Raap Posted January 26, 2016 Report Share Posted January 26, 2016 (edited) Why the hell does the Medic even have an MP5? To try making people play with it more? Good God. The fact that the medic now has a unique weapon has done something I've never done before; It made me want to play a medic. So yes, I think the objective was to make the character more appealing. Makes me wonder if something similar can be done with other underused characters such as the thief, which is currently a one trick pony that, once done it's job, typically finds a quick end at the nearest flame tower, cliff, or lake. Edited January 26, 2016 by Raap 1 Quote Link to comment Share on other sites More sharing options...
GeneralCamo Posted January 26, 2016 Report Share Posted January 26, 2016 Well, after you get done stealing credits as a thief, you can steal vehicles as it has similar logic to the spy in that it ignores the cooldown vehicles get when they exit the war factory. Other things I do not personally consider necessary since as soon as you are done with the thief, the money you stole can be used to buy something cool. Medics do not gain money however, so they did need something to make them more viable than an M16 which is somehow semi-automatic. 0 Quote Link to comment Share on other sites More sharing options...
delta Posted January 26, 2016 Report Share Posted January 26, 2016 So Thief and Spy are radar-invisible even while moving? Are they the only ones? Does this mean that you want to put a Thief in your Phase Tank now if you want to avoid showing up on radar? 0 Quote Link to comment Share on other sites More sharing options...
Isaac The Madd Posted January 26, 2016 Report Share Posted January 26, 2016 I don't think these apply through vehicles. 0 Quote Link to comment Share on other sites More sharing options...
SarahNautili Posted January 27, 2016 Report Share Posted January 27, 2016 Well, after you get done stealing credits as a thief, you can steal vehicles as it has similar logic to the spy in that it ignores the cooldown vehicles get when they exit the war factory. are hinds supposed to have a similar cooldown? because I learned the other day that no, they do not. Either that or it disappears if the person who bought it gets killed before they can get in 0 Quote Link to comment Share on other sites More sharing options...
devilslayersbane Posted January 27, 2016 Report Share Posted January 27, 2016 And the hind's weapon is still using the same sound as the pillbox. 0 Quote Link to comment Share on other sites More sharing options...
GeneralCamo Posted January 27, 2016 Report Share Posted January 27, 2016 Just like in Red Alert. I don't see the problem? 0 Quote Link to comment Share on other sites More sharing options...
devilslayersbane Posted January 27, 2016 Report Share Posted January 27, 2016 The problem is that they're two separate weapons, and thus need separate sounds. This was fine in Gamma. But I see no reason why the sound can't just be copy-pasted, given a new filename in the always.dat folder and one used by the hind and the other used by the pillbox. Sure it seems a bit redundant, until you start talking about sound modding. 0 Quote Link to comment Share on other sites More sharing options...
moonsense715 Posted January 27, 2016 Report Share Posted January 27, 2016 Just like in Red Alert. I don't see the problem?He wants to add sound replacement (Data folder) for one only, but he can't because the same filename is used by both. 0 Quote Link to comment Share on other sites More sharing options...
danpaul88 Posted January 27, 2016 Report Share Posted January 27, 2016 I actually did that in AR for some weapons... Same sound but different file names. Makes it easier if we want to change one in future without affecting other things 0 Quote Link to comment Share on other sites More sharing options...
Chad1233 Posted January 28, 2016 Report Share Posted January 28, 2016 (edited) Nice update and needed changes but I hope you guys don't get to carried away to add weapons that didn't exist in RA1 the only exception was the shotgun due to it's appearance in a cut scene. I also found the medic just fine with a pistol and OP healing powers which sounds more historical then a mini machine gun. Is it possible to set the default camo for units to match the map your in? I get tired of clicking the yellow arrow only to have it greyed out when somebody bought a tank. lol Edited January 28, 2016 by Chad1233 0 Quote Link to comment Share on other sites More sharing options...
Pushwall Posted January 28, 2016 Report Share Posted January 28, 2016 I also found the medic just fine with a pistol and OP healing powers Funny, before he was given the M16 I remember him never being used at all outside of Fissure, except by jokers with a fetish for MRJ medic rushes on maps with no dome. And then when he was given the M16, it went in a completely different direction and people just used him as a regenerating rifle soldier instead of a medic (except, again, on Fissure). The MP5 is supposed to strike a balance here and make him still more appealing than a guy whose SOLE purpose is to heal, while making sure he's not a superior combatant to the rifleman in all situations - just in super-close quarters. Which conveniently makes him pretty good in a building raid team where he has plenty of opportunities to do his medic job! It is admittedly rather overpowered right now though (if anyone remembers that Under match where an LST with 4 medics wrecked most of the Soviet base by itself despite meeting a lot of opposition) and will be toned down a notch in the next patch. As far as RAlism goes, given how modern some of the Allies' hardware is, the MP5 is hardly stretching. Is it possible to set the default camo for units to match the map your in? I get tired of clicking the yellow arrow only to have it greyed out when somebody bought a tank. lol Not without having to manually re-set up the purchase lists for each non-grass map every time a unit's price/availability/camo options changes. This is at least done for the MRJ so it doesn't appear on maps with no radar dome, and it's painful enough just doing it for that one unit on a handful of maps. 0 Quote Link to comment Share on other sites More sharing options...
Killing_You Posted January 28, 2016 Report Share Posted January 28, 2016 On the RAlism thing, I imagine that the MP5 was developed out of a need for a lightweight, cheap, and effective SMG. It was so effective that it was upgraded slightly and distributed across all Allied nations once RA2 rolled around. And in the Tiberium timeline, many set out to combine the accuracy and firepower of the M16 with the compact design, reliability, and low cost of the MP5. The winner, of course, was the GAU-3 "Eliminator." 0 Quote Link to comment Share on other sites More sharing options...
