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Found 17 results

  1. Game Night Approaches! To kick off the first off the month, let's have some APB fun! This weekend, starting September 5th, join in for a Game Night! 7 PM BST. Featuring the latest 3.5.0.0 update, this game night is sure to be a blast! We will be collecting footage from this event to compile a new trailer to show off, so if you want to help produce this or want to simply appear in the trailer, this is the time to play! Get the Game! Make sure to get the W3D Hub Launcher and install the game so that you can play: PrizesPrizes will be awarded to the top 3 players based on the event scoreboard. No MVP prizes this time around, although expect to see this come back another time! 1st Place - $20 Steam Gift Card 2nd Place - $10 Steam Gift Card 3rd Place - $5 Steam Gift Card So prepare yourselves for this weekend! Get your friends in, spread the word on the media, and do not forget to update to the latest version of APB! Do so on your launcher now! Stop reading this! Go! See you there! Have I missed anything? Let me know in the comments. Otherwise, ready up! and keep the Reds from breaking through! [blurb]To kick off the first off the month, let's have some APB fun! This weekend, starting September 5th, join in for a Game Night! 7 PM BST.[/blurb]
  2. It's game time!Coming to an APB server near you, it is the official Game Night with prizes! We'll be giving out Steam cards to the best players of this event, and we promise it will be an amazing turnout! The event begins next Saturday (the 27th) at 7PM GMT and ends the same time on Sunday (the 28th), so you'll have 24 hours to score as many points as possible! Mark the time and date down in your calendars! If you want to know when that is in your time zone, click here. Prizes! Players who have the most points over all the games played as part of the event will win the following: 1st Place - $20 Steam Gift Card 2nd Place - $10 Steam Gift Card 3rd Place - $5 Steam Gift Card Players who are voted as the most valuable in an open poll on the forums after the games have finished will win the following: MVP Award - $10 Gift Card MVP Runners Up Award - $5 Steam Gift Card Be there! Tell your friends! And add me on Steam if you don't have me already to facilitate prize awards. Also, sign up for the event here (not required for prizes). Let's do this!
  3. Version 1.1.0

    19 downloads

    This file replaces your HUD layout into the days of A Path Beyond Beta. If you ever miss the old hud or want some memories from beta this is it. For those of you who do not know, the radar is a lot more simplified which means if you take this game seriously do not install this hud as it does not show - The star where the enemy base is - The more smaller new layout detailed Icons - Red boxes when you lock unto a target with the Rocket Launcher (Currently being tested to update) However, it does show for the most part everything else except some more specialized details and is what I have been using all of Delta. I personally have not had a problem with it since. I am still attempting to "Modernize" the HUD to Delta standards and will release when things are tested and updated. Hopefully, I can get it to a point where this HUD has the same functionality. ALL credit goes to the original production team behind APB who developed the game and also the HUD. I have not modified the HUD except to include the mine count and distance of objects on radar. Enjoy!
  4. And oh yes, it is! Roland JV-2080 included as well as a vibe from Red Alert.
  5. View File TacoMolition Truck by Tesla066 Originally created by user Tesla066 for APB Beta in 2007 (when the TACO clan was still around). All I have done is updated the texture names to work with APB Delta. Simply extract the texture files into your APB install's data folder, which is located at "C:\Program Files (x86)\W3D Hub\games\apb-release\data" by default. Thats it! Enjoy! Submitter Einstein Submitted 02/13/2019 Category Custom Textures  
  6. 3 downloads

    Originally created by user Tesla066 for APB Beta in 2007 (when the TACO clan was still around). All I have done is updated the texture names to work with APB Delta. Simply extract the texture files into your APB install's data folder, which is located at "C:\Program Files (x86)\W3D Hub\games\apb-release\data" by default. Thats it! Enjoy!
