Popular Post Pushwall Posted June 2, 2017 Popular Post Report Share Posted June 2, 2017 Red Alert: A Path Beyond Update [blurb]The infantry overhaul we tested before has been refined and introduced to the game for real - as well as a few map updates![/blurb]The infantry overhaul we tested before has been refined and introduced to the game for real - as well as a few map updates! As usual, in the changelog, look for bolded entries for the main gamechangers - but since this is a refinement of the previous temporary patch, if you've already read the experimental version's patch notes, just look for underlined entries and everything after Volkov, as those are the ones that have actually changed since the first iteration. General Changes to nuclear explosions (Demo Truck and A-Bomb Flare): Both now deal extra damage to infantry (0.13125 -> 0.225). This translates to 180 and 225 point-blank damage with demos/flares (was 105 and 131.25), but as noted the infantry section, is reduced to half through terrain, and degrades more sharply at range for demos. Demo Truck's anti-unit/aux structure explosion radius down (120 -> 100). It still damages main structures in its original 120 radius. Both deal reduced damage to Volkov compared to normal (0.225 -> 0.15). Both deal increased damage to mines (0.375 -> 0.625) to compensate the cover penetration since buildings count as cover. Infantry General Headshot/helmetshot damage multiplier increased from 3 to 5. Neckshot damage multiplier decreased from 3 to 1. Getting an actual "headshot" is therefore harder. Armour penetration of various weapons is altered. For the weapons that are penalised by this, bodyshots are therefore worse than they were before, except against "naked" infantry. Remaining machineguns, tank shells, rockets 75% -> 87.5% Assault rifles, MP5, Pillbox 62.5% -> 50% Pistols, snipers, KovShotty 50% -> 37.5% Armour shredding of various weapons is reduced: Machineguns 150% -> 100% Tank shells, rockets 200% -> 100% Flame weapons 150% -> 50% M16, AK, MP5, Pillbox 100% -> 25% Slug 150% -> 25% Cover penetration of various weapon explosions is reduced: Nuclear explosions 100% -> 50%. This does not affect their damage to main structures; just units and non-important structures. Flame weapons 50% -> 33% Artilleries 25% -> 20% Phase/Mammoth/Turret 25% -> 0% Infantry now regenerate 5 HP per second instead of 3. Tank shells/rockets damage multiplier to infantry down from 0.375 to 0.3 (0.625 -> 0.5 for Volkov). Infantry can now begin to see stealth units from 25m away (was 20). Headshots and helmetshots now use a distinct sound. Height differences between infantry have been narrowed. Infantry hitboxes have been overhauled; all infantry now have completely identical ones (this time for real), except for Flamethrower's backpack, and they are generally smaller than before (especially the head). Pistol users Accuracy penalty when jumping up (1.5 -> 3). AI pistol users (such as techie bots) now have a special variant of the pistol with the same inaccuracy as the M60/PKM. So now you shouldn't get your entire infantry squad wiped by an Ore Truck technician while trying to cripple the enemy's economy. Repairmen Engineer no longer has extra armour. Engineer is no longer fireproof. Engineers now have 5 Clearing Charges. Clearing Charge blast radius down (10 -> 7.5). Clearing Charge damage down (500 -> 250). This only really matters for hedgehogs as it has an overkill damage multiplier against mines. Repair Tool ROF down (10 -> 1). Repair Tool repair/disarm damage up (1 -> 10). Golden Wrench ROF down (13.33 -> 5). Golden Wrench repair damage up (3.33 -> 10). Golden Wrench ammo down (100 -> 50). So now it repairs 500 building health (as much as a normal building has) in 10 seconds, instead of 333 (two-thirds) in 7.5 seconds. Repair Tool and Golden Wrench abusability overhaul: They are no longer area of effect weapons; instead, they are invisible hitscan beams (like a pistol) with splash damage at the end. You will now need to point directly at an object to repair it. So no more repairing the Soviet Barracks MCT through the floor above. For disarming c4/flares, you just need to point in their general direction. The hitscan has 3m range and the splash has 3m range. (Previously it was an AOE around the user with 3.5m.) As long as you can use the full length of the hitscan beam (for example, you're out in the open trying to disarm a C4 on a silo/coil) then you essentially have a longer disarm radius of 6m, but if you're trying to disarm through a wall, you're slightly worse off than before - you can no longer disarm C4 on a Soviet Barracks MCT through the floor above. Disarming through walls is still totally possible (which it needs to be to allow disarming flares on auxiliary buildings), there's just less places that you can do it. Now has 180 degrees of inaccuracy while bunnyhopping. This has a severe effect on repair attempts and makes C4/flares take at least twice as long to disarm. Long story short, if a repairman is being shot at and needs to bunnyhop to survive, his repair capability is significantly worse than before, but if he's undisturbed it's business as usual, except that the Golden Wrench is a little better. Disarming a flare is now only worth 500 points (was 750). Disarming a C4 is now only worth 50 points (was 75). Officers Firing sound radius down (130 -> 120m). PKM rate of fire down (12.5 -> 12, a ~2.7% DPS decrease). Price up (250 -> 300). Rifle Soldiers Range down (100 -> 90m). M16 Trishot accuracy penalties are now