Ice Posted January 28, 2016 Report Share Posted January 28, 2016 (edited) On the RAlism thing, I imagine that the MP5 was developed out of a need for a lightweight, cheap, and effective SMG. It was so effective that it was upgraded slightly and distributed across all Allied nations once RA2 rolled around. And in the Tiberium timeline, many set out to combine the accuracy and firepower of the M16 with the compact design, reliability, and low cost of the MP5. The winner, of course, was the GAU-3 "Eliminator." While this is plausible, personally I'd do some minor modifications to the model to make it resemble early versions of the MP5, such as straightening the magazine and texturing some vents onto the handguard: These modifications are easily done and would distinguish it from AR's MP5, as well as making it more appropriate for the time period and showing visible developments in the years between RA/APB and RA2/AR. Edited January 28, 2016 by Ice 1 Quote Link to comment Share on other sites More sharing options...
Coolrock Posted January 28, 2016 Report Share Posted January 28, 2016 Honestly, did anyone ever really use Medics in RA besides missions that started you with them? I remember never wasting my time with them much at all. Same for online play also. I don't agree with the MP5 for it to get used more. Why does it matter if people use it or not? Towards the end game, most if not everyone will be using anti-tank/heros due to the large amount of vehicles if the Refinery/War Factory are still around. Just seems silly to keep changing things away from what they've been for years. The pistol is just fine. 1 Quote Link to comment Share on other sites More sharing options...
Pushwall Posted January 28, 2016 Report Share Posted January 28, 2016 If we're going to go with the "did anyone use this in RA?" argument, we might as well just make the only units in the game Medium Tanks and Heavy Tanks. And I suppose rifle infantry because those spawn on occasion when those units die. 1 Quote Link to comment Share on other sites More sharing options...
delta Posted January 28, 2016 Report Share Posted January 28, 2016 Honestly, did anyone ever really use Medics in RA besides missions that started you with them? I remember never wasting my time with them much at all. Same for online play also. I always had tons of money and I didn't like to see my units die, so I would get medics. I haven't played online, but I would think that would be a different story =P 0 Quote Link to comment Share on other sites More sharing options...
Coolrock Posted January 29, 2016 Report Share Posted January 29, 2016 If we're going to go with the "did anyone use this in RA?" argument, we might as well just make the only units in the game Medium Tanks and Heavy Tanks. And I suppose rifle infantry because those spawn on occasion when those units die. Not really an argument, just honestly asking. Anyways, my post still stands. Towards any kind of late game, most players would rather have a Mechanic in their vehicle. Most people would probably be saving credits for vehicles also, or just buy a Rocket Soldier that can actually make a difference when the other team has a bunch of vehicles. I'm just saying 0 Quote Link to comment Share on other sites More sharing options...
devilslayersbane Posted January 29, 2016 Report Share Posted January 29, 2016 I beat the entire soviet red alert campaign with rifle soldiers. (except for naval battles of course. I still used subs there. 2 Quote Link to comment Share on other sites More sharing options...
GeneralCamo Posted January 29, 2016 Report Share Posted January 29, 2016 However, in a world dominated by vehicles, sometimes forcing the enemy to get out of their vehicles because an APC slipped by and invaded their war factory is a good thing. The major problem with a single pistol though is the medic is already at a disadvantage due to not gaining the points from killing the building (therefore not many people want to be him). He should at least have a weapon to allow him to contribute to a fight, but not BE the fight like in gamma. 1 Quote Link to comment Share on other sites More sharing options...
ganein14 Posted January 29, 2016 Report Share Posted January 29, 2016 Is there a way for the scripts to tell the difference between building damage and damage to base defenses? If so, why not just make it so he cant harm buildings, but still damage defenses. 0 Quote Link to comment Share on other sites More sharing options...
delta Posted January 29, 2016 Report Share Posted January 29, 2016 (edited) Anyways, my post still stands. Towards any kind of late game, most players would rather have a Mechanic in their vehicle. Most people would probably be saving credits for vehicles also, or just buy a Rocket Soldier that can actually make a difference when the other team has a bunch of vehicles. I'm just saying I remember I would sometimes get a medic and Medium Tank so I could jump out to heal friendly Tanyas, with the idea being that the Tanyas would protect our tanks and artillery from Shockies and Volkovs, while our entire mutually supporting group blockaded the Soviet base and tried to blast our way in (the map being Fjord). Of course, this was dependent on teammates actually getting Tanyas to begin with... Medic was also useful (probably still is) on AS_Seamist where you could hang out on the hill and help keep the friendly infantry alive. Edited January 29, 2016 by delta 0 Quote Link to comment Share on other sites More sharing options...
Pushwall Posted January 29, 2016 Report Share Posted January 29, 2016 Is there a way for the scripts to tell the difference between building damage and damage to base defenses? If so, why not just make it so he cant harm buildings, but still damage defenses. I'd prefer to keep arbitrary weapon immunities to a minimum so as not to confuse people. This is also why the AK-47/TOZ secondary fires actually hurt vehicles/buildings now (though they both have identical DPS to the primary against buildings). I've lost count of the amount of derps in Gamma who spammed the AK-47's secondary fire against MCTs somehow completely ignorant of the fact that it didn't do any damage because omg it fires faster therefore it must be bettar! 0 Quote Link to comment Share on other sites More sharing options...
FRAYDO Posted January 29, 2016 Author Report Share Posted January 29, 2016 I beat the entire soviet red alert campaign with rifle soldiers. the regular guy rush is super effective in all situations. 0 Quote Link to comment Share on other sites More sharing options...
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