Popular Post Kaskins Posted November 20, 2019 Popular Post Report Share Posted November 20, 2019 When you missed the Autumn-Halloween Build, the best is to push it out the following season, which is now. -To begin, the M113 Chassis has been revamp, for all M113 vehicles such as the M901 Tow, M579 Repair, M132 Zippo, M113 HVMS, and M113 ADATS. G6 Rhino is the revamp of the Nod famous Artillery unit. M113 Armored Personal carrier. Can be a Gun platform, a support or a utility vehicle. Vile Facility Remaster or shall we say Remake? Just like Winter Assault, Vile Facility took its original design from the old and remake from ground up to accommodate the future proof build of the upcoming units and its feature. It is 25% larger than the previous Vile Facility, which add various objects, props and structure from RA1 universe which currently is not in use but will be activated in the near future, it is by far the most detail map I ever made second to Winter Assault. I cannot say for sure but stay tune. Year 2020 ( "Wawasan" 2020 ) will be another amazing chapter. Added Construction Yard Added Communication Center Added Forgotten War Factory 90% of the buildings in this map you may enter. RA1 Advanced Power Plant, Ore Refinery and Radar Dome are in, their feature and usage are limited as their feature is not yet in. Screenshot near to Nod Power Plant Screenshot near to GDI Base by the abandon Ore Refinery ( Hint future usage ) Screenshot Water Pump house. Screenshot Fort Kick Ass, well is Container Fort. I recall OWA mentioned something about it. Changelog as listed below. IA Change log as of 1st September 2019, updated to November 21st. Mammoth Tank Health & shield Increase from 900 to 950 Mammoth Tank Score from 90 to 95 Mammoth Tank recovery vehicle repair increase from 200 to 220. Mammoth Tank recovery Health & shield increase from 750 to 950 Disrupter Health & shield increase from 1580 to 1600 Disrupter Score from 158 to 160 Disruptor range increase from 88 to 100 Stealth tank speed reduce by 1/ms Ezekiel Turn rate increase from 0.4 to 0.41 Ezekiel Missile Turn Rate reduce from 100 to 85. Ezekiel Missile now fire 1 at a time instead of 2 at a time. Increase Blackhand Stealth Tank reload time from 1.67 to 1.75. PT-91 Pendekar Speed increase by 0.1m/s. 12.5m/s to 12.6m/s M132 Jumbo Flamethrower increase direct hit damage from 1.0 to 1.32 Fire damage. AMX-30 20mm Autocannon Explosion/Splash damage reduce from 20 steel_nobuilding to 10. Mirage Tank speed increase ( forget the value will add it pending ) Phase Tank rate of fire reduce from 9.1 to 7.0. Stealth Tank Turret Turn rate reduce from 64 to 55. M113 HMVS turn rate reduce from 0.46 to 0.4 when you lagging you may notice it teleports its rotation. X1A reload time increase from 1.52 to 1.9 Elbrus Health + Armor increase from 520 to 870 M109 Paladin Gun depression reduce from -5 to -2 GCT 155 Gun depression reduce from -5 to -2 G6 Rhino Self Propelled Gun reduce from -5 to -2 Koksan gun depression reduce from -5 to -2. Increase T-70,T-90 and BM-8-24 from 7.68m/s to 12.95m/s Reduce turn rate of T-70, T-90 and BM-8-24 from 0.28 to 0.2 Mammoth Tank 120m Gun range increase from 150 to 164 Mammoth Tank 120mm Railgun range icnrease from 145 to 155 Mammoth Tank 120mm Gun, Mammoth Tank 120mm Railgun and Mammoth Tank Recovery vehicle Health and Armor increase from 900 to 950. Reduce Hover MLRS speed from 20.8/s to 19.5m/s Tesla Tank Health and Shield increase from 330 to 490. Black Eagle Tank Reduce reload time from 2.1 to 1.89 P-270 Weapon on the OSA Class Missile disable chasing on tracking. Vosper Torpedo Boat and G-5 Motor Torpedo Boat its weapon Torpedo velocity increase from 30 to 60. M1A2 Abrams 120mm increase engine horse power, speed increase by 0.5 from 11.7 to 12.20 average. Shock Trooper Upgraded weapon and non upgraded weapon fix the accidentally swapped ammo. Portable Tesla Coil weapon electric damage reduce 96 to 90. Improved Portable tesla Coil weapon electric damage reduce 109 to 101. X1A Brazilian Bernardini health and armor reduce from 410 to 380 X1A brazilian Bernartini Tilt rate reduce from 40 to 32 X1A Brazilian Bernardini Turn rate reduce from 64 to 50 Centurion ARVE increase reloading time from 10.2 to 12.375 Centurion ARVE reduce speed from 10.25 from 12 Centurion ARVE velocity reduce from 160 to 83 Centurion ARVE projectile gravity increase from 1.65 to 2.25 Advanced Guard Tower ground unit range increase from 184 to 190 Fix ASU-57 APCR to have its own explosion rather than a generic preset damage of 100. New value as 57 Explosion at 2m Radius Fix Black Hand Light Tank APCR to have its own explosion rather than a generic preset damage of 100. New value as 75 Explosion at 2m Radius Fix G13 APCR to have its own explosion rather than a generic preset damage of 100. New value as 75 Explosion at 2m Radius Fix SU-85 APCR to have its own explosion rather than a generic preset damage of 100. New value as 85 Explosion at 2m Radius Fix SU-122-44 APCR to have its own explosion rather than a generic preset damage of 100. New value as 122 Explosion at 2m Radius Fix Archer APDS to have its own explosion rather than a generic preset damage of 100. New value as 76.2 Explosion at 2m Radius Fix FV4005 APDS to have its own explosion rather than a generic preset damage of 100. New value as 183 Explosion at 2m Radius Fix HVMS APDS to have its own explosion rather than a generic preset damage of 100. New value as 60 Explosion at 2m Radius Fix Tortoise APDS to have its own explosion rather than a generic preset damage of 100. New value as 92 Explosion at 2m Radius Titan 105mm Railgun added a super charge chargeup time to 2.1 second Titan 105mm Railgun rate of fire reduce from 0.23 to 0.2 for railgun super charge Titan 105mm Gun reduce reload time from 1.92 to 1.87 Titan 105mm Gun Damage reduce from 450 to 430 Shell_NoBuilding. Titan 105mm Railgun reload time increase from 3.0 to 3.15 Titan 105mm Railgun reduce range from 