consistently dropping out at the first few signs of a losing match (I'm looking at you UncleGrandma). Sometimes, it is just good sportsmanship to stick it out and fight the good fight. I mean, if you fought hard on the winning side (or if you are not a quitter on the losing side), do you want to see players on the other side quickly drop off? I hope you guys agree with me here. That being said, is there anyway we can discourage RQ? Reporting and penalty for people who do it often? reccomendations for people who stick it out? Any ideas guys?
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[blurb]Coming soon to a RA:APB near you! Introducing the Yakovlev Yak-9P![/blurb] [thumb]thumb_apb.7.png[/thumb] Red Alert: A Path Beyond Dev. Blog Yakovlev Yak-9P Set to debut on Guard Duty, the Yak will afford the Soviets an incredible alpha-strike in their arty-hunting efforts. The Yak can reach speeds of up to 45m/s (the next fastest unit being the Longbow at a mere 24m/s) and expend its magazine in a minimum of 1.33 seconds. The Yak boasts infinite ammo but with a long reload time, although that shouldn't matter much as once you've expended your magazine you're turning around for your next attack. It's splash damage ignites infantry, better allowing your comrades to finish the task should your target remain alive. While mostly effective against infantry and light vehicles, the Yak can still find opportunities in armour-broken heavy vehicles that are on the retreat. As in Red Alert, the Yak will cost 800. With a health of 350 and lack of armour, be advised that your attack runs will leave you vulnerable to return fire. Choose your battles wisely and you can stay airborne for long periods and dish out more punishment than a Hind can. Unlike the Hind however, in the event you are shot down your infantry will also die in the crash. Airfield It goes without saying that the Airfield will also be included as a new structure. Purchased Yaks will fly onto the strip waiting for takeoff, and here you repair and can sell your Yak. It should be noted that the Airfield is technically a "Helipad" in the code, making it unlikely to see both buildings on the same map. Nonetheless, we can discuss how to fit the Airfield and Yak into high-tech maps and implementing them in the future.[thumb]thumb_apb.7.png[/thumb]
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Had a thought while playing today. You know those guard towers and bunkers that you see scattered around as set pieces? I find their main use to be a quick place to hide from vehicles as you then slowly get blasted by splash damage, or hide from an air unit until they lose interest. Or if you're feeling patient, ambushing an arty or v2 that happens by and killing it from behind. That's mainly bunkers though, the guard towers are extremely limited in that, as they stand out like a sore thumb. I was thinking, would it be possible, or desirable, to add an area buff to towers and bunkers that would reduce splash damage from explosions like a tank shell or v2 rocket / arty shell? Infantry damage from bullets would be unchanged obviously, and tesla damage would be unchanged as well (Due to shockies being unfairly dinged and frankly electricity zaps things good). It would provide an incentive to use these structures as something other than a place to hide and die. The capture logic on Rocktrap shows that specific areas can detect a player being present, is it possible to add a buff in them?
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Here are some textures I have been working for a while. These are inspired by another set of custom textures I made back in 2010-2011 for various equipments found inside de buildings. These are up-scaled 1024x1024 compared to the old ones, to accomodate more details. Anyway here are the ones I made thus far: I know there are some edges where the textures are not aligned, or are stretched, or too narrow. There is nothing I could do there, because that is how the original texture was applied on. Anyway, I'm planning to continue with fixing the lights and those monitors from the radar dome.