only 0.25 lower than primary (was 0.75 lower). So now it only has perfect accuracy when crouched. M16 Trishot rate of fire down (2.25 -> 1). Firing sound radius down (120 -> 100m). No longer has a crabwalking accuracy penalty. Damage multiplier to MCTs up (0.175 -> 0.18); a ~2.9% DPS increase. Flamethrower Firing sound radius down (70 -> 30m). Fireball explosion sound radius down (250 -> 150m). Range up (90 -> 100m). Splash damage up (30 -> 35). Splash radius down (9.5 -> 8). Direct hit damage multiplier to infantry up (0.4 -> 0.5). Health is now completely immune to fire splash; however, armour depletes at the same high rate that it would against normal infantry. So you still don't want to splash yourself, but you can't kill yourself by doing so. Price up (300 -> 450). Still doubled on Fissure. Rocket Soldiers F1 Grenade direct damage up (15 -> 20). RPG-7/LAW accuracy penalty when jumping down (2 -> 1.5). AT launchers firing sound radius down (140 -> 100m). Mechanic Health up (50 -> 60). Wrench AOE radius increased (10 -> 12.5m). Medic No longer has extra armour. Health up (75 -> 100). Rate of fire up (13.33 -> 15), a ~6.2% DPS increase. Bullet velocity down (500 -> 250m/s). Accuracy penalties changed: 1.5 standing/jogging, 5 jumping (was 1.25 standing/jogging, 3.75 jumping) Firing sound radius down (120 -> 90m). Medic kit AOE range increased (10 -> 12.5m). Medic kit DOT effect heals at two-thirds the normal rate against other Medics. Medic kit equip time shortened to 0.5 seconds again. Price up (500 -> 800). No longer a viable insta-rush option for tiny maps... but it's better once you can afford it. When not in multi-medic groups at least. Shock Trooper Direct hit DOT effect now deals 12.5 DPS for 2 seconds, for a total of 25 damage (was 7.5 for 3 = 22.5 total). Accuracy penalties changed: 0.5 standing/jogging, 0 crouching, 0.25 crabwalking, 1.5 jumping (was 0.4 standing/jogging, 0.1 crouching/crabwalking, 1.75 jumping) Shotgunners Remington Slug damage to infantry down (40 -> 30). Primary damage spread out over 10 pellets (was 8). Remington reload time down (3.33 -> 3 seconds), a ~3% DPS increase. TOZ reload time up (3.33 -> 3.5 seconds), a ~1.5% DPS decrease. Firing sound radius down (100 -> 90m). Price up (150 -> 200). Sniper Damage up (55 -> 60). ROF down (0.75 -> 0.5). Firing sound radius up (275 -> 300m). Price up (500 -> 650). Spy/Thief Damage down (12.5 -> 10), same as a normal Beretta. You still kill most infantry in the same amount of headshots as you would with higher damage anyway. Thief's money stolen from Silo is down (33% -> 25%) Tanya No longer has a depletable armour bar; instead, she has 150 health, the same 50% explosive damage resistance that the Engineer has, and fast regen like Volkov/Medics. This renders her tougher against most field infantry/vehicles, improving her ability to help Allied tanks push against Soviet infantry, but renders her more of a glass cannon against most small arms which makes her a riskier infiltration unit. Firing sound radius down (150 -> 100m). Range up (60 -> 70m). Volkov No longer has a depletable armour bar; instead, his health always takes the same damage as an armoured person would, so he essentially has infinite armour - but only for splash damage and most small arms; direct hits from any large projectile and the APC's Browning act as though he's unarmoured. AP mode targeting range is now 100m to match the Kovnades (was matching the Kovshotty instead, but why are you even trying to hit things with the shotgun at that range?) KovNade now explodes on impact. (Multiple variations on Beta's "bouncy" and Delta's "sticky" have been tried and they all have horrible clipping issues that render them terribly unreliable.) KovNade direct damage down (70 -> 25). KovNade direct hit now uses the pistol warhead, so even with the new impact explosion it still can't hurt buildings. KovNade splash damage down (30 -> 15). KovNade splash radius down (12 -> 7). KovNade ammo usage down (4 -> 2), can now be fired 6 times before reload. Vehicles Light Tank Health up (250 -> 300) Armour class down to Light. Reload time down (1.225 -> 1.2), a ~2% DPS increase. Mammoth Tank Scaled up +15% to match the size of the MAD Tank. Tusk launchers now fire in the same order as the cannons. Mi-24 Hind Damage to infantry down (7.5 -> 6). Tesla Tank Direct hit DOT effect now deals 10 DPS for 4 seconds, for a total of 40 damage (was 7.5 for 5 = 37.5 total). Splash damage down (17.5 -> 15). Yakovlev Yak-9P "Gradual self-damage" threshold down from 30 to 27.5m/s, so it should no longer feather engines or whatever while banking hard. Base damage up (25 -> 30) - maximum damage to any vehicle's health in a single pass up from 250 to 300, damage to base defenses up from 75 to 90 Damage multiplier to all buildings except defenses down (0.3 -> 0.25) - so damage to them is unchanged from before Damage multiplier to non-Ranger light vehicle shields down (1 -> 0.9) - maximum damage to them in a single pass up from 250 to 270 Damage multiplier to heavy vehicle shields down (0.625 -> 0.4) - maximum damage to them in a single pass down from 156.25 to 120 Damage multiplier to mammoth vehicle shields down (0.5 -> 0.4) - maximum damage to them in a single pass down from 125 to 120 Buildings Radar Dome No longer causes Tanya/Volkov to become unavailable on death. (This was more a placeholder "feature" for until something useful came along, i.e. the backup War Factory thing.) Aesthetics Mammoth Tank's side stars are moved back slightly. Mammoth Tank's mantlets