196.96 to 165.44 GDI Spy steal rate reduce from 80% to 60% of the total amount of credits per opposition player. SSM MLRS MGR-1 Honest John increase damage from 630 to 813 per missile. Carl Gustov reduce damage from 692 to 672 Carl Gustov improved reduce damage 872 to 747 Carl Gustov ammo capacity reduce from 1+7 to 1+5 M50 Ontos increase damage from 310 to 318 per shot GDI Bomber Shield and Health are now at 520 Banshee has 560 Health & Shield Improved Rocket Soldier weapon has no scope now. Mammoth Tank 36 inch spray reduce from 1.82 to 1.41 Nod Commissar radar fix and show human indicator previously set to None. Tweaked 2nd fire for Rocket Soldier explosion damage radius. Increase price for Nod 800 to 850 due to inflation. Nod Devil Tongue Flame tank increase price to 850 from 800 Nod Blackhand Stealth Tank increase price to 850 from 800 Nod Infiltrator AT increase price to 850 from 800 Nod MSA has been relocated to cost 1550 and set to tier 2 from costing 800 and is tier 3. Demolition Timed C4 now have a 1 second require charge-up timer to place. New M113 and G6, the stats are new so the behavior of driving it is new therefore i am unable to provide the change log other than these vehicle has been replace. M113 Overhaul M132 Zippo Overhaul M113 ADATS Overhaul M113 HVMS Overhaul M901 TOW Overhaul - Require undeploy and redeploy to reload it's ammo. Will be fix in the next hotfix. M579 Repair Overhaul - Upgraded model has issue applying in hotfix. Phase Tank Overhaul G6 Artillery Overhaul All M113 armor has been changed from CNCMCTSkin to CNCVehicleHeavy, same goes for Nod BRDM six wheeled. Armor weak spot changes Vehicle Ammo Hatch/Ammo Rack multiplier reduce from 8.0 to 4.0 vehicle Engine Weak spot multiplier reduce from 2.25 to 1.75. Vehicle Hatch weak spot multiplier reduce from 2.15 to 1.6. Vehicle Rear weak spot multiplier reduce from 2.0 to 1.5. Vehicle Side Hull weak spot multiplier reduce from 1.8 to 1.3 Vehicle Sight/Optics Sight weak spot multiplier reduce from 1.4 to 1.35 Vehicle Turret weak spot multiplier reduce from 1.25 to 1.2 Tweaked overall AP rounds. Map : Vile Facility remaster refer above. Roughly idea upcoming build. -velocity of vehicle Meter/second will be included in PT icon to replace speed rating very slow, slow, average, fast, very fast. ( Still pending ) -Naval Units PT Icon will be included in next build ( Still pending ) KNOWN ISSUE -Some Issue of the Vile Facility VIS issue -Iowa battleship and Littoria Battleship turn rate issue. -Vile Facility E06 GDI Base near the abandon Ore Refinery 1st floor ladder no Vis - Thanks to Someby * need name recorrection * -M579 Deployed and Upgraded does not have a Muzzle therefore it can only repair forward. - Thanks to Neighter -Type 62 Norinco Tank cost 4,100. Is NOT suppose to be in and is WIP, and is underwhelming for its price - Thanks to Rozpierdalator -Some PT icons indicator need adjustments. -Nod Tetreader have some issue after deployed - Rozpierdalator 23/11/2019 -Fixed M901 Deploy animation frame and reload time. -Fixed M579 Deploy upgrade doesn't have muzzle -Fixed PT icon for Nod M6 Linebacker -Fixed PT icon for Nod BlackHand Flame Tank Icon -Fixed PT icon 4,100 slot for 2nd unit which is disable. -Fixed PT Icon side corrections for Matilda BP Hedgehog and HMVS Gun -Fixed PT icon cost of M6 Linebacker health & shield was suppose to be 640+640 -Ship now have a new suspension and behavior how it will move. -More Vile Facility VIS issue fix. -Cold walls remove one of the GDI Pillbox. -Nod Sapper Tetraedar is fixed. -Fixed Ezekiel Turn rate is 0.41 but is at 0.35 atm? strange Changelog as of 23/11/2019 -Matilda tank speed increase by 0.3m/s -Matilda Tank health & shield reduce to 730 from 820. -Ezekiel Missile velocity decrease from 70 to 64. -Ezekiel Missile turn rate increase from 80 to 84. -Ezekiel Missile Damage increase from 235 to 250. -Tesla Tank Reload time increase from 2.3 to 3.2 -Tesla Tank splash radius using wrong explosion preset. -Black Eagle Tank increase health & shield to 910 from 820. -Black Eagle Tank fixed wrong ammo preset. -Disruptor Turret Turn Rate increase from 32 to 37. -Disruptor now have 130 ammo previously at 100 -Disruptor ammo velocity increase from 30 to 37.5. -Disruptor ammo rate of fire increase from 32 to 37.5. -Disruptor splash damage increase from 4.1 to 8.2 -Disruptor damage reduce from 7.0 to 6.4. -Centurion Mk.3 health & shield increase from 400 to 550. -Centurion FV4005 health & shield increase to 620 -Centurion ARVE health & shield increase to 600 -OT-34 health & shield reduce from 600 to 480 -OT-34 & SU-85 speed increase by 5% -SU-85 health & shield reduce from 600 to 450 -OT-34 tank price reduce from 700 to 600. -M6 Linebacker price increase from 600 to 800 ( reason is I find Wiesel and M6 Linebacker shouldn't be same with Wiesel ) Changelog as of 1/12/2019 -Fixed Nod Infrared side PT icon -Fixed Nod Banshee Alarm -M113 SIDAM vehicle turn radius reduce from 0.4 to 0.37 -M113 Sidam reduce speed by 5% -M113 Sidam turret turn rate reduce from 46 to 41 -M113 Sidam turret tilt rate reduce from 46 to 37 -M113 Sidam damage reduce from 50 steel_nobuilding to 25 steel_nobuilding -M113 Sidam damage splash reduce from 5.0 radius and 50 explosive_nobuilding to 1.25 radius and 12.5 explosive_nobuilding -M113 Sidam rate of fire reduce from 12.5 to 11. Changelog as of 11/12/2019 -Reduce mammoth tank railgun 120mm gun splash damage from 2.75 radius to 2.0 radius -Reduce mammoth tank railgun 120mm gun explosive damage from 60 electric to 30 electric. -Mammoth Tank railgun 120mm gun reload time increase from 3.2 to 4.125 -Mammoth Tank Railgun range reduce from 142.76 to 132.76 -Ezekiel Stealth Tank Missile Turn Rate increase from 82 to 91. -Sydney Mobius Merlin Portable Cannon reload time increase from 3.6 to 3.75 -All mobius suit character walk at the speed of 5.5 ( previously was from 5.7 and 5.9 ) -All mobius suit outfit shield reduce from 375 to 350. -All