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. 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)
  2. Mammoth tank vs. vehicle armor is 66% more effective than a heavy tank, very effective in stripping armor! BUT Mammoth tank vs. vehicle health (stripped of armor) does the SAME damage as a heavy tank, not more! Not sure if this was intended by the devs. If you are a mammoth supported by a couple of friendlies, be sure to target vehicles that have armor first! You do 66% more damage! Otherwise you are just a heavy tank in damage output.
  3. 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.
  4. 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.
  5. Those were some really good games this weekend! Makes the community feel very alive. Thanks everyone!
  6. 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?
  7. 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?
  8. 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!
  9. 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.
  10. 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.
  11. [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.
  12. [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
  13. 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?
  14. [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!
  15. Is this Ret available in a .dds file? I would like to use it in Renegade if possible.
  16. Technically a problem with the stats tracking I guess. I've been trying to use this http://www.w3dhub.com/ranks/apb/rankimages.php It doesn't return an image for my name, OrangeP47, despite stats being tracked, and if I try and use or manipulate the code I get all manner of errors, mostly about not a defined size of image, so it's not just a failure to load on the stats site. I did search if this has been asked before but didn't find anything, but maybe I derped on it, so sorry if I missed it. If it's bleedingly obvious where it is I'm double sorry
  17. [blurb]Many changes for APB since the forum upgrade! Read all about it![/blurb] Red Alert: A Path Beyond Update Apologies for the long wait; the forum changes slowed things down a bit. However, I managed to cram more into this update as a result! GENERAL AI-controlled Allied/Soviet bots and defenses now earn points for their team when they damage or kill things, so they will no longer put close games in jeopardy when they steal your kills. AI-controlled combat units now use moonsense715's refined AI, which will attempt to strafe in combat, and not get too close to its target (except melee ants). Hitbeeps have been disabled entirely since CJ is no longer around to fix the issues with them (most notably, the "60 hitbeeps per second if you cause a damage-over-time effect" one). Hitmarkers are still there though. INFANTRY Issue with sniper camera on map transitions should be fixed for real this time. Infantry armour-shredding capability of weapons has been enhanced further for things that are supposed to be good at it, and nerfed for things that are supposed to be bad at it. (Shredding = how much armour damage is dealt compared to health damage.) Machinegun/Sergeant slug/flame weapon shredding improved from 100% to 150%. Flame weapons have zero shredding against Flamethrowers, Volkovs and Engineers (i.e. the same infantry that can't be set on fire) - saving the first two from some of the wrath of their own weapons. Assault rifle shredding improved from 75% to 100%. Dragonsbreath shotgun shredding weakened from 75% to 50%. Pistol/sniper/non-incendiary shotgun shredding weakened from 50% to 25%. Shell/rocket shredding improved from 100% to 200%. However, due to the added splash damage that has zero shredding, it's not that high in practice (but still more than the health damage in most cases). Artillery splash shredding weakened from 62.5% to 50%. Tanya, Volkov, Medics and Engineers have twice as much armour as they do health. Infantry can now regenerate up to 100% health when out of combat (balancing out the now much higher likelihood that most of them willl have no or very little armour). Shells/rockets do 25% less damage to infantry (this is countered by the improved shredding - you're very likely to 100% break the target's armour leaving them ripe for splash) Using a medic kit on a fully healed infantry unit will now instantly refill their armour. Technician/Sniper Spies now have no armour, so that they are not immediately given away when someone targets them and sees an armour bar. To compensate, they have 75 health. This tradeoff can be either a good thing or a bad thing depending on what weapons you're facing. Sprinting speed boost increased (30% -> 40%). Grenadier/RPG Trooper are no longer missing their head hitbox. Ants' speed increased (Scouts 10 -> 12, Fires 9 -> 10, Warriors 8 -> 10) to compensate for the increase in sprint speed and ants' forward charge being slowed by the occasional strafe. Fixed missing killstring for