now tilt appropriately with the barrels. Repair Tool's sound now matches the first person animation. Kill strings from neutral entities (for example, Stormy Valley's partisans) now correctly show up in white instead of Allied blue. Grenadier now has a proper model for his 9K32 Strela-2 anti-air rocket launcher, made and textured by Furs with texturing refinements by Chaos_Knight! Maps RA_CamosCanyon_Bots Is now merged into the main Camos Canyon map to save size and reduce confusion with the server's set next map command. To enable bots on RA_CamosCanyon while playing in LAN mode, press F8 to open the console, and type botcount 30 (or whatever number of bots you want; 30 was the previous default). RA_Complex Tech Level up to 5. The Supply Truck tunnel's connection to the central tunnel is now blocked by tank wrecks, preventing other vehicles from interacting with it - no more dropping a demo/MAD down the side tunnels and cheapshotting the enemy base, or using Rangers/tanks to intercept infantry teams travelling down the side tunnel. This also prevents a team from taking the other team's truck and concealing it safely within their own base so that it can never respawn for the enemy - it can only be taken to the other end of the side tunnel. Removed floating crates by Allied WF. Spire by the Light Tank wreck is not so comically tall anymore. RA_Fissure Tech Level down to 1. Both teams now have an additional 2 credits per second income that cannot be prevented. RA_GuardDuty Expanded some of the map boundaries, particularly in areas ground vehicles can't easily access or have little reason to. Flight ceiling up from 80m to 125m; warning up from 67.5m to 105m. RA_Pipeline Repair Tool can now capture neutral structures; however, this takes about 12 seconds for a neutral one compared to 2 with the Wrench. (Capture logic is tied to ROF and not damage, hence why the ROF/damage per shot changes had to be made.) RA_RidgeRacer Added a vertical physical collision mesh around all the elements of the track border that aren't already completely vertical. So now you should never get stuck or flipped by track borders unless you charge into them at max speed. Fixed the seam on the final stretch. Added a bunch of new billboards by A4R91N. Hedgehogs are now rusted to make them stand out more, especially in areas where they're on roads. Allied and Soviet rangers now behave differently; Allied ones are "grip" rangers that have a weaker max speed/acceleration but stick to the road much better (good for newcomers or high pingers) and Soviet ones are "drift" rangers, which are difficult beasts similar to the rangers in previous versions of this map, and have a high speed/acceleration but need extra care when handling corners. They can potentially finish earlier than grips if you can control them. Reduced number of cars to 16. Spread out starting positions more so you can't get stuck behind unoccupied cars and are much less likely to accidentally hop into a car you don't want. Replaced music track with Motorized from RA2. Country Swing ramp is lower so it should be much harder to flip when landing. Final snow ramp is lower so it should be harder to crash/flip on the concrete wall ahead. Time limit set to 5 minutes. RA_Siege Moved coil outside the walls. Moved positions of all the AAs that aren't on the refill areas; they're now all outside the walls except 1 on the WF roof. Soviet SAMs now only really cover the rear/centre of base just like the Allied AA guns. Cannon damage up (200 -> 250). RA_StormyValley Partisan health/speed now reflects the stats of the units they're "copying" (rifle = 50 health/6.5 speed, shotgun = 60 health/7 speed, rocket = 50 health/6 speed), instead of being an all-powerful 75 health/7 speed for all of them. 6 Quote Link to comment Share on other sites More sharing options...
FRAYDO Posted June 2, 2017 Report Share Posted June 2, 2017 I believe Pushwall already said so, but thanks again to you all who participated in this public test! I'm eager to play Complex with these changes, as I can already tell it will play out much better with them. 1 Quote Link to comment Share on other sites More sharing options...
NodGuy Posted June 2, 2017 Report Share Posted June 2, 2017 Sweet! I can't wait to play this tomorrow. 0 Quote Link to comment Share on other sites More sharing options...
Death_Kitty Posted June 2, 2017 Report Share Posted June 2, 2017 I see the thief hath been hit with nerf bat... thanks! Th rest of these changes look pretty good. I looked forward to the officer nerf, as they made shotguns look kind of weak Great job on the igla model. looks really cool. Best change IMO: BIGGER MAMY. 0 Quote Link to comment Share on other sites More sharing options...
NodGuy Posted June 2, 2017 Report Share Posted June 2, 2017 37 minutes ago, Death_Kitty said: I see the thief hath been hit with nerf bat... thanks! Th rest of these changes look pretty good. I looked forward to the officer nerf, as they made shotguns look kind of weak Great job on the igla model. looks really cool. Best change IMO: BIGGER MAMY. Yes, the bigger MMT excites me. 0 Quote Link to comment Share on other sites More sharing options...
FRAYDO Posted June 2, 2017 Report Share Posted June 2, 2017 12 hours ago, Pushwall said: Grenadier now has a proper model for his 9K32 Strela-2 anti-air rocket launcher, made and textured by Furs with texturing refinements by Chaos_Knight! Hey @Furs, check it out. And thanks @Chaos_Knight ! 1 Quote Link to comment Share on other sites More sharing options...