mobius suit outfit shield upgrade reduce from 125 to 75. -Orca Bomber Alarm sound fix. -Stridsvagn Tilt up reduce from 14.0 to 12.5 due to visual issue at the wheel part. -Hover MLRS Missile range reduce from 208 to 198. -M1A2 Abrams Tank Overhaul completed - ( Behavior such as handling/driving maybe different from the old one. Do please take note. ) -Disruptor range reduce from 88 to 82. ( Done ) -Disruptor velocity reduce from 37.5 to 35. ( Done ) -Disruptor splash damage reduce from 8.2 to 5.5 ( Done ) -Disruptor reload time increase from 4.6 to 5.0 ( Done ) -BMD-1 is now fixed of a correct unit. -Blackhand Stank Turret Turn rate increase from 55 to 60. ( Done ) original is at 64 -Blackhand Stank Reload reduce from 1.89 to 1.49 ( Done ) reverted to original is at 1.48 -Blackhand Stank Range Tracking reduce 96 to 88 ( Done ) Original is at 120 -Blackhand Stank Range Non Tracking is 109 increase to 120 ( Done ) Original is at 150+ -Blackhand Stank Targeting Range is set to 75 ( Done ) -Blackhand Stank Non Tracking damage is set to 60. ( Done ) Original is at 85 -Blackhand Stank Tracking damage is increase from 77 to 91. ( Done ) -Blackhand Stank Non Tracking Velocity increase from 77 to 96 ( Done ) Original is at 70 -Blackhand Stank Tracking Velocity same at 70. -Vosper Torpedo Boat damage increase to 266.5 from 114.25 -Vosper Torpedo Boat damage increase to228.5 from 133.25 -M3 Bradley 75mm vehicle speed increase, changing to 13.2m/s -M3 Bradley 25mm vehicle speed increase change to 14.5m/s -FV4005 vehicle turn radius reduce from 0.42 to 0.41 -FV4005 183mm Gun reload time increase from 5.5 to 6.1 -FV4005 183mm Gun Spray AP Shell spray reduce 0.98 to 0.915 -FV4005 Deployed 183mm Gun Spray AP Shell spray reduce 0.6 to 0.45 -FV4005 Speed reduce from 13.8m/s to 13.2m.s -Tunguska price reduce from 2,800 to 2,400 -Tunguska health and shield increase from 500 to 550. ( upgraded grant 115 than 110 ) -Tunguska rate of fire increase from 15.00 to 16.00. -Koksan moved to 2,800. -Koksan rate of fire is 2.35 reduce to 1.92. ( original 1.7 ) -Infritrator AT increase its missile damage from 156.5 to 280 shell_nobuilding -Infritrator AT reload time increase from 2.25 to 8.2 -Infritrator AT Missile Explosion damage increase from 70 to 140 shell_nobuilding -Shilka reload time reduce from 23 to 17.6 seconds -Shilka rate of fire increase from 23.000 to 29.6 -T-34 price reduce from 600 tier 2 slot moved to tier 1 cost 500. -SU-85 price reduce from 600 tier 2 slot moved to tier 1 cost 450. -T-34 health and shield reduce from 480 to 460 -SU-85 health and shield reduce from 440 to 410. -Orca Assault Craft Anti Tank rate of fire reduce from 1.14 to 0.91 for its hellfire missile. -Apache Anti Tank variant rate of fire reduce from 1.14 to 0.91 for its Hellfire missile. -Comanche Anti Tank variant rate of fire reduce from 1.14 to 0.91 for its hellfire missile. -Raveshaw Scorpion Railgun increase from 89 to 91 ( upgraded is 116 to 118 ) -PIC upgraded range reduce from from 180 to 163 ( targeting range is now set to 150 ) -Pic range reduce to 140 -Mammoth tank Tusk rocket pods splash radius increase from 3.0 radius to 7.5 radius -Mammoth Tank tusk rocket pods splash damage increase from 60 to 90 explosion damage. -Mammoth Tank Railgun reload time reduce from 4.125 to 3.2 -Mammoth Tank Railgun splash damage electric reduce from 30 to 20. -Chemical Grenades damage reduce from 256 to 200 -M132 Zippo upgraded fixed as the upgraded model naming is wrong. -Challenger 2 Speed increase from 10m/s to 11m/s [ Some known issue of its forward suspension. Pending to fix ] -OT-34 price reduce from 600 to 500. -SU-85 price reduce from 600 to 450. -T-34/D-30 tier 2 cost 800 moved to tier 1 cost 700 ( Tier 1 score system apply over ) -PT icons Matilda Tank missing side bar units. -PT Icons Stridsvagn 103 missing side bar units. -Nod Tier 1 Alternate unit price reduce from 350 to 300. -Besa Machine Gun on vehicle rate of fire now is 11.66 -Dp27 Machine gun on vehicle rate of fire now is 9.16 -DHsK Machine Gun on vehicle rate of fire now is 10. -FN Mag Machine Gun on vehicle rate of fire now is 11.87 -KPV Machine gun on vehicle rate of fire now is 10.0 -L94A1 Machine gun on vehicle rate of fire now is 8.91. -M134 Machine Gun on vehicle rate of fire now is 17.93 -M1919 Machine Gun vehicle rate of fire now is 8.33. -M240 Machine gun on vehicle rate of fire now is 11.66 -M2hB Machine gun on vehicle rate of fire now is 8.75 -M60 Machine gun on Vehicle rate of fire now is 10.00 -T-35 Coaxial MG now is using the DHsK as the one stated above. -Shilka Vehicle wheel rebone may have slightly behavior change. -Shilka vehicle now will fire from 4 barrels with its new animation added thanks to JFW_Vehicle_Visible_Weapon_Animation. -Nod Sapper SG-43 Sentry fixed double pricing for some reason had a feeling it has 2 same preset ties to the script. -PT-91 Pendekar speed increase by 2m/s more then Abrams tank. -M107 increase damage shell from 640 to 875 per shot ( Increase about 230 ) -M107 increase range increase from 236 to 260. -M110 increase damage shell from to 752 to 1015 per shot ( increase about 260 ) -M110 increase range increase 243 to 266. -ISU-122 increase damage to 433 to 989.28 ( increase about 550 ) -ISU-122 increase range increase 189 to 211 -ISU-122 reload time increase from 6.1 to 7.32 -G6 Howitzer increase shell damage from 615 to 626.76 ( increase about 10 ) -G6 Howitzer increase range 228 to 241. -M109 Paladin increase shell damage from 615 to 626.76 ( increase about 10 ) -M109 Paladin increase range 228 to 241. -GCT increase shell damage from 615 to 626.76 ( increase about 10 ) -GCT increase range 228 to 241. -GCT reload time reduce from 4.1 to 3.7. -T88 Hellcat increase the damage from 270 to 193 ( reduce about 70 ) -T88 Hellcat increase range 201 to 228 -T88 Hellcat reload time reduce from 4.1 to 2.8 -Koksan increase the damage shell from 400 to 408 ( increase about 8 ) -Koksan increase the range 246 