  7. View File Classic Beta Style APB hud This file replaces your HUD layout into the days of A Path Beyond Beta. If you ever miss the old hud or want some memories from beta this is it. For those of you who do not know, the radar is a lot more simplified which means if you take this game seriously do not install this hud as it does not show - The star where the enemy base is - The more smaller new layout detailed Icons - Red boxes when you lock unto a target with the Rocket Launcher (Currently being tested to update) However, it does show for the most part everything else except some more specialized details and is what I have been using all of Delta. I personally have not had a problem with it since. I am still attempting to "Modernize" the HUD to Delta standards and will release when things are tested and updated. Hopefully, I can get it to a point where this HUD has the same functionality. ALL credit goes to the original production team behind APB who developed the game and also the HUD. I have not modified the HUD except to include the mine count and distance of objects on radar. Enjoy! Submitter Threve Submitted 08/13/2018 Category Custom Textures  
  8. Summer APB season 2018 is on the way so I've streamed some matches from Friday and Saturday, on Saturday we even got few large player games with ~34 players on! Friday 29/06 Saturday 30/06
  9. Voe and I were talking about trying to organize an APB clan war type of thing with anyone interested. Some high level play with teamspeak and everything.The problem is that we don't have the playerbase to support two high-end clans facing it off properly without one overpowering the other by sheer pro-player-snatch-up. To counter that we're going to try and make a community-wide roster and put everyone in teams prior to a match depending on game experience so the team skillsets are somewhat evened out. Anyone who applies to participate cannot expect for their entire clan to be placed on one side, it all depends on how many skilled players we have to put in game. We'll need somewhat evened out teams. We can handle this by having two very experienced W3D Hub staff members picking team members prior to the begining of a PUG (Pick-Up-Game) match on teamspeak. You don't have to have a microphone to participate (but it would greatly boost the quality of the game if you did!), but you do need to be able to listen in and follow directions if a strategy is being put in motion in game. Anyone who wants to join up and apply to play in PUG matches can just leave a reply here. We're trying to see how many people we can scrape up to play in organized matches. Ideally on a weekend for this first test. Anyone can play as long as you cooperate, don't go against a chosen team leader's game tactic and don't team hamper or break any server rules. We also need people interested in moderating and helping organize the thing, just keeping track of people and helping set up teams prior to a match on teamspeak. (moderators feel free to edit and add or remove people from the roster) POSSIBLE PLAYER ROSTER:
  10. Hi everyone, I have this Installation Failed problem whenever W3D Launcher has finished downloading the files and then installation always fails when installing "msvc-2013.zip". It won't go anywhere beyond that point. *Here's what I've tried to fix the problem but to no avail: - I have cleared the APB cache, deleting everything in "C:\ProgramData\W3D Hub\Launcher\package-cache\games\apb" - Re-downloading all Red Alert APB files through the launcher, no download problems. - Download finished smoothly but installation fails every time when installing the "msvc-2013.zip" - I've repeated the steps above for 4 (four) times and still stuck on failing to install the "msvc-2013.zip" Hope anyone knows a workaround for this problem. Kindly thank you for your time and attention lads, best regards
  11. Before the Delta update, the sniper rifle had a point and click function. In Delta, it was changed so the sniper rifle fires projectiles that drop over distance. This change was most likely made to discourage excess usage of the class, and make the sniper a more challenging class to use. I'm in favour of the changes that were made, but I've started to question the sniper's overall usefulness at contributing in battle, other than being an annoying "killwhoring" unit. First of all, snipers are really easy to counter, as most maps have lots of obstacles to hide behind. The class itself has poor survivability, a solely anti-infantry weapon with slow fire rate and projectile travel time and drop, which is barely useful on infantry only maps due to their small, narrow spaces. Say, if you needed to kill some enemy infantry, why not just get up close and personal with any other offensive infantry class, rather than trying to awkwardly hit them with a sluggish sniper rifle? Secondly, the sniper is useless most of the time, because enemy players will be driving vehicles (unless they lost their War Factory) or hanging around inside buildings. Due to engine limitations, snipers can't shoot through truck windshields or hit people seated in Rangers. So, the point here is, should something be done to make the sniper a more useful class, or should it stay as it is now?
  12. Long time no post/talk, some people might remember my name, some may not. I have always liked APB and have always figured it could be redone in Garry's Mod. So far I have come up with this. The server as is, is playable, but because I am unsure if advertising is allowed or not you can find that information in the video instead of me posting it here. The hardest part will be adding vehicles, but it can be done.
  13. Join us this Saturday for an APB game night! Jump in this weekend and fight for your place in the leaderboards! To commemorate our newly released stats system, come join us this July 2nd for a Red Alert: A Path Beyond GAME NIGHT! At 8PM GMT / 9PM BST, jump into the server and earn your place on the official leaderboards! Climb to the top ranks and secure your position! View the current stats here @ http://www.w3dhub.com/ranks/apb/ Note: We have activated the event rankings module. This is a separate ladder that will be present for every individual game night! Be in the top 10 of the Game Night Event! Everyone is welcome to join! Tell your friends! July 2nd, Official RA:APB Server, 8PM GMT / 9PM BST Check the event countdown here See you then!