SirJustin90 Posted June 3, 2017 Report Share Posted June 3, 2017 Awesome looks great. Any thing able to be done about thieves being able to bunny-hop around and still steal from the Refinery/silos? 0 Quote Link to comment Share on other sites More sharing options...
Furs Posted June 3, 2017 Report Share Posted June 3, 2017 20 hours ago, FRAYDO said: Hey @Furs, check it out. And thanks @Chaos_Knight ! @Chaos_Knight 1 Quote Link to comment Share on other sites More sharing options...
Chaos_Knight Posted June 3, 2017 Report Share Posted June 3, 2017 2 minutes ago, Furs said: @Chaos_Knight Всегда пожалуйста ) I wanted to see Strela in the game for a while now, so when you contributed that model, and the only issue was texture... Heh, well, I have experience with texturing, let's put it that way. However, I have to admit that I am very rusty and it's not the best I could do really. Let's say I have a lot to remember how to 1 Quote Link to comment Share on other sites More sharing options...
Pushwall Posted June 4, 2017 Author Report Share Posted June 4, 2017 3.1.1.2 is going up on the launcher soon, here's what's up. Shock Trooper Direct damage to infantry down (25/2sec -> 20/2sec) Shotgunners Dragonsbreath damage to mines up (0.75 -> 1) Volkov Is now properly protected against splash damage by the same amount that an armoured infantryman is (this was mistakenly missing before) Artilleries Artillery splash radius down (18 -> 16) V2 splash radius down (25 -> 22.5) Artillery/V2 splash damage multiplier to mines up (1 -> 1.125) so this doesn't hurt their minesweeping Technicals Inaccuracy up (0.25 -> 0.5) Tesla Tank Direct damage to infantry down (40/4sec -> 30/4sec) Airfield Added a ladder connecting the rooftop to the MCT room; however it is blocked by a Soviet-locked door. Rooftop is now lined by rails. Added damage/death effects. Applied a different brick texture to the base of the tower. Repairs Yaks twice as fast. RA_GuardDuty Removed long-route Pillbox and Flame Tower. Vehicles pouring into Soviet base ref side are now funneled by more barbed wire in front of the refinery and a rock behind it. Soviet north mountain pass is now blocked off. Moved Turret slightly further forward, giving it a little more coverage but making it harder to repair. Now has proper sunlight and shading. (This was previously prevented by the bridge, which is now part of the terrain since it can't be destroyed anyway.) RA_LunarParadox Fixed a bunch of unit behaviour inconsistencies compared to normal gameplay that were caused by recent patches (for example, infantry armour not working) Mine Bomber has larger projectile extensions. Airsub reload time down from 1.5 to 1 second. Wreckanic wrench now fires a shotgun blast of hitboxes instead of only one perfectly accurate one. Shock Prod and Wreckanic have much lower jumping penalties. LPD Sergeant model uses the updated hitboxes. Pimpin' Ranger now moves at a much greater speed (unquantifiable with a number since its desire to wheelie causes its speed to fluctuate a lot, but suffice to say it's a very noticeable increase) Pimpin' Ranger wheelieing reduced - it's still there but it should be harder to flip now Pimpin' Ranger HP up (300 -> 450), but armour removed Supply Tank also moves much faster (10.22 -> 14m/s), a ~37% increase Supply Tank actually has splash damage now! Not much though. Land LST's HP up (500 -> 675) Armoured Personnel Container's armour improved (heavy -> mammoth) Propmobile's HP up (250 -> 500) All in all, transport vehicles should be a much more credible threat now. 0 Quote Link to comment Share on other sites More sharing options...
NoSpoons Posted June 5, 2017 Report Share Posted June 5, 2017 19 hours ago, Pushwall said: Airfield Added a ladder connecting the rooftop to the MCT room; however it is blocked by a Soviet-locked door. I'd like to note that I don't really see a reason for it to be soviet locked, it could just be a regular door but anyway that's minor and not particularly important. I haven't got round to testing all the finer tweaks so far but regarding the things I use the most I have stuff to say. Allied Riflemen Tri-shot is not really feasible for fighting anymore, the fire rate is too slow, don't bother with it against buildings or vehicles your just hurting your dps immensely so maybe close range combat is where it's at? Well.. no, Tri-shot fire rate is slower than a Sergeants Slug/Dragons Breath fire rate and its worse for sniping as Tri Shot has higher inaccuracy and it does less damage against all targets Compared to the slug, so compared to this similar alt fire we can see its inferior in every way, but it gets even more embarrassing when compared to M16's regular fire, as mentioned already dps is much lower and it is less accurate so maybe it's use would be some kind of high alpha strike while your opponent is unaware of your presence? however again its outclassed by regular fire, you could simply tap your mouse and fire 3 shots to achieve the same thing and you wont have that 2 second quasi reload to deal with, but in stead of limiting yourself to 3 you can hold down the trigger and hit them with maybe 6 or 7 before they react (unless your fighting Totd... Totd wouldn't let you sneak up on him). So it's only useful if you get a head shot with all 3 bullets killing the fool instantly, but then again if you got head shots with all 7 bullets you'd again be better off because you arnt always going to be fighting technicians and other riflemen and more damage in a smaller space of time is always better. So in short, old fire rate was better and I actually found myself using it a lot and occasionally i'd see other players use it but now no one uses it and it feels a little pointless when there are other options 0 Quote Link to comment Share on other sites More sharing options...
