Popular Post FRAYDO Posted January 22, 2016 Popular Post Report Share Posted January 22, 2016 Patching you in, please standby... Red Alert: A Path Beyond Update As has been stated, development on Red Alert: A Path Beyond continues. In fact, Pushwall and the team have released a new patch based on your feedback! In this update you will see map adjustments, infantry, vehicle, and boat changes, several aesthetic improvements, and more! But that's just the short of it. Here's the long of it: Changelist GENERAL The damage nuclear weapons do to units has been nerfed significantly; infantry take 1/3 as much damage as before (which will still kill most of them unless they're on the edge of the weapon's range, but Volkov can now barely survive a point blank demo) and vehicles take half as much damage. INFANTRYThe Medic has a new weapon: The MP5-N sub-machinegun. Compared to the "semi auto" M16 he previously had, this reduces his killing power from afar due to its lower accuracy and range (max range is halfway between that of the pistol and the M16) but in close quarters it is essentially a PKM with slightly more stopping power in exchange for a considerably smaller magazine and slightly worse accuracy. As a result, he is much more useful in CQB situations (where he is most likely to be used). [The MP5-N was modeled by Ric, originally textured by The_Beerinator, and modified by Killing_You.] The Medic Kit's healing rate for armour is up from 0.5/sec to 1/sec. Half of the money you get for killing infantry is now given for damaging them instead. Fixed the points/money rewards for killing Sergeants/Thieves, which were 1% of what they should have been. Reduced movement penalties for the Shock Rifle. AI Snipers have 3 times the normal delay between shots, and 2 times the normal reload time. Grenadier splash radius up from 7.5 to 8. Flamethrower splash damage up from 25 to 27.5. Shock Rifle splash damage up from 5 to 7.5. VEHICLES Ranger price up from 500 to 600. Ore Truck price down from 1400 to 1000. Tesla Tank splash damage up from 15 to 20. Handling on Gunboat, Destroyer and Naval Transport has been improved. Depth charge "proximity" up from 17.5m to 25m. Attack Sub torpedo damage multiplier to buildings up from 0.1333 to 0.15 (a 12.5% increase) Attack Sub torpedo projectile speed up from 40 to 50. Destroyer rocket damage down from 80 to 75. Missile Sub rocket damage up from 40 to 42.5. Mine limit is up from 50 to 60. Each team cannot have more than 2 Demo Trucks on the field at once. Mammoth Tank's rate of fire is now equal to the Heavy Tank's. Ranger/APC guns have double the magazine capacity but they now mimic the damage/ROF of their handheld versions instead of just being better. Minelayers can carry a passenger. Supply Trucks, APCs, Naval Transports and Chinooks can now carry 6 people instead of 5. Added hud help text to Mobile Radar Jammer/MAD Tank explaining how to deploy/detonate. Mobile Gap Generator can no longer take a passenger since passengers screw with the bubble. BUILDINGS Dead Ore Silos can no longer be stolen from. Fixed Soviet Ore Silos having slightly less health than Allied ones. AESTHETICSThe Grenadier's frag grenade has an updated model and first-person animation. Fixed the Grenadier's blocky thumb. The Helipad's appearance has been altered to be more consistent with the Refill Pad, and its light animation now only plays when reloading a unit and not all the time. Fixed z-fighting on the first person M16. The "ghost" M16 now uses the new M16 model. Bullet casings, grenades and depth charges are now properly lit. Silenced Beretta has a smoke puff. Pistols have bullet casings now, and rifles have new ones. Mobile Gap Generator now has a funnel like the normal Gap Generator. A bunch of sounds have been enhanced: Tanya's Colt .45 firing Longbow engine Volkov's voice/handcannon switching/reloading/AP firing LST engine Tesla Tank/MRJ engine Mammoth Tank engine/firing Door sounds Light Tank engine/firing Phase Tank engine/firing AA Gun firing M60 firing Defenses rotating C4 ticking Gunboat firing/reloading Cruiser firing (Seamist) PERFORMANCEDecals on dynamic objects (like units and base defenses) have been disabled due to the crashiness and visual issues surrounding them. They may be reimplemented at a later date when they are more stable. MAP CHANGES RA_AS_Seamist: Allied unit composition has changed: Start with 1 less Light Tank and APC After 5 minutes, they gain 1 Medium Tank and APC by Chinook airdrop. In the LST drop, a Medium Tank and APC are downgraded to a Light Tank and Ranger. RA_AS_Seamist: Soviets now have a Service Depot by their Helipad. RA_Fissure: