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Posted
1 hour ago, Pushwall said:

On Guard Duty/Canyon River/River Raid?

I guess you missed the entire thread on how it's OP and the most feasible ways to fix it either involve new models for a grenade launcher (which we don't have) or things that just make the unit make even less sense (on top of the already ludicrous states of the old gren being a troop trained exclusively in the use of hand grenades and nothing else in the 1950's, and being able to throw them accurately at 150 metres.)

We should do a poll, maybe it was just those who thought it was OP were extra vocal. Ridiculous unit? Yes. OP? maybe a little. Strategic and fun to use? YES! 

Posted
2 hours ago, des1206 said:

We should do a poll, maybe it was just those who thought it was OP were extra vocal. Ridiculous unit? Yes. OP? maybe a little. Strategic and fun to use? YES! 

Good idea @Pushwall What do you think about des1206's idea, think it might solve the problem?

Posted
3 hours ago, des1206 said:

We should do a poll, maybe it was just those who thought it was OP were extra vocal. Ridiculous unit? Yes. OP? maybe a little. Strategic and fun to use? YES! 

So we can keep a ridiculous and overpowered unit just because it's "strategic" and fun? Pass. I believe Pushwall has done the right thing, the game has been more enjoyable when playing the Allies now because our defenses and sometimes buildings aren't being wiped by a squad of grenadiers that are impossible to locate unless you already know the good spots to use the unit from. 

Posted
2 hours ago, NodGuy said:

So we can keep a ridiculous and overpowered unit just because it's "strategic" and fun? Pass. I believe Pushwall has done the right thing, the game has been more enjoyable when playing the Allies now because our defenses and sometimes buildings aren't being wiped by a squad of grenadiers that are impossible to locate unless you already know the good spots to use the unit from. 

Something is ONLY OP if it's VERY HARD to bring down while being EXTREMELY powerful. *Looks at RA1 Volkov and Core Defender*

Posted
1 hour ago, TK-421 said:

Something is ONLY OP if it's VERY HARD to bring down while being EXTREMELY powerful. *Looks at RA1 Volkov and Core Defender*

Core defender was easy...all you had to do was lure it onto a bridge and take out the bridge with the defender on it. For Volkov? A metric shitton of coils would solve that.

Posted
6 hours ago, ganein14 said:

Core defender was easy...all you had to do was lure it onto a bridge and take out the bridge with the defender on it. For Volkov? A metric shitton of coils would solve that.

A bunch of dogs would do, as would AP mines.

Posted

I noticed the stealth texture is overlaid onto the shader. This wasn't the case last time and I think it takes away from the niceness of the shader by itself. Can that be done again?

Posted

Pushed another micropatch.

  • Yak health up to 400
  • Stealth shader disabled
  • Fix locked doors pointing to achievement sound
     
Posted
1 minute ago, Pushwall said:

Pushed another micropatch.

  • Yak health up to 400 Huray!
  • Stealth shader disabled What does a "stealth shader" do exactly?
  • Fix locked doors pointing to achievement sound Aww. :(

 

Posted
Just now, NodGuy said:

What does a "stealth shader" do exactly?

Lower some peoples' framerates to slideshow-tier.

Posted
2 minutes ago, Pushwall said:

Lower some peoples' framerates to slideshow-tier.

Haha, yes, that I know, but what is it actually supposed to do? What's its purpose?

Posted
Just now, NodGuy said:

Haha, yes, that I know, but what is it actually supposed to do? What's its purpose?

Look nicer than the normal stealth effect.

Posted
Just now, Pushwall said:

Look nicer than the normal stealth effect.

Fair enough. I'm sure most won't mind its removal when they notice their FPS jump up back to normal, myself included.

Posted

This has probably been asked before, but is there a way to make that shader optional, or does having different versions unbalance things too much?

(Probably been asked when I wasn't around)

Posted
5 hours ago, Pushwall said:

Pushed another micropatch.

  • Yak health up to 400
  • Stealth shader disabled
  • Fix locked doors pointing to achievement sound
     

I do hope that the screen shake after a large explosion from a impact of a arty round/V2 rocket hitting the ground goes next IT'S VERY annoying.

Posted
On 5/21/2017 at 5:52 AM, Pushwall said:

:allied:  Red Alert: A Path Beyond Update      :soviet:

General 

  • SOVIETSALLIESLOL.MIX returns, ported to the current version of APB

Finally.

Posted
On 5/26/2017 at 10:59 PM, TK-421 said:

I do hope that the screen shake after a large explosion from a impact of a arty round/V2 rocket hitting the ground goes next IT'S VERY annoying.

If an artillery round or rocket explodes near you, you're probably gonna be a bit disoriented if not outright concussed (if you even survive, that is) so it makes sense in-game. Plus IMO it makes it more immersive.

Posted
4 hours ago, Ice said:

If an artillery round or rocket explodes near you, you're probably gonna be a bit disoriented if not outright concussed (if you even survive, that is) so it makes sense in-game. Plus IMO it makes it more immersive.

It's still annoying though.

Posted
6 hours ago, TK-421 said:

It's still annoying though.

You should of seen how bad shell impacts were in Gamma's early test builds... This is nothing when compared.

Posted
On 5/30/2017 at 2:25 AM, TeamWolf said:

You should of seen how bad shell impacts were in Gamma's early test builds... This is nothing when compared.

Really? (Sarcasm not intended).

Posted
23 hours ago, TK-421 said:

Really? (Sarcasm not intended).

Yep, the shaking was pretty bad then. Imagine being a soviet being attacked by a light tank whose shell screenshake was as bad as the current arty's.

Posted
4 hours ago, Pyryle said:

Yep, the shaking was pretty bad then. Imagine being a soviet being attacked by a light tank whose shell screenshake was as bad as the current arty's.

That IS bad.

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