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Alright, not to litter the naval topic I've decided to start this one. Some backstory: To address some points made by Pushwall so far: So def logic relies on HP rather than target armor type? Since I could've sworn flame towers preferred my full HP cap to red health ranger nearby. Hm, that might be a problem indeed. Unless wreck is made with slightly more HP than the base unit to make defences switch. After all, I think kill script for it should be able to deduct any amount of HP per second, right? This one can be avoided by making people lose some armor in explosion while Kov would only lose health which he would be able to quickly regenerate with no consequences. And/or just make him more resistant to crash explosion in general. I can imagine that helicopter fuel can't really melt that steel guy Well, to be completely fair, in RA1 nook just murdered everyone inside when it detonated even on land but that obviously won't do here. Then again, it would make sense for aircraft transport to be more volatile when going down compared to diesel-powered APC/ST for example + it's more mobile already and has decent HP last time I checked. It's also sort of a buff to nook also because you'll be able to just drop into the enemy base from high altitude (no need to spend time landing) deep-strike style. And maybe even kill someone on the ground in the process
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Red Alert: A Path Beyond Update The "headshot overhaul" - more of a general infantry overhaul - mentioned in another forum thread is in for a public test. This is in a separate file from the main patch; as it's a big experiment, we will likely revert it after tonight (or however manynights it takes to get some decently-sized games with it) unless it ends up being almost entirely free of problems and negative feedback, and then refine it for later if it can be salvaged. edit: As of 26th May 00:42 GMT this experiment has been disabled for further tweaking. [blurb]The "Headshot Overhaul" mentioned on the forums is now in for a short public test.[/blurb] General Headshot/helmetshot damage multiplier increased from 3 to 5. Neckshot damage multiplier decreased from 3 to 1. Getting an actual "headshot" is therefore harder. Armour penetration of various weapons is altered. For the weapons that are penalised by this, bodyshots are therefore worse than they were before, except against "naked" infantry. Remaining machineguns, tank shells, rockets 75% -> 87.5% Assault rifles, MP5, Pillbox 62.5% -> 50% Pistols, snipers, KovShotty 50% -> 37.5% Armour shredding of various weapons is reduced: Machineguns 150% -> 100% Tank shells, rockets 200% -> 100% Flame weapons 150% -> 75% M16, AK, MP5, Pillbox 100% -> 25% Slug 150% -> 25% Cover penetration of various weapon explosions is reduced: Flame weapons 50% -> 33% Artilleries 25% -> 20% Phase/Mammoth/Turret 25% -> 0% Infantry now regenerate 5 HP per second instead of 3. Tank shells/rockets damage multiplier to infantry down from 0.375 to 0.3 (0.625 -> 0.45 for Volkov). Infantry can now begin to see stealth units from 25m away (was 20). Radar Dome no longer causes Tanya/Volkov to become unavailable on death. (This was more a placeholder "feature" for until something useful came along.) Headshots and helmetshots now use a distinct sound. Height differences between infantry have been narrowed. Infantry hitboxes have been overhauled; all infantry now have completely identical ones (this time for real), except for Flamethrower's backpack, and they are generally smaller than before (especially the head). Unit-specific changes Pistol users Accuracy penalty when standing/jogging up (0.1 -> 0.25). Is still perfectly accurate when crouched. Repairmen Engineer no longer has extra armour. Engineer is no longer fireproof. Repair Tool and Golden Wrench overhaul: They are no longer area of effect weapons; instead, they are invisible hitscan beams (like a pistol) with splash damage at the end. You will now need to point directly at an object to repair it. So no more repairing the Soviet Barracks MCT through the floor above. For disarming c4/flares, you just need to point in their general direction. The hitscan has 3m range and the splash has 3m range. (Previously it was an AOE around the user with 3.5m.) As long as you can use the full length of the hitscan beam (for example, you're out in the open trying to disarm a C4 on a silo/coil) then you essentially have a longer disarm radius of 6m, but if you're trying to disarm through a wall, you're slightly worse off than before - you can no longer disarm C4 on a Soviet Barracks MCT through the floor above. Disarming through walls is still totally possible (which it needs to be to allow disarming flares on auxiliary buildings), there's just less places that you can do it. Now has 180 degrees of inaccuracy while bunnyhopping. This has a severe effect on repair attempts and makes C4/flares take at least twice as long to disarm. Golden Wrench now repairs 100% building health in 10 