to 251.81 -T-34/D-30 increase the damage shell from 200 to 219 ( increase about 19 ) -T-34/D-30 increase the range 211 to 232 -Mammoth Tank 36 inch damage shell increase from 1600 to 1645.2. ( increase about 45 ) -Sheridan Shillelagh missile damage reduce from 804 to 675. ( reduce about 125 ) -RidgeWarfare fix Nod Harvester not driving to tib field. -Rocket Artillery overhaul will be focus in the next build. -M1A2 Abrams overhaul, got a face lift too. Changelog as of 08/01/2020 -Fixed the Challenger 2 Model and the speed. -Fixed the Infrared, Ezekiel and Tunguska PT icons seems to be messed up with the slot of purchase. -Updated the M1A2 PT Icon. -Mirage Tank 2nd fire has been fixed to L9A1 MG same as Challenger 2. -ARVE 2nd fire crash on load fix due to missing coaxial MG gun preset. -Stridsvagn reload time increase from 1.6 to 2.625 -Stridsvagn AP damage increase from 425 to 525. Deal about 198 damage per second -2S25 Sprut-SD 125mm gun AP Rounds increase damage from 500 to 667.5 630 ( Correction ) Dealing about 168 damage per second -Archer 17Pdr ( 76.2mm ) Ap round increase damage from 466 to 493.5. Dealing about 129 damage per second -ASU-57 AP round reduce damage from 520 to 397.5 Dealing about 139.473 -ASU-57 reload time reduce from 4.0 to 2.85 -FV4005 reload time increase from 6.1 to 7.85 -FV4005 AP damage increase from 1263 to 1505.34. Dealing about 191 damage per second -SU-85 AP damage increase from 425 to 537.5 Dealing about 126 damage per second -SU-122-44 damage increase from 864 to 874 Dealing about 143 damage per second -SU-122-44 AP shell accuracy or spray reduce from 0.5 to 0.3. -Tortoise AP damage reduce from 670 to 507.5 Dealing about 107 damage per second -ISU-122 Gun reload time reduce from 7.32 to 6.1. -AMX-13/90 reduce ap damage from 270 to 236. -AMX-30 Gun AP damage reduce from 420 to 300. -Churchill Mk.4 ap damage increase from 129 to 159. -OT-34 AP damage reduce from 220 to 197.4. -T-54 100mm Gun AP damage reduce from 260 to 245. -T62 115mm Gun AP damage reduce from 295 to 294. -T-70 gun AP damage reduce from 220 to 135 ( This was an error is not to deal more than 200 damage ) 29/1/2020 -Sheridan MGM-51 Shillelagh missile penalty reload time reduce from 0.3 to 0.15. -T-62 Upgrade armor with a buff on its turret ring protection. -T-54 upgraded armor tweaked a bit. -Black Eagle T-95 transition adjusted. Exiting vehicle behavior might changed. -AAVP71A transition adjusted. Existing vehicle behavior might changed. -X1A Bernardini health armor change from heavy to medium. -AMX-30 health and armor change to 550+550. -AMX-30 increase its speed by 0.5 m/s -PT-91 Pendekar increase its speed by 0.23 m/s. -Mi-24 Hind health reduce from 820+820 to 760+760. Upgraded grant + 190 health and shield. -Mi-24 Hind machine gun now have a new dealing 12.7 shrapnel damage +10.8 steel_nobuilding per bullet ( previously only is 25 steel_nobuilding. ) -Mi-24 Hind new machine gun is based off the 12.7x108mm MG preset therefore is range has increase from 170 to 180+. -Mi-24 Hind reload increase from 1.1 to 2.4 -Mi-24 Hind gun behavior changed from firing 1 bullet per 1 count count now is firing at 4 bullets per 4 ammo count. -Mi-24 Hind weapon ammo count 10/240 increase to 80/640. -Mi-24 Hind flame explosion ( yeah i know from Map 51 Retaliation. ) cost 20 ammo count previously 10. -Mi-24 Hind fire damage 90.9 reduce to 24.00 shell_nobuilding + 36 fire damage ( About 2,000 damage previous per salvo for the flame shot while is 1,000 damage per salvo now. ) -Mi-24 Hind speed reduction by 3-5m/s. -ACH-47 Chinook reduce speed, all VTOL or helicopter like aircraft must not be able to reach a speed of 25m/s as Jet will occupied between 25m/s to 30m/s -Comanche XM301 revamp previously was dealing 32 steel_nobuilding currently is using a new formula and it is dealing 10 steel_nobuilding ( +20 shrapnel splash damage ). -Apache Escort/Anti-Tank M230 Chaingun revamp, previously was at 32 steel_nobuilding currently it is dealing 10 steel_nobuilding ( + 20 shrapnel splash damage ). Range increase from 190 to 200+ meter -Apache Escort/Anti Tank M230 Gun sprayangle is at 2.1 at a rate of fire 6.3 -Orca Assault Craft Escort/Anti-Tank machine gun being replaced from M163 to M61 Vulcan dealing about 10 steel_nobuilding ( +20 shrapnel splash damage ). Range increase from 180 to 200meter. -Orca Assasult Craft Escort/Anti-Tank Vulcan M61 spray angle is at 3.1 at rate of fire 15.0 -ACH Chinook maximum speed reduce from 48+ to 41. ( Slowly slowing it down so to make way for future jets unit at its maximum speed about 30m/s ) -Swimming speed maybe reduce from 0.75 to 0.6 -Fixed FV4005 Upgraded model missing model object. -ASU-57 model revamp now with upgrade model. -ASU-57 now with a tweaked camera adjustment. -ZSU-57-2 suspension revamp. -T-70 /T-90 suspension revamp & a bit of facelift for the model. -Volt Rifle damage increase from 10 to 11. -ISU-122 firepower increase from 925 to 1000+. -Hydra Pods 70 reduce damage from 70 shell_nobuilding to 55 per missile. -Comanche Anti Tank Autocannon 10mm burst fire now deal 10 steel_nobuilding per shot and increase from 6 shot per burst to 12. -Vile Facility redo the vis and readjust the center part. -Infrared Tank reload time increase 2.2 to 2.35 -Infrared Tank 2nd fire laser beam range reduce from 180 to 173. Rate of fire reduce from 0.5 to 0.4 -Infared tank primary fire laser damage reduce from 125 to 64. Range reduce from 100 to 90. rate of fire reduce from 2.8 to 1.45, spray angle increase from 0.5 to 0.75 12/2/2020 -Apache Escort/Anti-Tank Autocannon range is now at 210. -Orca assault craft Escort/Anti-Tank Autocannon range is now at 205 -All Tick tank from 90mm, Firebug and 120mm turn rate reduce from 0.38 to 0.375. -Sprut-SD AP range is now at 180m -Sprut-SD HEAT range is now at 170+m Any hot fix will be edited on the change log above. Date will be included below... 8 Quote Link to comment Share on other sites More sharing options...