Removed Thieves and Mechanics from the purchase list. RA_Fissure: Timer shortened to 10 minutes. RA_ForestOfIllusion: Changed some things with the Chrono Vortex event. RA_ForestOfIllusion: Timer shortened to 12 minutes 30 seconds. RA_ForestOfIllusion: Added a couple places for crates to spawn away from the control points. RA_GuardDuty: Allied ore tunnel and Soviet north mountain pass are now impassable to vehicles. RA_GuardDuty: Removed some overlapping water sounds. RA_KeepOffTheGrass: Minelayers now work, so the map shall be added back into the rotation! RA_PacificThreat: Flight ceiling is raised from 37.5m to 50m. RA_Pipeline: Added a Flame Tower/Pillbox to the WF side base entrances. RA_RidgeWar: Replaced the Tesla Coil with a Flame Tower. RA_RockTrap: Reduced the chance for health crates and added an MP5-N crate. RA_RockTrap: Added a couple places for crates to spawn away from the control points. Get to the launcher and grab this patch update. Be on the lookout for more updates, and see you on the battlefield! 14 Quote Link to comment Share on other sites More sharing options...
Cyclical_Yuri_Is_Master Posted January 22, 2016 Report Share Posted January 22, 2016 First Comment and nice update 0 Quote Link to comment Share on other sites More sharing options...
Raap Posted January 22, 2016 Report Share Posted January 22, 2016 Good work! 0 Quote Link to comment Share on other sites More sharing options...
Coolrock Posted January 22, 2016 Report Share Posted January 22, 2016 An MP5, really? After playing in a few matches earlier today, Allies have the upper hand in just about every map. With the change to ore drops from 700 to 500, you see a huge difference in game play from Soviets. It seems like the answer to this was to give the Soviets a Rocket Soldier and a Ranger? This was never needed on earlier versions of the game, and I'm not sure what sparked this to be changed. Every match is just Ranger spam from both sides, which takes away from the uniqueness of being Allies.You keep changing the pricing of vehicles around to compensate, instead of just reverting the ore dumps back to 700. A lot of odd changes to the game when balance was just fine pre-beta, minus a few little things here and there. 0 Quote Link to comment Share on other sites More sharing options...
Pushwall Posted January 22, 2016 Report Share Posted January 22, 2016 Every match is just Ranger spam from both sides Sounds like someone's overreacting from one match of Guard Duty. That is the only map where Soviet rangers exist, aside from Wasteland where you can't buy more and only get one at a time. And they exist on GD because Soviets needed a low-tech counter to arties. It seems like the answer to this was to give the Soviets a Rocket Soldier They've had these for five years now... instead of just reverting the ore dumps back to 700 Running out of money would never happen if we did that, because every map now has an ore silo to make sure that it's actually possible to make a comeback from losing the Refinery or getting your ore truck camped. 0 Quote Link to comment Share on other sites More sharing options...
Coolrock Posted January 22, 2016 Report Share Posted January 22, 2016 Every match is just Ranger spam from both sides Sounds like someone's overreacting from one match of Guard Duty. That is the only map, aside from Wasteland which is basically an infantry map with limited vehicles, where Soviet rangers exist. Unless someone fucked up on the rotation and made those two the only maps, I don't see how this is even slightly true. Also Soviets have had a rocket soldier for five years now. instead of just reverting the ore dumps back to 700 Running out of money would never happen if we did that, because every map now has an ore silo to make sure that losing the Refinery is not an instant game over. Hard to tell with how many maps seem to be missing. Two maps I played on had Soviets with Rangers, back to back, so I assumed they were always on every map. Running out of money? I was sitting on 6000 credits as a losing Soviet team. We couldn't even leave our base after the first rush from the Allies. You guys added Silos to every map to change the flow of credits, which was again never needed. Losing the Refinery is part of the game if you don't watch the base from attacks. 0 Quote Link to comment Share on other sites More sharing options...
Pushwall Posted January 23, 2016 Report Share Posted January 23, 2016 Well on Seamist the only logical explanation is that Soviets stole rangers from stupid Allied players. Good on them! 0 Quote Link to comment Share on other sites More sharing options...