seconds, instead of 66.67% in 7.5 seconds. Long story short, if the Engineer is being shot at, his repair capability is significantly worse than before, but if he's undisturbed or is only taking arty splash through a building wall, he's better than before. Disarming a flare is now only worth 500 points (was 750). Disarming a C4 is now only worth 50 points (was 75). Officers Firing sound radius down (130 -> 120m). PKM rate of fire down (12.5 -> 12, a ~2.7% DPS decrease). Price up (250 -> 300). Rifle Soldiers Range down (100 -> 90m). M16 Trishot accuracy penalties are now only 0.25 lower than primary (was 0.75 lower). So now it only has perfect accuracy when crouched. M16 Trishot rate of fire down (2.25 -> 1). Firing sound radius down (120 -> 100m). Flamethrower Firing sound radius down (70 -> 30m). Fireball explosion sound radius down (250 -> 150m). Range up (90 -> 100m). Splash damage up (30 -> 35). Health is now completely immune to fire splash; however, armour depletes at the same high rate that it would against normal infantry. So you still don't want to splash yourself, but you can't kill yourself by doing so. Price up (300 -> 450). Rocket Soldiers F1 Grenade direct damage up (15 -> 20). RPG-7/LAW accuracy penalty when jumping down (2 -> 1.5). AT launchers firing sound radius down (140 -> 100m). Mechanic Health up (50 -> 60). Medic No longer has extra armour. Health up (75 -> 100). Rate of fire up (13.33 -> 15), a ~6.2% DPS increase. Accuracy penalties changed: 1.5 standing/jogging, 0.5 crouching, 0.75 crabwalking, 5 jumping (was 1.25 standing/jogging, 0.5 crouching/crabwalking, 3.75 jumping) Firing sound radius down (120 -> 90m). Medic kit AOE range increased (10 -> 12.5m). Medic kit DOT effect now deals 12.5 DPS for 5 seconds, for a total of 62.5 healing (was 10 for 5 = 50 total). So now it requires more use of the new improved headshots to deal with. Medic kit DOT effect heals at half the normal rate against other Medics. Price up (500 -> 800). No longer a viable insta-rush option for tiny maps... but it's better once you can afford it. When not in multi-medic groups at least. Shock Trooper Direct hit DOT effect now deals 12.5 DPS for 2 seconds, for a total of 25 damage (was 7.5 for 3 = 22.5 total). Accuracy penalties changed: 0.5 standing/jogging, 0 crouching, 0.25 crabwalking, 1.5 jumping (was 0.4 standing/jogging, 0.1 crouching/crabwalking, 1.75 jumping) Shotgunners Primary and Slug range down (60 -> 50m). Remington Slug damage to infantry down (40 -> 30). Primary damage spread out over 10 pellets (was 8). Remington reload time down (3.33 -> 3 seconds), a ~3% DPS increase. TOZ reload time up (3.33 -> 3.5 seconds), a ~1.5% DPS decrease. Firing sound radius down (100 -> 90m). Price up (150 -> 200). Sniper Damage up (55 -> 60). Firing sound radius up (275 -> 300m). Price up (500 -> 650). Spy/Thief Damage down (12.5 -> 10), same as a normal Beretta. You still kill most infantry in the same amount of headshots as you would with higher damage anyway. Is still laser-accurate when standing/jogging, unlike the normal pistols. Tanya No longer has a depletable armour bar; instead, she has 150 health, the same 50% explosive damage resistance that the Engineer has, and fast regen like Volkov/Medics. Her lack of armour means she is actually pretty fragile against small arms, except for the PKM which relies on its penetration to do well. To give an example, against the 50% penetrating ARs 150 health is equivalent to an armoured captain's 75. But her headshots are nastier. Firing sound radius down (150 -> 100m). Volkov No longer has a depletable armour bar; instead, he has standard armour resistances baked into his health - but only for splash damage and most small arms; direct hits from any large projectile and the APC's Browning are unpenalised (not that they gain much out of it). KovShotty damage up (75 -> 80). KovShotty range down (60 -> 50m). AP mode targeting range is now 100m to match the Kovnades (was matching the Kovshotty instead, but why are you even trying to hit things with the shotgun at that range?) KovNade direct damage down (70 -> 25). KovNade splash damage down (30 -> 15). KovNade ammo usage down (4 -> 2), can now be fired 6 times before reload. KovNade now has the same "bouncy" aspect that it did in Beta. This may hurt their precision in close quarters somewhat but it means there's a much, much lower chance of the physics just bugging out and causing them to fall through the ground and be completely harmless. Vehicles Mi-24 Hind Damage to infantry down (7.5 -> 6). Tesla Tank Direct hit DOT effect now deals 10 DPS for 4 seconds, for a total of 40 damage (was 7.5 for 5 = 37.5 total). Splash damage down (17.5 -> 15). Price modifiers do not apply to Seamist or Fissure as I didn't want to bloat a quick patch with map changes, especially one that's intended to be quickly reverted soon.
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Seriously, they're nothing but a killwhore tool. They contribute nothing to the game but cheap instant kills that are hard to defend against.