  14. Hey there forum lurkers. I used to run periodic mafia games on the BHP forums, along with other hosts. One of the quick games I used to run were the APB themed mafia games, where soviets in their base try to capture allied spies before the allies can eliminate and outrun the soviets (mafia scum vs town in general mafia terms). Basically I PM players what they are and what their role is, and when the game begins, players try to figure out who is who (or what), based on other players' actions during day (battle phase) and night (plan phase) and act accordingly (vote for players to lynch or try to attack them directly by themselves or use their special role actions). This type of Mafia game was easy to run, usually it lasted a week or even few days in case of forum game version, and it could be also run as chat game too (instead of forum game, where the game lasted around 30 mins up to an hour). Unlike some movie/game themed mafia games I did run, I usually didn't have much trouble with them and since there were no additional lore, video or gfx work, I could to run them almost anytime. With my busy schedule and a lot of other gaming it also fits my taste as well. Let me know if you would like to participate in monthly/bi-weekly/weekly games. Usually it doesn't require too much time to participate, but you would need to be active on the forum at least twice a day when the game is run so you won't miss doing your actions (forum game phases last 24 hours up to 48 hours where you need to decide your actions). For each game, I'll need at least 5 players to make the game last for at least a day or two, but the more players the better (up to 7-12 is ideal for each game). Game UPDATE: Based on the feedback, The first forum game version will start Friday 26th of Feb at 10 PM UTC/GMT. Chat version (on TS) is scheduled for Sunday 20th of Mar 10 PM UTC/GMT. Each Game phase (Day/BP & Night/PP) will last 24 hours max, meaning that if you want to participate, you should check and check each day at least once or twice to complete your actions. Though the more you participate the better, as the game becomes more active and fun. All roles and sides will be randomized before game starts, if you want to have a specific role, PM me in advance. there's a guide how to create a role below. Signed Players: Generalcamo Nodlied Mojoman One Winged Angel FRAYDO Chaos_Knight Voe iLikeToSnipe Category 5 Hurricane triattack Forum Game Progress: Day 1 Night 1 Day 2 Night 2 Day 3 Night 3 Day 4 Night 4 Day 5 Night 5 Day 6 Night 6 Day 7 Game End, Results & Player Info Chat (TeamSpeak) Game Progress: Chat version (on TS) is scheduled for Sunday 20th of Mar 10 PM UTC/GMT. PM me your desired role and joins us on ts.w3dhub.com next Sunday! Registered players will receive a password for the Mafia TS Channel. Countdown Here If you're new to mafia forum gaming, or you want to know details how this is played, check the info below. How to Play APB Mafia Chat Game The concept is pretty simple, similar to classic mafia, with few additions. All general mafia standard rules will apply, but the phases will be literary only few minutes short with few little extra rules (bolded). All together one game shouldn't last more than one hour, but it can last only 20-30 minutes as well! The game is about classic RA:APB Base infiltrated by spies. There are Allied Spies (mafia) and Soviet Soldiers (town). The Soviets greatly outnumber the Allies (>=25%). However, none of the Soviets know who the Allies are at first, while Allies start with their own google doc where they can discuss the game anytime they want. The game is broken up into two phases: Battle Phase (classic Day phase) and a Plan Phase (classic Night phase). The phase duration last as 10 min Battle phases, 5 min lynch results/Plan phase + 5 min resolving the night/PP actions (so basically every ten minutes we will have a new phase unless unexpected delays which shouldn't last more than 5 mins). *** During the Battle Phase (10 min duration), everyone talks and tries to build cases against each other directly in the forum chat. While the Soviets are arguing to try and find the Allies, the Allies are trying to throw everyone off their trail. The goal of the Battle Phase is to find somebody for a Lynch. People will vote for one person they want to be lynched and the person with the most votes will die at the end of the day. Your vote should be in this format: ##Vote PlayerName If you decide to change your vote, you must first ##unvote (player name not required but is helpful) or you can simply vote another player if you already know who. If a majority vote of over 50% is cast on one person, then they will be lynched right then and there, no need to wait for the end of the phase. When someone is lynched, everyone will find out their role and who they were aligned with. During the Battle Phase, players are also allowed to use their battle actions, such as ##shoot, etc. which will be resolved instantly. If the target players dies, he will be eliminated from the game and the game will continue (his vote will no longer be counted). All BP/day actions need to be acknowledged by the mod before they are counted (just simple line to acknowledge so you know it came through, Current Vote Counts (or CVC) will appear periodically to inform you about the time remaining as well as the current vote status). Remember, without the mod acknowledge line, your vote or action doesn't count, so please don't do actions before the previous one was resolved. If it was missed, please use ##TIMEOUT command to stop the game, but only if it's really required (otherwise just