Fire Ants. Ant bites now deal splash damage against infantry, so they will still be lethal if they're in a place where their bite can "miss" your infantry. Ants now cause periodic damage to infantry that are within their minimum range. Technician bots are much more inaccurate than before. Technician bots no longer attempt to target vehicles; that feature may have contributed to the "panicked" motif but it also made them the ultimate Phase Tank detectors. Sergeant bots now always use the slug shot. Engineer C4 now kills basic base defenses (Pillbox, Flame Tower, AA Gun, SAM Site) in one shot. Shotgun chance to burn increased (20% -> 40%). Burn damage has now been split into two types: slow and quick. Previously all burn damage was 7.5 HP over 6 seconds (1.25 per second). Slow burn damage is 7.5 HP over 10 seconds (0.75 per second) and quick burn is 5 HP over 3 seconds (1.667 per second). Slow burn damage is used by flamethrowers, nukes and barrels; the longer duration means anyone who gets burned and retreats has to wait longer before they can regenerate health, but the lower damage per second makes it slightly worse in direct combat with flamethrowers (but only slightly as the burn damage is not much compared to the splash damage). Quick burn damage is used by dragonsbreath shotguns and artillery; the higher damage per second makes it better if you can land repeated hits in close combat to reapply the burn, but the lower total means it's worse if you can't do that (so for the arty/V2 it's a straight up nerf). Makarov and Beretta now have slightly different behaviour from each other, like how they did back in Beta. Magazine sizes now match their real-world counterparts (8 for Beretta, 12 for Makarov; was previously 10 for both). Reserve ammo of limited-ammo versions is altered (40 for Beretta, 48 for Makarov; was 50 for both). Beretta now does slightly more damage (9 -> 10). Makarov has a higher ROF (4/sec -> 5/sec) but has lower damage (9 -> 7.5). Silenced Beretta now has higher damage (12.5) instead of higher ROF. Makarov and Beretta now have slightly different behaviour from each other, like how they did back in Beta. VEHICLES Fixed an ancient bug where minelayers would automagically create a "free" mine if they were within the range of an explosion that belonged to the driver. (For example, the explosion of one of their own mines, which would result in an infinite chain of mines.) Fixed a bug where MAD Tanks dealt double damage to the SD/RPAD/Silo. Fixed a bug where manually detonating your own Demolition Truck would cause you to lose points for "teamkilling" it. Damaging/killing any other friendly objects will still cost you points though. MRJ jamming range increased (300m -> 350m). Credits received for damaging Supply Trucks now properly matches 20% of their price like everything else (60 credits instead of 40). Clarified MAD Tank's detonation timer of 30 seconds in the help text. Neutral supply trucks can now spawn in various states of disrepair (25%, 50%, 75% or full health). APC anti-mine splash damage up by 50%. AP mines no longer deal pity damage to vehicles. Ranger max speed increased (16 -> 17). Mammoth Tank rocket splash damage decreased (37.5 -> 30), radius increased (12 -> 14), cover penetration increased (20% -> 25%). Phase Tank splash damage increased (22.5 -> 25), radius increased (8 -> 9), cover penetration increased (20% -> 25%). Attack Sub splash damage increased (40 -> 60), radius increased (10 -> 14). Mobile AA Gun should no longer have a dodgy handbrake when spawned. V2 should no longer aim up so much while camera is looking to the side/rear. Gunboat cannon damage increased (65 -> 70). Reduced points value of a bunch of units: Ranger (75 -> 50). Ore Truck (125 -> 100). Phase Tank (150 -> 125). Tesla Tank (150 -> 125). BUILDINGS War Factory now has some large wooden crates in the back, providing ample cover and hiding places for infantry. Construction Yard has more large wooden crates for cover/hiding, mostly around the main door. Construction Yard main door trigger zone is smaller, so it will not be triggered by infantry hiding behind the new crates. Advanced Naval Yard's front gate has been idiot-proofed in various ways. Long story short it should be much harder for the gate to lift a boat, and even if it does, the boat shouldn't end up stuck when it happens. Construction Yard main door now correctly blocks helicopters. Walking onto depressed grate floors in the Advanced Naval Yard and Advanced Sub Pen should no longer cause your weapon to become inaccurate. Added some small crates to Naval Yard, to make it possible to climb up onto the containers and large crates. Tesla Coil charge time reduced from 3.83 to 2 seconds, and now has a 2 second cooldown after firing. So it's slightly slower in a drawn-out fight but its faster initial response should even this out. Naval factories now allow you to sell naval units! However, this causes your infantry to