Nodlied Posted November 20, 2019 Report Share Posted November 20, 2019 Quote Draft Interim Apex 2019 November/Winter Build Draft? 1 Quote Link to comment Share on other sites More sharing options...
Kaskins Posted November 20, 2019 Author Report Share Posted November 20, 2019 6 minutes ago, Nodlied said: Draft? Fixed hey thanks lol, when one is too tired and copy paste forget to make amendments. 2 Quote Link to comment Share on other sites More sharing options...
der Papst Posted November 20, 2019 Report Share Posted November 20, 2019 (edited) 5 hours ago, Kaskins said: Nod MSA has been relocated to cost 1550 and set to tier 2. Nope, it can't be built at all. At least not on the winter map with the dams. The small icon at the side is there but you can't switch to it, only the 3 other vehicles appear alternating Edited November 20, 2019 by der Papst 1 Quote Link to comment Share on other sites More sharing options...
thedisclaimitory Posted November 21, 2019 Report Share Posted November 21, 2019 (edited) 9 hours ago, Kaskins said: Ezekiel Turn rate increase from 0.4 to 0.41 Ezekiel Missile Turn Rate reduce from 100 to 85. Ezekiel Missile now fire 1 at a time instead of 2 at a time. finally the EZ rushes are going to be decreased by 10 percent also i love the new map Edited November 21, 2019 by thedisclaimitory I added more to the post 1 Quote Link to comment Share on other sites More sharing options...
LexieAssassin Posted November 22, 2019 Report Share Posted November 22, 2019 C&C_Vile_Facility_E06 is current map on the server, however attempting to load in results in all the text in the loading screen being "TDBRR" and upon completion of loading, the game crashes instantly with an error message. I've tried repairing the install, and I just uninstalled and am now reinstalling IA, though I don't expect it to help honestly. 0 Quote Link to comment Share on other sites More sharing options...
NoSoldier Posted November 22, 2019 Report Share Posted November 22, 2019 13 hours ago, LexieAssassin said: Mentioning a bug Reinstalling should help though as "TDBRR" is a bug occuring in corrupted downloads/installs. These can happen randomly and are not W3D-specific. The new map looks gorgeous. A coop-variant could be awesome. 0 Quote Link to comment Share on other sites More sharing options...
shoverno2 Posted December 7, 2019 Report Share Posted December 7, 2019 (edited) Broken update. Dragon TOW rocket, that applyed to Nod bike, now worth nothing. And there are buffed OP mamonth tank railgun 120? Why? Actually GDI should be nerfed well and Nod need buff well. So, for exemple, flame tank. Almost anyone doesn't use it. Every Nod Flames need buff. What about GDI? Well, almast everything here deals too many damage. Really, this update made game unfair. Edited December 7, 2019 by shoverno2 0 Quote Link to comment Share on other sites More sharing options...
Kaskins Posted December 24, 2019 Author Report Share Posted December 24, 2019 On 12/7/2019 at 10:16 PM, shoverno2 said: Broken update. Dragon TOW rocket, that applyed to Nod bike, now worth nothing. And there are buffed OP mamonth tank railgun 120? Why? Actually GDI should be nerfed well and Nod need buff well. So, for exemple, flame tank. Almost anyone doesn't use it. Every Nod Flames need buff. What about GDI? Well, almast everything here deals too many damage. Really, this update made game unfair. Hi @shoverno2 thank you for the heads up. I will take this feedback into account regarding Nod being underwhelming to use. I perhaps maybe went to far and astray of that initial starting idea that GDI is easy to play than Nod. Fret not as the upcoming build will see some tweak in Nod Arsenal, for further update and patch notes do refer to the above change logs as I will update it time to time. My apology for the late response. 1 Quote Link to comment Share on other sites More sharing options...
shoverno2 Posted December 24, 2019 Report Share Posted December 24, 2019 3 hours ago, Kaskins said: Hi @shoverno2 thank you for the heads up. I will take this feedback into account regarding Nod being underwhelming to use. I perhaps maybe went to far and astray of that initial starting idea that GDI is easy to play than Nod. Fret not as the upcoming build will see some tweak in Nod Arsenal, for further update and patch notes do refer to the above change logs as I will update it time to time. My apology for the late response. You don't need to apologise, it's surprising for me that my feedback usable for someone) Yeah, playing for GDI just like playing tapper game and using OP things, while playing for Nod associated as dark souls game play. Nod units good at speed, GDI units good AT EVERYTHING. Most annoying thing is that usually GDI team starting using something unstoppable. Every Nod vehicles has its own and unique use, when almost every GDI vehicles is well fast fat strong custles on the wheels. So, Nod team starting to use every single vehicle and loosing alot. It's actually also because of there no wiki. As soon as possible i planning to improve "Tacitus". But for now battles not balanced because of lack of information. 0 Quote Link to comment Share on other sites More sharing options...
notDMB Posted January 30, 2020 Report Share Posted January 30, 2020 In response to January 29th changelog. - I’m fine with the Bernardini going to Medium armor, but it’s armor should be increased at least back to 400 if that’s going to happen. - Not sure if Strid was buffed or nerfed from the previous patch by the way. It doesn’t seem like it needed a reload speed nerf or a damage increase. It just needs to be easier to aim and it would be a great unit. - Hind overhaul and gun overhauls are very big. - I’m not sure which Comanche had its gun changed, I’m assuming the Escort? It should have had its gun buffed if anything, it’s very useless at anything except headshotting infantry because it’s so flimsy if anything shoots back you die, and unlike the anti tank variant it doesn’t kill anything in a reasonable amount of time that wasn’t already almost dead. - Gun changes to the Apache and Orca are fine, honestly. The Escorts should be anti air, and the Anti Tank should require their missiles to kill tanks. - Hind. Very big change. The only issue with them was how durable they were, and how long ranged they were. I’m not sure the gun itself needed changing. I do like the ammo change, however. I would have to see how it plays out now but it looks overnerfed against vehicles, which it wasn’t super good at killing before unless they were light tanks. 0 Quote Link to comment Share on other sites More sharing options...