repeat your action). All players are required to participate in chat, if one player stays quiet whole phase he/she might get role blocked for the next plan phase. *** During the Plan Phase (5 min duration), Allies will have to decide to kill a Soviet player. They must also decide who will make the kill. However, certain people in both the Allies and Soviets have special roles they can use during the night to kill, protect, disrupt, or gather information. Some roles carry a certain risk while others give a little more freedom. When the new Battle Phase begins, everyone will see who has died during the night and find out what side they were on and what role they had. Plan/Night actions are done classic way by the Private Message (PM Forum Messenger, outside the chat), same as resolved action replies. If you have a night action and do not inform me by PM at least 5 mins before the next Battle phase begins what you are doing with it, you do nothing that night. Talking in the chat during the plan phase will be restricted. This is because I won't have time to mod it since I'll be focusing on resolving the received actions (+5 extra mins for resolving). You can only chat in general, but no game-based stuff (accusations, plans, role claims, etc.). Players who won't comply might get role-blocked that phase. *** The Soviets win when they have eliminated the Allied threat (all allied players must die). The Allies win when they have managed to dispose of enough Soviets to outnumber them (or equal before plan phase). If there are any Neutrals in game, they will win if they survive until the game ends with any of the fractions winning. There are also extra guidelines which are posted in the general thread, but let's recap the main ones for those who are new:Try to stick to the timetable Await your Role PM soon before the game starts, if you have any questions, let me know before we start, since after that I won't have time to check PMs The Chat system always displays time intervals for each 5 mins. That's a good way to see whether there is a hammer (end of Battle Phase after 10 mins from start) or new phase starts, since our phases will change in 5-10 min intervals as well... If I'm not present in the chat (crash/outage) when the battle phase starts or is on the way, please wait for me and we'll start over in next five mins (basically game is on hold when I'm not there) If resolving will take longer than expected (PM spam, etc), then I'll notify you and we'll start the next BP in the next 5 min interval Please be civil! No spamming or swearing. It's just a game. Let's have fun! If you are not in the game, please DO NOT post game related stuff in chat! DO NOT discuss the game outside of the thread unless you are specifically given permission by me. DO NOT quote private mod communications. DO NOT attempt to break the game. No trying to get people to make toxx clauses, encryption, or fake day actions. Basically, if you're about to post something you're a little too proud of as a way of breaking the game, think twice before posting. Good luck! Player Roles, Flavor & Factions Now as far as flavor and roles go, there's gonna be a little twist, but I'll try to start with really easy and simple settings. The flavor will be the classic Soviet base infiltrated by the allies (we can try different flavors once the pilot is success, or continue with the APB if people wish for it). Now here's the twist. For every game, few roles that might turn up in game will be revealed before the game starts, so you know what you're up against (something like in epicmafia), but there will also be few mystery roles and also, I'll let players themselves to design their roles using some available abilities and combinations, which will make it a bit more interesting. So you can end up picking a role that is already listed, or you can go for the mystery role, or, you can design or your own role. Infantry, vehicles, or even buildings, you name it. This epic concept can make every game different. There will be no crazy roles since I'm going to develop an easy inst-resolving mechanic so therefore the role abilities during night will have certain rules in order to work (what action does what, what is the order for resolving, priorities, action resolving messages, etc). For people who don't like vanilla (=ordinary) roles, you're lucky since I'm gonna put every role some available actions at least. To stay true to the RA: APB flavor, even basic rifle soldiers will be able to shoot others, though ofc there will be a chance of missing or getting your weapon stuck. The only role which doesn't have any special abilities currently is the Neutral Civilian. Other advanced roles will be mostly useful during the night phases where classic investigations, tracking/spying, body-guarding and standard mafia killing take place. We'll see if there will be a need for google docs as well but I can assure you mafia will be able to communicate in doc, at least. Game Specifics: Here is the first role sheet that will be used next game. As you can see, all units have one one-time-use killing action during battle (day) phase determined by two dice rolls and a special night action which has it's own frequency and total number of usages: As you can see, this game now offers new concept of vehicles and vehicle infantry fighters - the Soviet RPG soldier and Allied Rocket Soldier. These are the only infantry that can successfully destroy the vehicles during the Battle Phase, or damage them during the Plan Phase. All vehicles in the game have special Vehicle Armor - which protects them during the Battle Phase against infantry, except