Coolrock Posted January 23, 2016 Report Share Posted January 23, 2016 None of the Rangers were stolen, but sure? 0 Quote Link to comment Share on other sites More sharing options...
GeneralCamo Posted January 23, 2016 Report Share Posted January 23, 2016 Just be glad that CJ isn't still running the show. If he was, Rangers would be on all maps, all the time, all factions, and you would see KovTaxis and ShockTaxis. GG any allied offensive 0 Quote Link to comment Share on other sites More sharing options...
Pushwall Posted January 23, 2016 Report Share Posted January 23, 2016 I don't see Rangers on the Soviet purchase list on Seamist though. Or any map that isn't Guard Duty for that matter. 0 Quote Link to comment Share on other sites More sharing options...
Coolrock Posted January 23, 2016 Report Share Posted January 23, 2016 Just be glad that CJ isn't still running the show. If he was, Rangers would be on all maps, all the time, all factions, and you would see KovTaxis and ShockTaxis. GG any allied offensive I never liked Chronojam's idea path for the game after beta. Too much has changed that made the game enjoyable. The server issue doesn't help either. 0 Quote Link to comment Share on other sites More sharing options...
Pushwall Posted January 23, 2016 Report Share Posted January 23, 2016 I was sitting on 6000 credits as a losing Soviet team That's what happens when you have an extra ore truck. On a tech level 2 map, no less. If there were 700 dumps instead of silos you'd have even more excess cash from that. 0 Quote Link to comment Share on other sites More sharing options...
Coolrock Posted January 23, 2016 Report Share Posted January 23, 2016 (edited) I was sitting on 6000 credits as a losing Soviet team That's what happens when you have an extra ore truck. If there were 700 dumps instead of silos you'd have even more excess cash from that. No, late game makes no difference compared to the first rush. V2's against Rangers/Light Tanks/Medium Tanks is plain stupid. Most of the Soviets on my team were waiting for credits for a Heavy Tank, while Allies were already outside our base. Obviously testing wasn't used much on maps like these. You have to know there's a huge balancing problem, or you wouldn't be making quick patches to fix issues so soon after releasing Delta. I'm sure the W/L rates between Allies and Soviets speaks for itself. Edited January 23, 2016 by Coolrock 0 Quote Link to comment Share on other sites More sharing options...
Pushwall Posted January 23, 2016 Report Share Posted January 23, 2016 The Allies actually get their first dump later than the Soviets do on that map, and the first dump also leaves the Soviets with a little more than 950 credits. So basically either all of your teammates were too impatient to save their money for the dump or someone blocked the OT with a supply truck. We can't balance around stupidity. And 700 credit dumps instead of silos would not solve that in the slightest. 0 Quote Link to comment Share on other sites More sharing options...
Killing_You Posted January 23, 2016 Report Share Posted January 23, 2016 Generally what I see is Soviets hunkering down and getting heavies on the first dump. Sometimes they go on a preliminary rush, and it has worked to varying degrees. Usually the Allies can hold it off and then counter with a Light rush. One instance, however, that I've seen resulted in the Soviets taking out the Ore Silo and War Factory. We died shortly afterwards, then steamrolled with heavies for a swift win. It all comes down to how well your team can play to the strengths of the faction in question. 2 Quote Link to comment Share on other sites More sharing options...
Pushwall Posted January 23, 2016 Report Share Posted January 23, 2016 I'm sure the W/L rates between Allies and Soviets speaks for itself. I downloaded the logs of last 100 games played an hour ago. 31 allied wins, 28 soviet, the rest were 1v1/0v0 situations that don't count because 0v0 obviously means no game and 1v1 comes down to who's the better player more than what team they're on. Doesn't seem that imbalanced to me??? Sure, a little Allied biased, but not problematically so. edit: taking the games that have been played since then into account, that's 33 allied and 31 soviet. 0 Quote Link to comment Share on other sites More sharing options...