notDMB Posted February 1, 2020 Report Share Posted February 1, 2020 So, playing around with the Hind. I only have a couple problems with it. - One, it's way too durable. However, I think you're over-nerfing its durability. It's VERY slow, just in general but especially by air unit standards. It cannot retreat. - Two, it's got really good range, much higher than the other air unit's guns and higher than the ORCA Fighter's tracking range. - Three is just a QoL thing. It shouldn't shoot invisible bullets and not make splash. That makes it sorta hard to guesstimate how far its range actually is in practice, but it absolutely shreds through ORCA well before they can engage you, and you even outrange a few units like the Hover MLRS in practice, and since it has Medium armor Stingers barely even tickle you. I don't think it should have Light armor, and buffing Stinger against it would probably make Stinger even dumber against Apache and Comanche too. So to my point I would suggest really only nerfing its health. 760/760 seems decent. I would also say it could use a minor reduction in range, to effectively on par with the ORCA Fighter, about 10m higher at max range. I do like the idea of it going to 80 ammo per salvo, but I think you should only have the 240 ammo in reserve as it does now. I would also say the gun should do 15 steel damage and 10 splash shrapnel damage. 2.7 steel damage is too low, it would make the thing useless almost useless against the ORCA Fighter and fairly worthless against tanks in general. It kind of is, you can do a little bit of damage, but the real problem is you can do that damage largely without retaliation, which is why I would suggest a range nerf more than a damage nerf. But yes its steel damage is in general a little too high. My last suggestion would be to only reduce the fire damage to about 75, instead of 41. The total fire damage reduction is enormous, and makes the unit very bad at killing buildings. If nothing else, Nod should have an air unit very good at doing that, like GDI does the ORCA Bomber. Gutting it down to requrining at least four Hinds to kill a building under repairs is a big overnerf. The flame shot at least requires Hinds get close due to its tiny range. 0 Quote Link to comment Share on other sites More sharing options...
Threve Posted February 2, 2020 Report Share Posted February 2, 2020 Keep Hind how it is currently in the normal server with a little reduction in health. It's an awesome fun unit. A slight nerf in Hind vs building is ok. Although if one Hind can camp a building then they deserve whatever happens to them. 0 Quote Link to comment Share on other sites More sharing options...
Kickmofo Posted February 3, 2020 Report Share Posted February 3, 2020 I like the hind bu it takes the AA Specialist 8 shots to kill it In that time you dead and buried. Not sure it should have that much shield? 0 Quote Link to comment Share on other sites More sharing options...
DVD Player Posted February 8, 2020 Report Share Posted February 8, 2020 Long time powder user first time writer Just some general feedbacks: - The Wolverine is hilariously bad. Like, okay, its weapon has a big mag, great range, strong against weak armored stuffs. That said, the vehicle itself is SLOW AF and easy to kill just by ramming it with literally anything, but I'm sure you're looking into that internally. - I know both teams have the heavy weapon boost upgrade, but for what it is, and definitely on the PIC side, is that it's just straight bonkers. Three PICs or Shocks with that upgrade can steamroll a building in seconds, and if an techy or two isn't in there IMMEDIATELY it's dead and there's nothing you can do. Honestly, I think this needs to be rethought because it doesn't take much coordination once the upgrade is bought. It definitely feels a bit stronger in GDI hands, though, as the PIC and battle suit are both stronger than the Shock Trooper overall. - Nod definitely needs a boost in the non-stealth department. Once you've got a bit of money and don't have to farm cash with the Ol' Faithful (Wiesel), your options are more or less going with artillery units, or grabbing a Stealth/Ezek/Infrared. Good options, but things like the Super Tank, Flame Tanks, etc. all feel pretty useless in comparison. - EMP grenades are annoying af. I dunno, might not need to be changed but they're definitely a big pain in the ass. 1 Quote Link to comment Share on other sites More sharing options...
Raptor29aa Posted February 9, 2020 Report Share Posted February 9, 2020 Vile Facility is one of my most favorite maps, but...when playing as Nod it feels like their base design is full of entrances and no away to cover all of them. Unlike Nod, the GDI base has the tunnels, behind the barracks, the back entrance, and the front entrance (left and right share this space). (4 entrances) But with Nod you have Tunnels, entrance by the HoN, Front Left, Front Right + side entrance to Forgotten Refinery, and back left to air field/power plant and back right to Forgotten Refinery. (I’ll just say 6 entrances) And to top it off Nod doesn’t have much a Sea Counter to ATADs/Mrls when it comes to capturing the Forgotten Silos. -Other than the above... favorite map 0 Quote Link to comment Share on other sites More sharing options...
Threve Posted February 11, 2020 Report Share Posted February 11, 2020 On 2/8/2020 at 2:00 AM, DVD Player said: Yeah you should try some of that power, can't remember the name. Just some general feedbacks: - The Wolverine is hilariously bad. Like, okay, its weapon has a big mag, great range, strong against weak armored stuffs. That said, the vehicle itself is SLOW AF and easy to kill just by ramming it with literally anything, but I'm sure you're looking into that internally. - I know both teams have the heavy weapon boost upgrade, but for what it is, and definitely on the PIC side, is that it's just straight bonkers. Three PICs or Shocks with that upgrade can steamroll a building in seconds, and if an techy or two isn't in there IMMEDIATELY it's dead and there's nothing you can do. Honestly, I think this needs to be rethought because it doesn't take much coordination once the upgrade is bought. It definitely feels a bit stronger in GDI hands, though, as the PIC and battle suit are both stronger than the Shock Trooper overall. - Nod definitely needs a boost in the non-stealth department. Once you've got a bit of money and don't have to farm cash with the Ol' Faithful (Wiesel), your options are more or less going with artillery units, or grabbing a Stealth/Ezek/Infrared. Good options, but things like the Super Tank, Flame Tanks, etc. all feel pretty useless in comparison. - EMP grenades are annoying af. I dunno, might not need to be changed but they're definitely a big pain in the ass. Spoiler Partner - Wolverine is actually pretty OP. Going to nerf it some more. - There isn't much you can do when that amount of teamwork. Whilst it's a shame that 3-4 People can kill a building.. it's apart of the game. Proxie mines, denying your enemy Economy, snipers/vehicles and buildable defenses can all help to prevent this. You can also just blow up the enemies barracks when you get a chance. - I believe this in the same regard. After a certain point, getting a stealth unit really is the only option to survive long term and deal good damage in the field. Unless you're doing a specialty rush or something consisting of arty which further backs up your point. Although to be fair, the Flame Tank is great when the opportunity presents itself. The Super Tank for Nod is a great way to spearhead a rush and is incredibly deadly in close combat or when you need something to take hits in a rush. While not complete, don't forget to check out the Tacitus to read more on Tactics for units and stratagies. There is a map guide as well. On 2/2/2020 at 11:37 PM, Kickmofo said: I like the hind bu it takes the AA Specialist 8 shots to kill it In that time you dead and buried. Not sure it should have that much shield? Use the Styrker AGTM. With the nerf's to Hinds you can kill them now with this unit. On 2/8/2020 at 7:47 PM, Raptor29aa said: (Vile Facility) And to top it off Nod doesn’t have much a Sea Counter to ATADs/Mrls when it comes to capturing the Forgotten Silos. Actually, the best course of action as Nod is to drive to the Forgotten Silos. Go to the left side (Hon side) with a buggy and techie. Get to the middle and capture the turret above. The turret along with the Electric Tiberium Puff Zapper will help hold the position for you. Then go towards the water and there will be a small cliff. You can then use this to capture the silos. Although it is best to make sure there is no GDI presence or have GDI capture the silos (Hide) and then put a timed C4 on each silo. Blow them up and capture them. @ all reading this. The Infared Tank was also updated with a much faster firing main laser. The damage however for it is toned down a bit. The charge laser I believe stays the same. 1 Quote Link to comment Share on other sites More sharing options...