eject at the usual spot (the stern for boats, the bow for submarines) or just straight up drops them into the water if it can't eject properly, so I recommend doing this as close to shore as possible - or on Hostile Waters, just accept the death of your infantry. Base defenses are more fragile in small games. The fewer players there are, the more damage defenses take, up to a maximum of +50% damage at 0-2 players. At 10 or more players, they receive the same amount of damage they did in previous patches. Weapons with limited ammo do not benefit from this damage bonus (except the MAD Tank and crate versions of weapons that are normally infinite). AESTHETICS A familiar sound is now played when selling vehicles. (Mobile) AA Guns now have a visible tracer beam like the Pillbox. Animation of incoming nuclear missile has been refined; it now flies much faster, has trails like the one coming out of the silo, doesn't sink into the ground, and falls at a less ridiculous angle. Dead SD/RPAD should respond a little better to the area lighting. The old radar dishes in the Radar Dome have been replaced with the Advanced Naval Yard one. All instances (as far as I know) of the "small wooden crate" prop have been replaced by the one seen on RA_Siege, as the Siege crate is less performance-hungry. All power line transformers now have the appropriate sound effect. Mammoth Tanks now have exhaust smoke. Ore in the back of Ore Trucks is less blocky and doesn't shade as weirdly. Tracks of Tesla Tank/Mobile Radar Jammer animate faster. Fixed a sorting issue with the glass of the Cargo Truck. Gunboat/Destroyer rotors are now animated. Sinking Destroyers and Missile Subs don't emit smoke/fire anymore. Sinking Attack Sub now repeats its alarm like the Missile Sub does. Sinking naval unit bubbles spread out more. MAPS Opened a few shipping containers on various maps. (I forget which.) RA_AS_Seamist "Mission timer initialised" and "20 minutes remaining" speech no longer overlap. RA_CamosCanyon_Bots This map had to be rebuilt from the vanilla RA_CamosCanyon due to corruption in the previous Bots map file, so some unit placements may not be the same as they were before. Allied AI Ore Truck now collects ore properly. RA_Complex Expanded lighting around the Service Depots. RA_ForestOfIllusion Fireproof suit now increases maximum armour by 50%, like the heart container does for health, rather than a flat 50 points (you can't get naked characters on this map anyway). RA_GuardDuty Added a prop in the Soviet ore field to climb on to allow Allied infantry an easier route to the ore silo. RA_HostileWaters The bomb crate now actually explodes, and will destroy your helicopter if you're riding one. (The heli will still shield your infantry from the instant death like it did before.) RA_KeepOffTheGrass Added extra neutral supply truck in the central gem field. Moved the neutral supply truck that was near the Allied base onto the "lonely mountain" (i.e. the place in the opposite corner of the map from the house, which rarely had any reason to be climbed). RA_PacificThreat Added a small island on the west side of the battlefield, between the two main islands. This allows infantry taking the "long route" to stay hidden more easily. RA_RidgeWar Added extra neutral supply truck by the central mammoth tank wreck. Shack Service Depot rubble no longer clips into the shack's basement. RA_RiverRaid Removed base defenses. Added concrete walls covering the opposite base entrance from the one that already had walls. RA_Siege Added a neutral supply truck in the courtyard; there are a few different places it can spawn. RA_StormyValley Fixed some sticky rocks. Added extra neutral supply truck near the top of the mountain road. RA_ToTheCore Tesla Coil behind the Soviet War Factory is downgraded to a Flame Tower. Removed the concrete wall behind the Soviet Refinery to afford more coverage for its Flame Tower. RA_Wasteland Teamed supply truck no longer respawns. Added neutral supply trucks (also non-respawning) by the wrecked Allied base and wrecked Soviet tank column. Starting units are now based on player count: 2+ players: Supply Truck 4+ players: Ranger 8+ players: Medium Tank/Heavy Tank 12+ players: Light Tank/Tesla Tank After 10 seconds have passed, these spawns are "locked" and adding more players will not activate more of them. RA_Zama Removed the Service Depot closest to each team's Missile Silo.
  18. We've received your reports of the increased server lag and corresponding warping. Thanks to the efforts of our scripts and coding team, we have found the fix and will implement it in the coming patch. We've received your reports of the increased server lag and corresponding warping. Thanks to the efforts of our scripts and coding team, we have found the fix and will implement it in the coming patch. For those of you who wish to not wait until the patch, type ~ or F8 while ingame and type nur 30 see attachment and see top left.