RPG or Rocket Soldiers. Vehicles can also destroy themselves during the Battle Phase, they can be lynched just like any unit and finally they can be killed during a Plan Phase. Of course, vehicles can also become full Bullet proof if there's such a role that can change them. You can pick one of the classic roles that are listed above, but you can also pick the mystery role not listed in this sheet (previous mystery roles won't be available, at least for some time). Only one mystery role is allowed per each game. This role won't be revealed until the actual game ends, and it can have any alignment. There might not be a mystery role in game however, depending on other roles. You can also create/design your own, custom role. Here are the guidelines:As you can see every role has one Battle Phase (BP - Day) Action and one Plan Phase (PP - Night) Action. Your designed role can't have more actions either. Scum players have the Standard Mafia Kill as extra PP action in addition to their own actions but they cannot combine it during one PP. Your designed role needs to be RA or APB flavor with appropriate actions to the flavor (vehicles, animals and structures are allowed). Vehicles are Bullet Proof during during the day except if other vehicle or Anti vehicle infantry shoot them. Buildings are immune to lynching. As you can notice, all BP actions have a "weapon stuck" chance and "kill success" rate (which are two dice rolls needed to execute that action), and PP actions have frequency and usage limits. Here's a formula which limits the unit's actions to have them balanced vs each other: KILL PERCENTAGE = Kill Success Chance - Weapon Stuck Chance (from -100 to 100 by 25% intervals only) -100% < KILL PERCENTAGE < -50% -> Unit is able to perform one unstoppable kill during Plan Phase or very Special rare Action. -50% < KILL PERCENTAGE < 0% -> Unit is able to become BP for a limited duration or perform multiple protect/support actions on others without frequency limits KILL PERCENTAGE = 25% -> Unit is able to perform a scouting/investigating ability without frequency limits KILL PERCENTAGE = 50% -> Unit is able to perform a scouting ability but with limited frequency KILL PERCENTAGE = 75% -> Unit is able to do only one limited PP action which doesn't involve kill, support, protect, scout or investigate actions KILL PERCENTAGE = 100% -> Unit doesn't have a PP action. Here's an example. Let's say you want to protect one player each night (protective action). According to the formula your kill percentage shouldn't be bigger than 0%, which means your stuck weapon chance and success chance should be same. Let's say 50-50. Now for the flavor.You could be a heavy tank, serving as Armored shelter. Now if you want to have one BP ability, your frequency will drop so you can only protect every second phase.
  15. APB is having a Screenshot Contest! Click here for details! Hello Everyone! This weekend, we've got a 3-in-1 special event that we hope you'll all enjoy! Long-time community member and former BHP staff member Raap has been working furiously toward getting his new rendition of his APB .9935 Hostile Waters map ready for use in the public server. Since it is almost ready he feels, he has decided to let the public get a weekend sneak preview of it! Here's a couple development screenshots if you haven't seen them already. Looks great right? It is, I promise. This event will serve a triple purpose. First off, you all get to play Hostile Waters! Secondly, Raap is asking for feedback from the public. After playing, what are your thoughts? Found a bug? Anything of that sort, we ask that you please post it here so that the final version of the map will have all that ironed out already. But wait, there's more! The Allied Ion Destroyer is making a glorious return!!! Kidding Ok, I'm sure you've all noticed the nice loading screens that APB Delta has right? The ones that have awesome screenshots of each map? Yeah those. Well Raap needs one of those loading screens! And he has decided to let you all, the players, get that golden shot for him! So for the third item.... We're having a Screenshot Contest! Here are the rules: Only screenshots taken on Hostile Waters during a live gameplay match will qualify. The screenshot must contain naval gameplay in one form or another. Note that when taking screenshots from a submerged submarine, the image must show a lot of clear content, to compensate for the dark screen. Screenshot must be made with the HUD disabled. (to do this, press F8 and type "hud" to toggle the HUD) Screenshot must be taken with the game on maximum graphical settings. Screenshot must be in PNG quality and unedited, and uploaded at a host that does not reduce quality (imgur.com suffices). Screenshot must be in the highest resolution you can manage. Note that the actual image used in the loading screen is 1024px wide and 352px tall, but the screenshot must be larger than that. A single player can submit as many screenshots as he or she likes. Submit the screenshots in this thread. If your screenshot(s) shows up as a preview or full-size image, put them in spoiler tags please! So we don't bog this thing down so slow it can't be opened! (if you can't figure it out or forget then we'll help you out) The winner is required to have a PayPal account. ...wait...What?!? As extra incentive, Raap has decided to sweeten the deal! The winner of the contest will receive €25 via PayPal! (thats euro-dollars for you Americans, a little more than $25 USD) I have a feeling we'll have some pretty good submissions! If you have any questions, feel free to post them below! Have fun guys!