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The LT has almost the same DPS as the Medium Tank (except vs. mammoth armor), but it's health is so fragile that I don't see it being used outside of the first-load rushes. This is especially true in larger, high-tech level games where its armor just can't stand up to TT/Shock/Mammoth/Kov. $200 cheaper is great, but for most players, survivability is much better a choice. And remember in APB, the gaps between cheaper units and more $ units in terms of power need to be narrower since you can't just get more of a cheaper unit to compensate for its lower power/health. 1 player = 1 tank. Opportunity cost is higher in this game. If I'm wrong on this, can any player attest to other ways LTs are used right now mid/late game on high-tier maps? It seems like the APC makes a better tanya-chariot and v2 hunter, at least right now. LBs usually fill in the role of rapid response. Then again the LT IS a tier-one unit. Maybe it SHOULD stay less relevant and get out-classed mid-late game. But if not, how can we change him to make it more useful mid-late game, yet not OP during the early rushes? In Ra3, the tsunami tank (LTs of Ra3) had much lower health than its Soviet/Allied MBT counter parts. It got around to be balanced by 1. Being cheaper 2. faster, 3. amphibious, 4. Its speed allowed it to retreat and self-heal using its secondary. Some ideas I have: 1. Give the LT equal range as a Medium Tank, 2. get rid of its mammoth armor penalty (if it's mobility is good for anything, it's for flanking mammoth tanks), and 3. allow mechs to heal it faster so it can quickly retreat out of range and heal. These changes will not mess up the early-game balance and can allow a viable mid/late game LT strategy. Well, maybe between 1 & 3 we don't have to do both, or else it will be too easy to kite with the LT.
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This one is for the future. But with all your battlefield experiences, what global voice commands have you often wanted press/say but it's just not there? Remember all voice commands now identify the speaker unit/vehicle. The commands should be time-sensitive warnings where either 1. you are too busy to type out the details, or 2. it's an urgent message that needs to be heard over a flood of text. Remember also urgency can be achieved by spamming a VC multiple times instead of needing a new line. For me, we should have these new ones: Incoming attack force - people can be alerted and then read the specific enemy type (tank/air/naval/infantry/demo) and direction in chat, for more urgent rushes just spam the message multiple times. I need support! - This can replace "I need repairs", nearby mech/medic will understand. Furthermore, it can also be used for when your glass-cannon unit/ore truck/MAD tank is getting attacked and you need your teammate's help, or when you are trying to organize an infantry infiltration and need your teammate to cover you, I need a distraction - When you are hiding/behind enemy lines with a high damage/low health unit like engin/v2/phase/LT/TT waiting for good time to strike. You can follow up with a attack the building command to be more specific. Beware sniper - A global warning because snipers can often cover half the map and get the first drop on a lot of unware infantry. Infiltrator alert! - For when you spot those pesky spy/thief/tanya/engineer/enemy infantry rush incoming or already in-base. I am on route - Good to let your teammates which reinforcement is incoming. Here is I think what we can get rid of: Beware enemy mines - I think it's a given on maps with minelayers Soviets will always mine their base, Allies know that. When Allies lay AT mines it's not usually an urgent matter (people following the victim tank can see the damage, other Soviet tanks travel slowly so there is plenty time to warn over text. Bolster our defenses - please bring back "defend the base" instead. The latter is more urgent. That's real / That's decoy - usually the multiple "defend the base" message spam gets the same job done, plus if it's a decoy it's not urgent enough to warrant a global message anyway. Enemy forces to the north/south/east/west - Usually the direction is more complicated and people just often type it. Four separate messages is a waste of space. Retreat - I don't see this one used often. We don't retreat in APB . If people see you running backwards with low heath spamming "move out" /"negative" I think they will get you message. I need repairs - See "I need support" above.
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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.
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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!
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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).
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So I'm not really sure where to put this as I've been meaning to post this all day but I wasn't too sure where exactly, as the bug tracker is gone and the Report Bugs link is also broken so I guess I'll stick it here? Anyhow I recall this bug was actually fixed sometime ago in a changelog but it seems to have resurfaced as I discovered several days ago and I wanted to be sure if this was the case but anyway, standing in a certain spot between the small passage of the barracks allows you to use the Golden Wrench or Repair Tool at the full repair rate. It may not seem like a big deal but on certain maps this could be exploited by the Soviet team to repair without much retaliation. Could it be because of the enlarged (and new) MCT? That also reminds me, if you hug certain spots of the barracks, you can access the PTs from the outside, again, might not be a big deal but it's kind of a crappy thing. Same could be said for the warfactory terminals but it's near impossible to do that. None of these apply to the Allied Barracks to my knowledge.