  19. Hey guys, Unfortunately I haven't been able to play the map alongside any of you, so I'll ask it here; How does the map play, and how is the performance (FPS)? I'm still available to make any adjustments for gameplay (nothing dramatic however). If performance is consistently perfect for everyone, then I'll give Pushwall a file to import, which adds some more detail across the map. I was holding back on going crazy on more plants and base props due to performance concerns... Smooth gameplay is more important than anything else, after all. Known issue currently is the black water, this is due to a rendering change and requires updated water settings. EDIT: I will not give away any tips on how to solve the map secret, you can stop asking now.
  20. So, that bunker on the beach next to the castle wall has a basement, with a weirdass door... Ok, but that could just be something to throw us off track, or just a sealed off part of the map from earlier development before Raap cut some of the playable area. Except. Well, that door doesn't block the camera very well, and behind that door, is another door. And behind THAT door, is another one. So there's definitely something back there, the doors are probably hooked up to three separate triggers.... going by color, I'd guess, one near the Allied base, one near the Soviet base, one in between somewhere? The catch is finding them. Also there's some kind of weird particle effect back there, looks like a portal of some kind? Couldn't get any kind of a good screenshot of it though, limited view and whatnot.
  21. Right now, the Construction Yard auto repairs buildings. Defenses get repaired at a good rate, but main buildings repair very slowly. I think this was balanced on purpose to encourage attacker and make the game more fun. The idea of a CY is that - If you manage to repel a wave of attackers, the buildings can fix themselves during the breathing period before the next wave of attacks, and you are freed to do other stuff. However, right now I feel that main buildings repair at such a slow rate that there is almost no point to self-repair. Nobody just leave a damaged building alone, more often than not people always switch character to repair it. But making main buildings repair faster will make the game less fun and encourage turtling. Is there anyway to do a delayed-repair logic to CY? It a building gets damaged, auto-repair won't start until 15 seconds without being damaged, but it will repair faster than it is now. This way, CY can do its job effectively without discouraging attackers.
  22. Instead of posting these elsewhere, updates regarding Siege will now be posted here. A quick recap on what Siege is. Siege is a map I created during Gamma development period of APB. Unfortunately due to several reasons, of which performance was the main reason, it never saw a public release. I will be reviving it now for Delta, and this does mean redoing large parts of the level. Here is what I posted about it in a recent thread: As a reminder, the reason I am working on Siege instead of the Fjord remake, is that the Fjord remake is an even bigger project that I need more time for, and I do not want to let down player expectations for it... Siege is my mid term solution so that I can still deliver a new piece of content within a more reasonable time frame. So, as a first teaser update, I've created this short video, showing the functionality of the medieval cannons. NOTE THAT THIS MAP IS IN EARLY DEVELOPMENT AND VERY MUCH A WORK IN PROGRESS! * Impact sound is missing from the video due to it not exporting in the mix file, I didn't notice until I uploaded the video. Expect more updates as development continues!
  23. I never tried this in-game, but does anyone know if it is possible for a team to collect multiple flares, and then plant them simultaneously (or very close in time to each other)? I've never seen this strategy done in game, but could be interesting when defenders need to rush to 2 separate and opposite locations to disarm 2 flares at the same time.
  24. It was only a matter of time... Welcome everyone, I have here a nice little preview for what I hope to accomplish completely later on. I have made here the Heavy Tank and Mammoth Tank in Tron colors and am currently working on finishing it for all vehicles both Allied and Soviet. Take a look! As an added bonus when you buy the tanks in Forest Color (first choice) they come out in red and when you change colors (You buy a HT in snow camo) it comes out in different colors including Orange, White, Rainbow. The treads will stay red unfortunately and I know there are some inconstancy's but like i said its only a small preview of whats to come, if people like it enough and i'll finish it (These take quite a while!) Take a look below! If you like then download it and as always, thank you! (Update: A couple of minutes after writing this I updated the files to make the Tanks Glow more. In the light as seen in the last couple of updated pictures they shine pretty good look how they were supposed to be) Tron a Thon.7z
×
×
  • Create New...