  16. Another patch has been released! Get more information and the changelist in the full update! Red Alert: A Path Beyond Update Hey everyone! Another patch has just been pushed to the launcher and server based on your feedback! This patch contains mostly balance changes, but there are other things in the update as well like an overhauled MCT, a few new sounds, changes to Coastal Influence's Soviet base, and more! But many of you want the long version, so here you go: Changelist INFANTRYThieves take 3 seconds to steal money, and Soviets are now notified about the stolen money as well. Rocket Soldiers/RPG Troopers cannot be trained without a Barracks. Medic Kit healing effect duration down from 6 to 5 seconds. MP5-N range down from 70 to 60 (same as pistols/shotguns). MP5-N reload time up from 2.1s to 2.35s. MP5-N warhead changed from standard Assault Rifle bullets to AK-47 spray bullets (damage to all vehicles/buildings reduced by 15%). Flamethrower splash damage up from 27.5 to 30. Flamethrower direct damage down from 80 to 70. Fire damage multiplier to building walls up from 0.24 to 0.25 (a ~9% decrease after the damage nerf). Fire damage multiplier to building weakpoints up from 0.32 to 0.35 (a ~4% decrease after the damage nerf). Fire damage multiplier to pads/silos buildings up from 0.24 to 0.3 (a ~9% increase after the damage nerf). Fire damage multiplier to defenses down from 0.32 to 0.3 (a ~18% decrease after the damage nerf). Shock rifle damage multiplier to building weakpoints up from 0.2 to 0.225 (a 12.5% increase). Shock rifle damage multiplier to pads/silos up from 0.15 to 0.175 (a 16.66% increase). Allied sniper bots no longer give out 100x the intended points/cash. VEHICLES Gunboat/Destroyer turn rate improved. Destroyer rockets no longer arc up as this causes them to be unable to fire sometimes for some reason. Destroyer/Missile Sub rocket projectile velocity up from 50m/s to 75m/s. BUILDINGS The side windows of the Power Plant can no longer be broken.AESTHETICS The appearance of the MCT has been vastly improved, with the texture/model overhauled by Synaesthesia and the animation redone by Generalcamo. Rangers, APCs, MBTs, Artillery, and Gunboats now have visible barrel recoil. AA guns use the right sound file now. New sounds for Destroyer/Missile Sub and V2 rockets. Pillbox/Hind use 2 separate sound files (currently identical). Higher-quality stereo versions of the following music tracks:Crush (Rock Trap) Deception (Camos Canyon) Face The Enemy (Coastal Influence, Guard Duty) Fogger (KOTG) Industrial (Pipeline) In Trouble (Pipeline) Militant Force (Fissure) On The Prowl (Forest of Illusion) Re-Con (Stormy Valley) Run (Camos Canyon, Under) Terminate (Under) Underlying Thoughts (Under) Vector (KOTG) MAP CHANGES RA_CoastalInfluence: Removed a couple of the Allied defenses around the inlet and added a Soviet flame tower by the bridge. RA_CoastalInfluence: Soviet base is raised up to the height of the bridge. RA_CoastalInfluence: Thickened fog a little as there is no ridge blocking base-to-base sight anymore. RA_GuardDuty: Fixed a VIS error in Allied Barracks basement. RA_KeepOffTheGrass: Fixed hole in terrain behind the Soviet base. RA_Pipeline: Fixed the floating rocks on the "V2 ridge". RA_StormyValley: Fixed the out-of-bounds zone. RA_StormyValley: Improved lighting level slightly. RA_Wasteland: Medium/Heavy Tanks no longer respawn. Get to the launcher and grab the patch! Be on the lookout for more updates, and we hope to see you on the battlefield!
  17. Help i got a error at install of apb directx-43.zip please any help me i want to play apb
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