notDMB Posted February 11, 2020 Report Share Posted February 11, 2020 All of Nod’s high tier tanks except the Stingray are really fantastic. The Black Eagle has an issue with a weakpoint but it has an immense range, deals decent damage and it’s fast. The 120mm Tick Tank is a bad T-62 on the move but deploying it turns it into probably the most overpowered unit in the game. On top of having ridiculously high range like the Black Eagle when you deploy, you also gain a massive boost to your rate of fire and effectively have something like 2500/2500 hit points due to the armor type change. You can solo a 36 inch mammoth or fight two Railgun Mammoths and win. If Nod ever spams this unit they effectively become unbreakable and I fully believe the Tick Tank will eventually become so FotM it’s going to get overnerfed in the future The Tunguska is the best AA unit in the game bar none, and even has use against tanks, but it’s not an MBT don’t try to use it as one. You’re AA/Support. The strongest AA/Support in the game. The Koskan is great. Simple as. The Infared Tank is a great infantry killer and okay against tanks. Ezeks are kind of the opposite, but also die in about three shots. I kind of wish they would get further nerfed not because I think they’re OP but because Nod’s arsenal for the late game is incredibly good and plays to Nod’s strengths of being a skirmisher/defensive faction but all everyone wants to do is run around invisible and make it impossible for GDI to pick anything that doesn’t have 1000 health and heavy armor. 0 Quote Link to comment Share on other sites More sharing options...
DVD Player Posted February 12, 2020 Report Share Posted February 12, 2020 On 2/11/2020 at 8:00 AM, Threve said: Reveal hidden contents Partner - There isn't much you can do when that amount of teamwork. Whilst it's a shame that 3-4 People can kill a building.. it's apart of the game. Proxie mines, denying your enemy Economy, snipers/vehicles and buildable defenses can all help to prevent this. You can also just blow up the enemies barracks when you get a chance. Disagree. No infantry should be able to destroy a building so quickly and effectively without having to get near it. Proxie mines are of no use in preventing this because the PICs don't need to get in the buildings, and the mine limits prevent your team from covering both buildings and all vantage points to your base, and pretty much every map is full of places that a Sydney or Shock Trooper can go where they're out of sight of defenses and are in range to destroy a building. Most other teamwork options are something you can effectively defend against with teamwork, especially on the vehicle end. Vehicles are large, easy to spot, have to take the main lanes. Even the stealth tanks, chances are your teammates out on the field are going to spot a rush coming or the sensor arrays are going to reveal them. There are ways that a team, or smart teammates, can play smart to prevent larger tactics and at the least give their team a fighting chance. But a PIC/shock rush is different. Infantry are much harder to notice, and while you can mine a base to stop people from rushing into buildings with explosives, there's only so much you can do to prevent people from taking one of many vantage points to take out a building. Beacons announce their placement and show up on the radar, giving ample time for the team to close in on them and stop them. Upgraded PICs? They melt a building in ten seconds and there's nothing you can do about it. It's just not a fair upgrade. Infantry shouldn't be able to just utterly demolish buildings from the outside like that, and I seriously don't think it should be possible. "A part of the game" is something you say when someone is complaining about another person using a cheap strategy, and people are absolutely allowed to use them like that, but it's not something you say when the discussion is about balancing their effectiveness. Yes, it's a part of the game, which is why I'm arguing we change it. 0 Quote Link to comment Share on other sites More sharing options...
Threve Posted February 12, 2020 Report Share Posted February 12, 2020 2 hours ago, DVD Player said: Disagree. No infantry should be able to destroy a building so quickly and effectively without having to get near it. Proxie mines are of no use in preventing this because the PICs don't need to get in the buildings, and the mine limits prevent your team from covering both buildings and all vantage points to your base, and pretty much every map is full of places that a Sydney or Shock Trooper can go where they're out of sight of defenses and are in range to destroy a building. Most other teamwork options are something you can effectively defend against with teamwork, especially on the vehicle end. Vehicles are large, easy to spot, have to take the main lanes. Even the stealth tanks, chances are your teammates out on the field are going to spot a rush coming or the sensor arrays are going to reveal them. There are ways that a team, or smart teammates, can play smart to prevent larger tactics and at the least give their team a fighting chance. But a PIC/shock rush is different. Infantry are much harder to notice, and while you can mine a base to stop people from rushing into buildings with explosives, there's only so much you can do to prevent people from taking one of many vantage points to take out a building. Beacons announce their placement and show up on the radar, giving ample time for the team to close in on them and stop them. Upgraded PICs? They melt a building in ten seconds and there's nothing you can do about it. It's just not a fair upgrade. Infantry shouldn't be able to just utterly demolish buildings from the outside like that, and I seriously don't think it should be possible. "A part of the game" is something you say when someone is complaining about another person using a cheap strategy, and people are absolutely allowed to use them like that, but it's not something you say when the discussion is about balancing their effectiveness. Yes, it's a part of the game, which is why I'm arguing we change it. I played a match on Mt.Pass whereupon 4 PICs hit the Nod Ref and did barely any damage. Furthermore, a tech repaired it and it was impossible to destroy. By this logic, 8 P.I.C.s vs a CY and 2 Techs can repair a building indefinitely. Which I believe is unfair. The point is that teamwork is unfair and will always prevail. It also takes teamwork to win a game even when you blow up a GDI base mostly. Don't want 8 people ramming your base and taking out a building? - Shoot the Chinook or APC down before they reach your base and constantly be scouting. Because they cant swim you'll kill 8 people if you're lucky. - Build base defenses/Turrets. - Plant proxies in tunnels. - Get a Nod Fanatics - Camp with a Koksan or Peony wherever you think they will land. - Blow up the enemy Barracks. - Deny GDI money. Honestly, the PICs cost 1750 each (1,000 if you want to die in 4 seconds). In addition, the upgraded heavy weapons is the most expensive upgrade as well. I don't understand how you can say it's unfair for 4 people or so to blow up a building when driving across the map unstealthed