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This soundpack converts a lot of the engine start and idle sounds of the ground vehicles in Red Alert: A Path Beyond into (almost) perfect loops of Retrowave/Synthwave tracks. The vehicles affected by this soundpack use the following songs: Light Tank: "Telecom" by Power Glove Medium Tank: "Raining Steel" by Perturbator Heavy Tank: "Built to Kill" by Lazerhawk Mammoth Tank: "Death Squad" by Perturbator Phase Tank: "Flightwave" by Com Truise Tesla Tank (and MRJ): "Chaos" by Lazerhawk APC (and Minelayer): "Access Point" by Stoned Presidents Artillery: "Rampage" by Kavinsky Ranger (and Soviet Ranger): "Silver Screen Cruising" by Robert Parker V2 Launcher (and Ore Truck, MGG, special/prop trucks)**: "King of the Streets" by Lazerhawk Supply Truck (and Demo Truck): "Resemblance in Machine" by Phaserland ** Note: The pitch factor has been adjusted in alignment with the V2 Launcher. Depending on the vehicle you are driving, the music pitch/speed may be higher or lower than normal. You must drive at the vehicle's top speed to be able to listen to the loop as you normally would the actual music track. Otherwise, enjoy the sound of warble-y music DOWNLOAD THE SOUNDPACK HERE! Modified 2017/05/13: Removed phase tank engine sounds due to server anti-cheat detection. INSTALLATION Download and open the RAR, and place the files in the following directory:
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[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.
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While digging through some old DVDs I found a bunch of fan maps from back in Beta. These seem to be from 1.2.0. up until 1.4.0. If anyone wants these maps, I can upload them somewhere and put a download link here. This is the list of maps I found:
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A Path Beyond Get rid of "instant repair" Golden Wrench?
Pushwall posted a topic in W3D Hub Discussion
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. -
Hey guys, A few people seem quite unhappy about the map, particularly the ground based vehicle meatgrinder that it was designed to be. I'm making this topic now to see how many people actually dislike the map. If the vote for removal has no-voters in the lead, then I recommend the removal. I won't be asking what issues some people have with this map, because I will not be doing a major revision. I'm currently working on the Hostile Waters revamp which means I don't have time for another revamp. Further more if both my contributions are unpopular enough to both be pulled, I might as well stop bothering as clearly something is going wrong. As a quick solution to part of the criticism, my proposition for @Pushwall would be that the Siege cannon primary damage against buildings and defenses is reduced by 1/3rd, and the projectile extension of the shrapnel blast increased to allow for a better chance to hit moving and small targets, in order to properly make it function as anti-infantry up close. Additionally, increase the health pool on both 'destroyed' cannon presets times two, in order to make a destroyed cannon stay destroyed longer, which will also help deal with 'ninja Engineers'. This should make them more manageable and still not completely useless. Map education: Did you know there are several ways for infantry to avoid the courtyard vehicle meatgrinder? You can use the ore mine tunnels as infantry to breach the courtyard and attack a vehicle blockade in their rear? The ore mine tunnels connect to a central trench, which has a ruined tunnel on the other side, allowing infantry to go from their base to the enemy base and nearly completely avoid all enemy vehicles in the process. You could even destroy the enemy Ore Truck with an infantry rush, something nobody ever seems to consider doing! Both teams got a small side way passage near the main vehicle entry point into the courtyard. Infantry can cross the beach and attack the Flametower and Pillbox with infantry from near the water. Both teams have access to Chinook Transport helicopters. They don't exist for no reason, so you can use them to completely bypass the courtyard vehicle meatgrinder. You also don't have to fly your Chinook directly into an enemy base; You can drop off infantry near the Soviet beach or on the Allied cliff, fly back, and carry the next load without losing the Chinook. There are no ground base defenses near these locations! You can also attempt to ninja the long way around, past the rear of the castle. The scaffold bridges are destructible through anti-structure damage, destroying both further limits vehicle maneuverability. The castle walls are a fully connected circle with several entry points including two ladders at the main building. From up here, infantry are well protected from vehicles and can easily attack them back.