Pushwall Posted June 5, 2017 Author Report Share Posted June 5, 2017 3 hours ago, NoSpoons said: don't bother with it against buildings or vehicles your just hurting your dps immensely Which is precisely how it's been for the past forever. I've never seen a reason to spend valuable armor.ini space on a special warhead to give the trishot equal DPS to the primary vs buildings/vehicles, because in the past I have never seen people attempt to use the trishot against them - I suppose this is because the lower ROF tells people enough. Compare with the AK-47 where back before Delta, I always saw newbies try to use its rapid secondary fire against buildings and vehicles, even though it did absolutely no damage to hard targets back then (or close enough - it took like a whole magazine to do 1 HP of damage which you could have done with a single primary bullet) and that was pretty clear after firing a whole magazine and yet these people just kept on doing it, so it needed the equalising warhead more. 3 hours ago, NoSpoons said: so maybe close range combat is where it's at? Well.. no, That's the Soviet rifleman's forte. 3 hours ago, NoSpoons said: and its worse for sniping With 90m range compared to the slug's 60? 3 hours ago, NoSpoons said: slower than a Sergeants Slug/Dragons Breath fire rate Equal. And has 2 more uses per magazine and reloads faster. 3 hours ago, NoSpoons said: high alpha strike while your opponent is unaware of your presence? however again its outclassed by regular fire, you could simply tap your mouse and fire 3 shots to achieve the same thing and you wont have that 2 second quasi reload to deal with But then you have to deal with the higher inaccuracy. Crouch + trishot = zero inaccuracy. Crouch + primary = you might still miss at long range. 3 hours ago, NoSpoons said: and it feels a little pointless when there are other options ...that cost money. Really the whole point is that the trishot is intentionally not that great because part of the point of the overhaul was to make infantry more expensive to counter. The rifle soldiers were just too good before and that is part of why infantry rushing didn't work that well: enemies instantly respawn as a surprisingly powerful class. Hence their general accuracy got hurt, forcing them to crouch if they want reliable headshots, and the trishot is an extremely niche mode. Want better sniping tools? Go spend $200 on a sergeant if you're fine with being constrained to pistol range, $300 on a captain if you can be sure you won't get multi-headshotted when you try to use the machinegun's crouch-snipe functionality, or $650 on a sniper, but then be prepared to spend longer waiting for the vehicle/high-end infantry that you want. What I should have done too is make the AK's secondary more inaccurate so it's also not as good. But yeah you're right, I hit the trishot too hard. 3 hours ago, NoSpoons said: I'd like to note that I don't really see a reason for it to be soviet locked, it could just be a regular door but anyway that's minor and not particularly important. Because Allies have an easy enough time getting inside as it is and the Soviet team's brains just seem to completely shut down whenever a single member of the Allies makes it inside? And also because if the Airfield ever makes it onto other maps, particularly TL5 maps, Tanyas could just gg ez the Airfield by losing/ejecting a longbow over the tower and completely avoiding mines if the roof door was unlocked? This was an issue with the Refinery back in 2015 testing when it had a rooftop<->interior access, because it didn't have a door at all (or room for one), and while that also had the additional concern of thieves using that access route for the same thing, the Airfield roof is a much easier target to land on and its entrances are easier for a Tanya to camp than the Refinery stairs. Granted, spies can circumvent the lock for her, but that's using extra manpower that lets the Soviets rush better, and also gives spies something semi-useful to do. 0 Quote Link to comment Share on other sites More sharing options...
NoSpoons Posted June 5, 2017 Report Share Posted June 5, 2017 2 hours ago, Pushwall said: ...that cost money. Other options that cost money yes, but you said it yourself you want to make countering infantry more expensive? You are acknowledging that players can't just buy a new class whenever they need it however you nerf the free stuff... It is effectively making players buy better infantry in order to fight off rushes you agree? because stock soldiers wont do, so now instead of 5 riflemen to counter your rush you have a mix of sergeants and captains and they are going to put a stop to the rush a lot faster lowering infantry rush success rate further. I understand the problem at hand, basic infantry are good, really good but I feel their ultimate effectiveness comes down to the people using it, we have loads of players who have fended off infantry rushes in this game for years and we have players who only joined a week ago, if Voe runs in with a rifleman or even an Engi you can expect a decent fight, if Newplaye42 runs in he will get gunned down quickly, skill has a large factor here Really the whole point is that the trishot is intentionally not that great because part of the point of the overhaul was to make infantry more expensive to counter. The rifle soldiers were just too good before and that is part of why infantry rushing didn't work that well: enemies instantly respawn as a surprisingly powerful class. Hence their general accuracy got hurt, forcing them to crouch if they want reliable headshots, and the trishot is an extremely niche mode. Alright but fair enough you know the details and stats of guns that I do not, but what are these circumstances where making the tri-shot worse helps enemy infantry rushes? Making snipers cost more I understand, it means the rush can't be stopped dead in its tracks so easily from so far away without a cost, however a lot of infantry rushes come down to being in doors up close and personal with 7 people all hopping around the barracks/power-plant/radar-dome ect shooting at each other and you respawn in the midst of this as a riflemen, tri shot will not be the deciding factor here, that comes down to damage per second that can be output onto the enemy and the players ability to hold the mouse on target. 0 Quote Link to comment Share on other sites More sharing options...