or running in a huge column. Better yet, all the PIC rushes are well known through the maps and are done late game giving you ample time to prepare. Mt. Pass - Map is beyond unbalanced. Not a good example, however PIC rushes happen in the tunnel above ref or at Nod PP. Buy SA-8 gekos and turrets to blow up chinooks and block off tunnels as a sapper while calling in !support. Hell just build some Anti Tank mines as well to ruin their day inside the tunnels. Industrial Strength - PIC rushes are uncommon here. If they occur it's because your team was going to lose anyways/lost obelisk. Infinite Isle - PIC rushes occur in the tunnels. So mine them by throwing proxie mines above so they get stuck inside the rock/invisible (You can also build turrets here and block the pathway and call support). PIC rushes also happen on the mountain, so have a Anti Tank Comanche to kill any Chinook and have the PICs fall to their death. Constantly play as a laser chain gunner. Winter Ass - Just block the tunnels with 5000 barriers. Put proxie mines to if you'd like and a shit ton of turrets. Park a Koksan there (power plant) so that whenever your team says there is a rush coming in you can just murder them all at once. Orca Heights - Just mine the ladder leading to your base or kill anyone in the field with a L.C.G. who is rushing you through the middle. Mt.Bog - Mine. The. Tunnels. Block the entrances as well with a dumb amount of barriers. Call in !support in the tunnels and encourage your team as well. Usually Roh6 will be firing a Koksan for an hour into the tunnels anyways so you'll be fine in the middle corridors. Suspense - PICs will run up in the ladders to your base 9/10 times. just be a laser chain gunner in the field and when you see this bullshit burn them to death. The LCG massive range and burn damage will kill them from afar. PIC rushes are typically a result of Nod blowing up a GDI building and getting cocky or near the end game and not paying attention and covering these obvious areas where they know GDI can/will PIC rush.. or being in the field without any real hold and just fucking off. If one PIC rush happens, another one will be guaranteed to happen right after it. 0 Quote Link to comment Share on other sites More sharing options...
Voe Posted February 12, 2020 Report Share Posted February 12, 2020 Any map other than Mt Pass allows for a counterplay to PICs. As Threve says, try pitting 4 LCGs against 4 Mobius Suits and watch the PICs melt. In 5 seconds. 0 Quote Link to comment Share on other sites More sharing options...
thedisclaimitory Posted February 13, 2020 Report Share Posted February 13, 2020 nah just aim for the head when up against a pic it always worked for me as a free rifle unit and swith to secondary pistol when out of ammo in your ammo clip/mag and aim for the head ive found it very useful when facing one or two pics 0 Quote Link to comment Share on other sites More sharing options...
dblaney1 Posted February 13, 2020 Report Share Posted February 13, 2020 @KaskinsI think we should consider adding the Toxin tractor back to nod as nod really needs a good pure anti infantry unit similar to gdis zippo. 2 Quote Link to comment Share on other sites More sharing options...
Threve Posted February 13, 2020 Report Share Posted February 13, 2020 4 minutes ago, dblaney1 said: @KaskinsI think we should consider adding the Toxin tractor back to nod as nod really needs a good pure anti infantry unit similar to gdis zippo. I've recommended this before. I never played with the Toxin Tractor but I would recommend making it the exact same stats as the Zippo so people don't complain about it (again). 14 hours ago, thedisclaimitory said: nah just aim for the head when up against a pic it always worked for me as a free rifle unit and swith to secondary pistol when out of ammo in your ammo clip/mag and aim for the head ive found it very useful when facing one or two pics Aim for the head, excellent advice. Thank you. 0 Quote Link to comment Share on other sites More sharing options...
Kickmofo Posted February 14, 2020 Report Share Posted February 14, 2020 8 hours ago, dblaney1 said: @KaskinsI think we should consider adding the Toxin tractor back to Nod as Nod really needs a good pure anti infantry unit similar to gdis zippo. Common sense prevails 0 Quote Link to comment Share on other sites More sharing options...
Kickmofo Posted February 14, 2020 Report Share Posted February 14, 2020 Can we also get some basic in-game rules because the mods all have different interpretations and we should be showing consistency: Some things that spring to mind What defines B2B - Show screenshots of illegal B2B Building on top of maps and firing into enemy base - Show screenshots Harassment Racism Sounds abuse - I like to spam a few times but what constitutes a few time? 5,6,7,8 times?? AFK time and time again. Can we please get a script that kicks a player that doesn't move for more the 2 mins? Team Balance - Team balance for mods to balance the team until a building is destroyed or make that automated 0 Quote Link to comment Share on other sites More sharing options...
notDMB Posted February 14, 2020 Report Share Posted February 14, 2020 Thoughts on the current patch: - Un nerf the Hind or reduce its price to 800 because that’s what it’s currently worth. - Tunguska tracking is broken, unit is fairly unusable currently - Black Eagle turret ring is at the same spot as tracking weapons target causing Sheridans and Humvee TOWs to two shot the tank - Air in general is really annoying. They’re inaccurate but have huge range meaning you can get plinked at across the map indefinitely. I swear their guns used to have way less range, they seem to be able to fire almost twice as far now and are three times more annoying to deal with since now they outrange everything with their machine guns and have bottomless clips so eventually something will hit you. - Add a script that doesn’t allow Guard55 to purchase snipers 1 Quote Link to comment Share on other sites More sharing options...
TemporaryName Posted February 14, 2020 Report Share Posted February 14, 2020 13 hours ago, Kickmofo said: AFK time and time again. Can we please get a script that kicks a player that doesn't move for more the 2 mins? @dblaney1make a script that kicks a soldier with 0 points that doesn't move for 3 mins and ~10min for afk with advanced characters/in tanks then I can retire 0 Quote Link to comment Share on other sites More sharing options...
Guard55 Posted February 15, 2020 Report Share Posted February 15, 2020 On 2/13/2020 at 1:23 PM, Threve said: I've recommended this before. I never played with the Toxin Tractor but I would recommend making it the exact same stats as the Zippo so people don't complain about it (again). Aim for the head, excellent advice. Thank you. That's excellent advice indeed. Love aiming for the head. 1 Quote Link to comment Share on other sites More sharing options...
Raptor29aa Posted February 21, 2020 Report Share Posted February 21, 2020 -Have Obelisk guns spawn after 30min and maybe every 30 min instead of map start- 0 Quote Link to comment Share on other sites More sharing options...
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