ChAoS Posted January 23, 2016 Report Share Posted January 23, 2016 Just be glad that CJ isn't still running the show. If he was, Rangers would be on all maps, all the time, all factions, and you would see KovTaxis and ShockTaxis. GG any allied offensive I never liked Chronojam's idea path for the game after beta. Too much has changed that made the game enjoyable. The server issue doesn't help either. Yeah the soviet rocket launcher was added in gamma I believe. I think the ore dump change is delta? Soviets have always had some issues with flamethrowers, grenadiers and shock troopers not having definite roles. Rocket soldiers do have definite roles but they overshadow the former two even more then they already are by shock troopers. 0 Quote Link to comment Share on other sites More sharing options...
Death_Kitty Posted January 23, 2016 Report Share Posted January 23, 2016 Im surprised no change came to coastal influence, but hopefully the navy buffs should help a bit... 0 Quote Link to comment Share on other sites More sharing options...
devilslayersbane Posted January 23, 2016 Report Share Posted January 23, 2016 (edited) Im surprised no change came to coastal influence, but hopefully the navy buffs should help a bit... You're right, the flight ceiling wasn't raised. Yay! this mean we can all rubberband on trees if we try to fly at any altitude other than max.\ And the hind's weapon is still using the same sound as the pillbox. Edited January 23, 2016 by devilslayersbane 0 Quote Link to comment Share on other sites More sharing options...
Pushwall Posted January 23, 2016 Report Share Posted January 23, 2016 Well it's a good thing Coastal Influence's flight ceiling doesn't matter without aircraft. Pacific's is definitely raised though otherwise you would be scraping palm trees. 0 Quote Link to comment Share on other sites More sharing options...
OWA Posted January 23, 2016 Report Share Posted January 23, 2016 I'd say let the balance bed in for a while. We've only just released, so lets have some more games and then talk about the balance when it's a bit clearer in our minds. 1 Quote Link to comment Share on other sites More sharing options...
Coolrock Posted January 23, 2016 Report Share Posted January 23, 2016 The Allies actually get their first dump later than the Soviets do on that map, and the first dump also leaves the Soviets with a little more than 950 credits. So basically either all of your teammates were too impatient to save their money for the dump or someone blocked the OT with a supply truck. We can't balance around stupidity. And 700 credit dumps instead of silos would not solve that in the slightest. I'm talking about all the maps in general Generally what I see is Soviets hunkering down and getting heavies on the first dump. Sometimes they go on a preliminary rush, and it has worked to varying degrees. Usually the Allies can hold it off and then counter with a Light rush. One instance, however, that I've seen resulted in the Soviets taking out the Ore Silo and War Factory. We died shortly afterwards, then steamrolled with heavies for a swift win. It all comes down to how well your team can play to the strengths of the faction in question. Because why would anyone grab a V2 anymore when you can get a Heavy Tank. Generally I see a few select people grab a V2 who actually know how to aim well with the Arc. V2's are almost pointless given how fast they go down now that within the first dump, Allies have access to just about every vehicle. I'm sure the W/L rates between Allies and Soviets speaks for itself. I downloaded the logs of last 100 games played an hour ago. 31 allied wins, 28 soviet, the rest were 1v1/0v0 situations that don't count because 0v0 obviously means no game and 1v1 comes down to who's the better player more than what team they're on. Doesn't seem that imbalanced to me??? Sure, a little Allied biased, but not problematically so. edit: taking the games that have been played since then into account, that's 33 allied and 31 soviet. Over the last few games I just played (and you were there), 90% of the games were won by Allies. FoI hardly counts, as that has changed into some weird joke of a map now. You get thrown into it not knowing what the hell is going on. Maybe I should sink another few hours in to see which maps Soviets start winning on. Just be glad that CJ isn't still running the show. If he was, Rangers would be on all maps, all the time, all factions, and you would see KovTaxis and ShockTaxis. GG any allied offensive I never liked Chronojam's idea path for the game after beta. Too much has changed that made the game enjoyable. The server issue doesn't help either. Yeah the soviet rocket launcher was added in gamma I believe. I think the ore dump change is delta? Soviets have always had some issues with flamethrowers, grenadiers and shock troopers not having definite roles. Rocket soldiers do have definite roles but they overshadow the former two even more then they already are by shock troopers. I don't believe I played Gamma after release. I stopped testing way earlier. Maybe it has been over 5 years since I last played? I don't recall anymore. I always enjoyed Shock Troopers being the go-to Anti-Vehicle for Soviets. Now they're everywhere harassing Allies. I've seen only a handful of them even be used. 0 Quote Link to comment Share on other sites More sharing options...