Pushwall Posted June 5, 2017 Author Report Share Posted June 5, 2017 35 minutes ago, NoSpoons said: so now instead of 5 riflemen to counter your rush you have a mix of sergeants and captains and they are going to put a stop to the rush a lot faster lowering infantry rush success rate further. And then they've spent money to counter your rush. This is especially important in the early stages of a game where you can't afford a captain and an MBT at the same time. Beforehand, they could more easily get away with countering with rifles only and then they'd be able to get more tanks than you. 35 minutes ago, NoSpoons said: however a lot of infantry rushes come down to being in doors up close and personal with 7 people all hopping around the barracks/power-plant/radar-dome ect shooting at each other and you respawn in the midst of this as a riflemen, tri shot will not be the deciding factor here, which is why I said I'd also be nerfing the AK-47's full auto. Infantry rushes don't always involve going into buildings though - trishot's purpose is sniping grenadiers/kapitans/flamethrowers or even other rifles that are trying to poke your defenses/SD from afar. (And the only one of those that doesn't die to a trishot headshot is the kapitan.) Which yes, it really doesn't need to be this bad at it when the AK's full auto is so good at its niche in addition to said niche being more relevant, so the ROF and accuracy are going up a little. 0 Quote Link to comment Share on other sites More sharing options...
NoSpoons Posted June 5, 2017 Report Share Posted June 5, 2017 (edited) 15 hours ago, Pushwall said: And then they've spent money to counter your rush. This is especially important in the early stages of a game where you can't afford a captain and an MBT at the same time. Beforehand, they could more easily get away with countering with rifles only and then they'd be able to get more tanks than you. Alright I understand the outcome here but then wouldn't a system of this nature inherently benefit the allies who have cheaper vehicle options? as they might be able to get those early light tanks out due to its lower price than Soviet Heavies?So the initiative might be given to the allies with this meaning we could start to see Soviets losing structures and defences more often to early rushes. Yes soviets can counter with RPGs but that's only thinning their bank account further or it could be that they will recover quickly enough that the allies will have to face tanks as well with the next attack? Anyway that's all hypothetical that need to be observed 15 hours ago, Pushwall said: Infantry rushes don't always involve going into buildings though - trishot's purpose is sniping grenadiers/kapitans/flamethrowers or even other rifles that are trying to poke your defenses/SD from afar. (And the only one of those that doesn't die to a trishot headshot is the kapitan.) Which yes, it really doesn't need to be this bad at it when the AK's full auto is so good at its niche in addition to said niche being more relevant, so the ROF and accuracy are going up a little. Alright well yes, I don't have anything to say as opposition to this Regarding the current issues we have with the medic unit, I've had a look into a few other games and their medic implementation and there are a few systems that are quite common, the first and most common is an AOE heal that well... heals everyone for a large burst of HP but it has a longish cool down, so the medic character has the freedom to pull out a weapon and fight for a while, they can then heal again when the cool down is done, the long cool down gives the opposing side enough time to either finish of the medic or the soldiers being healed, this also means the medic needs time time his heals well in order to be effective, the medics weapons are generally ok but they have smaller clip sizes so they cant just mow down incoming infantry and would be at a slight disadvantage to regular infantry should they 1v1 in the open. The second one that's becoming very popular is a Mercy style single target heal, where they can heal a single target very well but will need to micromanage a larger force, in these systems the medic usually has a gun of equal strength to other units or classes however it is up to them to decide if they should prioritize healing or combat. These systems usually implement a slow self heal passive. Most other systems that attempt to be realistic require the medic and the person being healed to not be under fire, and I don't really need to go into this as it is pretty clear that wont suite the style of combat we have. I do not know all the different iterations of medics we have had over the years nor do I know how effective they have been but of all the systems I have read up about and seen in action I feel the first one may work best for us, maybe there is something from these systems we can borrow? I'm not sure but hopefully this can be of help EDIT: I Dint see the forum dedicated to this topic lmao Edited June 6, 2017 by NoSpoons 0 Quote Link to comment Share on other sites More sharing options...
Pushwall Posted June 6, 2017 Author Report Share Posted June 6, 2017 Another minipatch 3.1.1.3 is on the way. General All small-arms damage to mines up (SMG/Rifles 0.375 -> 0.6, LMGs 0.75 -> 0.9, shotgun primary/HMGs 1 -> 1.2) Fixed infantry cash rewards that weren't updated to reflect new prices. Medic Health down (100 -> 75) Now recovers 3 HP per second even while in combat. This does not speed up when out of combat, however. Gradual healing duration up (5 -> 6 seconds) Now has a secondary fire mode for the Medic Kit, which provides an instant full heal to all teammates in normal healing range (except himself as usual). However, he only gets ONE shot of this (unless he refills at a PCT/supply truck), it doesn't trigger the gradual heal effect, and it causes a 5-second reload on his medic kit which he must wait out with it equipped before he's able to use his gradual heal again. Gradual healing no longer affects other Medics (don't mind the healing effect being visible on the character for a split second, it's not real). The only way Medics can heal each other now is through their one-shot burst heal, so having 2 medics is not COMPLETELY useless, but they still can't last forever like before. Officers Bullets no longer pierce a character once. Rifle Soldiers M16 trishot ROF up (1 -> 1.5) M16 trishot standing/jogging inaccuracy down (0.5 -> 0.25) AK-47 sprayshot inaccuracy up (2.75 -> 3.75) Tanya Damage down (30 -> 25) Artilleries Splash armour penetration down (50% -> 37.5%) Splash burn damage upgraded to flamethrower/nuke "slow burn" (7.5 damage over 10 seconds instead of 2.5 over 1) Gunboat Cannon no longer causes damage to submerged subs; use the depth charges for this. Depth charge now has an artificial range limit of about 150m before the charge explodes; this is about as far as it was able to go before the cannon was able to hit low-flying aircraft, but that change allowed its depth charges to travel as far as sniper bullets... Minelayer AP mine damage down (600 -> 160) AP mine splash radius down (8 -> 6.5) AP mine splash now has no distance dropoff just like AT mines, so there should be absolutely no more instances of things like Tanyas surviving mines on single-digit HP. Yak Range up (110 -> 120m) 1 Quote Link to comment Share on other sites More sharing options...
