Jump to content

Search the Community

Showing results for tags 'a path beyond'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

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

Categories

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

Categories

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

Categories

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

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Member Title


Ingame Username


Location


Interests


Website URL


Discord


Steam


Skype

  1. 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.
  2. 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!
  3. 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).
  4. 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.
  5. 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:
  6. [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.
  7. 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:
  8. 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.
  9. 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.
  10. W3D Tournament of Shame Reward – 100$ to MVP of winning team, 50$ to MVP of team that lost. Proposed Map Rotation – RA_Pipeline, RA_ RiverRaid, RA_Zama, RA_PacificThreat and RA_CamosCanyon. Break of RA_Antlion between RiverRaid and Zama and break of RA_Wasteland between PactificThreat & CamosCanyon. Hey guys! Given the success of the recent PUG’s and the community revival happening, I’m resurrecting my idea of a tournament with a small cash prize (Since CDN is a joke). Basically, it’ll be a 5 map rotation, consistent teams (obv), with the short 5 minute maps between sets of two (to cool down, go to the bathroom, fool around, what have you). Now I’d like to have the game timers for the longer maps shortened to 20-25mins, so that the action is a bit more tense and has a sense of urgency. The MVP who receives the cash prize could either be determined by points total (Which I personally don’t like, as saving a base structure can be more valuable than destroying 10 tanks, but not have the point equivalent), or be determined by vote from their own team OR both teams. I’m not sure which would be best, as having votes from both teams can show that the opposing team felt really awed by a certain player, but it comes to the same problem that the other team probably doesn’t know that engineer who saved 5 buildings in a row or that spy who tipped off about a major incoming attack :p. Before I bring this forward to the staff to try and get it as an official event, I want to know what you guys think could be improved. For example, having dedicated breaks without the smaller maps, what would determine who the MVP for each team is, how would subbing in or dropping out work if an issue comes up? Let me know your thoughts and I'll delete this thread and open a signup thread once I feel I've got a solid plan for how to execute the tourney. (And if anyone wants to throw money into a pot, I think half the collected money could go to the MVP's and half to W3D Hub donation)
  11. 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.
  12. 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.
  13. 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.
  14. Those were some really good games this weekend! Makes the community feel very alive. Thanks everyone!
  15. 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?
  16. 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?
  17. 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!
  18. 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.
  19. 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.
  20. [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.
  21. [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
  22. 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?
  23. [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!
  24. Is this Ret available in a .dds file? I would like to use it in Renegade if possible.
×
×
  • Create New...