Pushwall Posted January 23, 2016 Report Share Posted January 23, 2016 Over the last few games I just played (and you were there), 90% of the games were won by Allies. FoI hardly counts Narrowing it down to post-patch games and excluding domination maps (FoI/Rocktrap), it's 6 Allies and 4 Soviets. First of all I'm not sure how that equates to 90%. Second, as OWA says, it's too early to say how the patch has impacted the balance. But in the last day of the last version, the games were reasonably even compared to earlier in the week where there was a massive Allied lead (31:13 IIRC), so it seems that people have just learned how to play Soviets since then. I'm talking about all the maps in general Most maps' first dump time is around that of Guard Duty or slower so idk. Ridge War is one of the few maps where Soviets actually have a huge disadvantage in first dump time... but they seem to win there most of the time anyway. 0 Quote Link to comment Share on other sites More sharing options...
ganein14 Posted January 23, 2016 Report Share Posted January 23, 2016 While I've yet to see how the patch has affected the game, I've always boiled games down to four factors when I'm guessing who would win in that match: Number of players, skill of players, how they cooperate and luck. If there are low numbers but highly skilled players, it comes down to who can fight more effectively with their faction. If there are high numbers of fresh meat players to the game, it usually comes down to who has the more skilled players or the side that cooperates better. However, if one side is full of fresh meat players go up against a team of pros, the fresh meat players are going to need a shitton of luck and cooperation to win. 2 Quote Link to comment Share on other sites More sharing options...
Pushwall Posted January 23, 2016 Report Share Posted January 23, 2016 Because why would anyone grab a V2 anymore when you can get a Heavy Tank. I'm guessing that back in your day, the case was "why would anyone grab a heavy tank when you can get a V2". V2s are now primarily used for pummeling enemy buildings when the enemy is contained in their base (which can't be that uncommon an occurrence considering that the win ratio is only marginally unfavourable for the Soviets) and removing minefields and troublesome infantry in the field. Much like an Artillery. MBT duties should be left to actual MBTs. Guard Duty is actually one of the best maps for V2s due to its size and layout, you're just going to have a bad time if you all get V2s and no tanks. 0 Quote Link to comment Share on other sites More sharing options...
Death_Kitty Posted January 23, 2016 Report Share Posted January 23, 2016 But pushwall, the arty problem on coastal influence still exists, although I must say mackintoke (sorry if I misspelled that) pulled off a very nice win on there today (as soviets) 0 Quote Link to comment Share on other sites More sharing options...
Coolrock Posted January 23, 2016 Report Share Posted January 23, 2016 Because why would anyone grab a V2 anymore when you can get a Heavy Tank. I'm guessing that back in your day, the case was "why would anyone grab a heavy tank when you can get a V2". V2s are now primarily used for pummeling enemy buildings when the enemy is contained in their base (which can't be that uncommon an occurrence considering that the win ratio is only marginally unfavourable for the Soviets) and removing minefields and troublesome infantry in the field. Much like an Artillery. MBT duties should be left to actual MBTs. Guard Duty is actually one of the best maps for V2s due to its size and layout, you're just going to have a bad time if you all get V2s and no tanks. Actually no, they were the perfect early rush for Soviets "back in my day", if they got past Rangers and Light Tanks. They were always used for taking out buildings, just not so late into the game that it's almost impossible to use them. I'm not commenting anymore. It's just blowing in the wind. I'll give OWA my feedback instead. 0 Quote Link to comment Share on other sites More sharing options...
ganein14 Posted January 23, 2016 Report Share Posted January 23, 2016 Back in my day....the V2's missile didn't have an arc and could fly in a straight line. Only problem was you had to turn the damn thing to aim it if you wanted to use it in place of a tank. 1 Quote Link to comment Share on other sites More sharing options...
Popular Post Raap Posted January 23, 2016 Popular Post Report Share Posted January 23, 2016 (edited) More importantly: Slenderkov shall be missed. He was so handsome. Edited January 23, 2016 by Raap 5 Quote Link to comment Share on other sites More sharing options...
SarahNautili Posted January 23, 2016 Report Share Posted January 23, 2016 Was just coming here to post that ^ Kinda prefer him to the new guy 0 Quote Link to comment Share on other sites More sharing options...
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