thedisclaimitory Posted June 7, 2017 Report Share Posted June 7, 2017 finally, we get a new weapon but will we get another new handheld weapon for the Allies or is it new idk but I mean like changing the m72 law for a new rocket launcher like maybe the FGM-148 Javelin launcher wait didn't they have in the beta of APB or gamma but I like the new Strella if it's a new design or a new rocket launcher I still like it. oh and I just came back from my trip to Panama 0 Quote Link to comment Share on other sites More sharing options...
Pushwall Posted June 8, 2017 Author Report Share Posted June 8, 2017 13 hours ago, thedisclaimitory said: FGM-148 Javelin launcher 13 hours ago, Wikipedia said: In service: 1996–present Ehhhhhhh nope. 13 hours ago, thedisclaimitory said: wait didn't they have in the beta of APB It was the FIM-92 Stinger, which wouldn't make much sense as a LAW replacement because it's known to be an anti-aircraft weapon, plus the Destroyer uses Stinger missiles and a rocket soldier with what is essentially a single-tube Destroyer weapon would be far too overpowered. Hence the old man-portable Stinger model is relegated to being a rare crate weapon on Hostile Waters and deathmatch maps. 0 Quote Link to comment Share on other sites More sharing options...
Ice Posted June 8, 2017 Report Share Posted June 8, 2017 12 hours ago, thedisclaimitory said: finally, we get a new weapon but will we get another new handheld weapon for the Allies or is it new idk but I mean like changing the m72 law for a new rocket launcher like maybe the FGM-148 Javelin launcher wait didn't they have in the beta of APB or gamma but I like the new Strella if it's a new design or a new rocket launcher I still like it. oh and I just came back from my trip to Panama The Strela model (the Soviet equivalent of the Redeye back in their day) is a really nice addition indeed Regarding new weapons, the Rocket Soldier is listed as using an M72 in RA1, and something like the Javelin would be far too modern for the setting. If any weapons got changed it would be more appropriate if anything to use older predecessor weapons whenever possible rather than more modern successors. In the case of the Allies, it would also make sense to give preference to European weapons unless specifically identified as otherwise in RA. The weapon you're thinking of from early builds of APB is the Stinger launcher, a 1970's-era anti-air missile launcher. It's shown in a Tiberian Dawn cutscene (presumably used by Nod) shooting down a helicopter. Also, welcome back! EDIT: Looks like Pushwall beat me to the punch 0 Quote Link to comment Share on other sites More sharing options...
NodGuy Posted June 8, 2017 Report Share Posted June 8, 2017 45 minutes ago, Ice said: It's shown in a Tiberian Dawn cutscene (presumably used by Nod) shooting down a helicopter. And in that cinematic it's equipped with a cool looking digital targeting system. 0 Quote Link to comment Share on other sites More sharing options...
Popular Post delta Posted June 9, 2017 Popular Post Report Share Posted June 9, 2017 Kind of a silly idea I came up with that might be appropriate for something like Lunar Paradox. How about you make it so that when you buy a vehicle, there's a ~10% chance that you get a vehicle that looks completely identical, but has had its weapon replaced by a demo truck nuke? 7 Quote Link to comment Share on other sites More sharing options...
MartinMb Posted June 12, 2017 Report Share Posted June 12, 2017 It's nice to see so many updates for APB. Keep up the good work, Dev Team! 0 Quote Link to comment Share on other sites More sharing options...
thedisclaimitory Posted June 22, 2017 Report Share Posted June 22, 2017 (edited) On 6/7/2017 at 10:22 PM, Ice said: The Strela model (the Soviet equivalent of the Redeye back in their day) is a really nice addition indeed Regarding new weapons, the Rocket Soldier is listed as using an M72 in RA1, and something like the Javelin would be far too modern for the setting. If any weapons got changed it would be more appropriate if anything to use older predecessor weapons whenever possible rather than more modern successors. In the case of the Allies, it would also make sense to give preference to European weapons unless specifically identified as otherwise in RA. The weapon you're thinking of from early builds of APB is the Stinger launcher, a 1970's-era anti-air missile launcher. It's shown in a Tiberian Dawn cutscene (presumably used by Nod) shooting down a helicopter. Also, welcome back! EDIT: Looks like Pushwall beat me to the punch thanks but it doesn't have to be like ra1 I mean you can put a bazooka in APB for all I care. I mean you could make a system were you could buy wepons in the game. Edited June 22, 2017 by thedisclaimitory 0 Quote Link to comment Share on other sites More sharing options...
Jeod Posted June 22, 2017 Report Share Posted June 22, 2017 18 hours ago, thedisclaimitory said: thanks but it doesn't have to be like ra1 I mean you can put a bazooka in APB for all I care. I mean you could make a system were you could buy wepons in the game. If you don't like the RA-lism go play a different game that has the weapon you want. Putting modern era technology in a WW1-era game is just weird. It's like CoD's "new" WW2 game that did without the swastikas and has too much diversity for its' time. 2 Quote Link to comment Share on other sites More sharing options...
MPRA2 Posted June 22, 2017 Report Share Posted June 22, 2017 2 minutes ago, Jeod said: If you don't like the RA-lism go play a different game that has the weapon you want. Putting modern era technology in a WW1-era game is just weird. ahhhhh... WW1 era eh? well wheres my biplane and bathtub tanks? but in all honesty, you cant put tech from 2002-20xx into a game that takes place in the WWII-Cold War eras.... 1 it would ruin the immersion of all the RAlistic elitists such as myself, 2. You would break the game balance, and 3.... Would a Javelin really fit in a game like this? I say give the Davey Crockett weapon to all Nod troops. 0 Quote Link to comment Share on other sites More sharing options...
thedisclaimitory Posted June 22, 2017 Report Share Posted June 22, 2017 4 hours ago, MPRA2 said: ahhhhh... WW1 era eh? well wheres my biplane and bathtub tanks? but in all honesty, you cant put tech from 2002-20xx into a game that takes place in the WWII-Cold War eras.... 1 it would ruin the immersion of all the RAlistic elitists such as myself, 2. You would break the game balance, and 3.... Would a Javelin really fit in a game like this? I say give the Davey Crockett weapon to all Nod troops. Lol aye it's like what black ops did with advanced warfare they put ww2 people with futuristic wepons with ww2 stuff maps with sifi I kinda like it but att the same time despise it because it's weird with advanced stuff and what not. and did they really have tub looking tanks in ww2 if your talking about the box tanks they had the whatever 0 Quote Link to comment Share on other sites More sharing options...
thedisclaimitory Posted June 22, 2017 Report Share Posted June 22, 2017 On 6/7/2017 at 10:22 PM, Pushwall said: Ehhhhhhh nope. It was the FIM-92 Stinger, which wouldn't make much sense as a LAW replacement because it's known to be an anti-aircraft weapon, plus the Destroyer uses Stinger missiles and a rocket soldier with what is essentially a single-tube Destroyer weapon would be far too overpowered. Hence the old man-portable Stinger model is relegated to being a rare crate weapon on Hostile Waters and deathmatch maps. what about a bazooka I think they used bazookas in the Korean war, yeah they didn't have m72 laws Korean war or was it the war with china I'm pretty sure the bazooka was in the war with China. but anyways you could have the bazooka in RA apb it was in the early cold war. 0 Quote Link to comment Share on other sites More sharing options...
Pushwall Posted June 22, 2017 Author Report Share Posted June 22, 2017 19 hours ago, thedisclaimitory said: what about a bazooka I think they used bazookas in the Korean war, yeah they didn't have m72 laws Korean war or was it the war with china I'm pretty sure the bazooka was in the war with China. but anyways you could have the bazooka in RA apb it was in the early cold war. Red Alert isn't the Korean War or early Cold War though. The sidebar icon for the rocket soldier in Red Alert shows him using an M72 LAW, which is probably why the old APB artists made an M72 LAW for him. I don't entirely agree with it since it's a disposable launcher whereas the Soviets' RPG-7 isn't, but we have to work with it because it's all we have. Any work towards a new launcher means that work on anything else is being delayed (and I'm not sure if ChopBam would be up to the task either), unless someone from the community provides the launcher like Furs and Chaos_Knight did with the Strela. Red Alert's manual and internal data files tell a different story though, they say he's using the M47 Dragon. Which is the Javelin's ancestor! If I were to see the Rocket Soldier get a new weapon, what I'd like to see is either: the M47 Dragon - true to RA, and lets us ditch the oddity of a disposable launcher that is fired infinitely, but it looks a bit silly. Some European anti-tank weapon from around or before the time of the Dragon (Ice previously suggested to me the Belgian RL-83 Blindicide) - to help provide a bit of national variety befitting the Allies. For a force that consists mostly of soldiers of European nations, they sure seem to have a short supply of European weapons on their side. Right now it's just the Italian Beretta pistol, British Lee-Enfield sniper rifle and German MP5 submachine gun - their 6 other weapons are all American and I'm not even counting the Stinger that isn't a proper part of the game! A plus to the RL-83 Blindicide specifically is that we may even be able to make its face shield act as more than just a visual novelty, and make it actually shield the RS from frontal headshots while it's equipped. Whatever happens, the RS getting a proper non-disposable launcher would open up an avenue for allowing every other soldier to either purchase or start with an M72 LAW that only gets 1 ammo. Which would allow us to make bullets less effective against tanks without actually nerfing infantry, and give Supply Trucks more presence since they could provide LAW refills! But again, this all can't happen if we don't get a model. So don't hold your breath. 0 Quote Link to comment Share on other sites More sharing options...
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