Jump to content

APB 3.0.5.0 Changelog


Recommended Posts

Why would it need that? Even at 2/3 its previous power it can still repair defenses from 1% to full because no defense has more than 2/3 as much health as a main building.

Link to comment
Share on other sites

1. Why are the grenadiers so deviated from what they were in RA1 and the older versions of APB?

 

How often did anyone actually use grenadiers in older versions of APB? Outside of infantry-only maps like Fissure and Camos Crossing where, in some versions, they were actually removed from such maps due to being too overpowering (because back then the barracks did not have tunnel exits on inf maps, so the 1 remaining exit was easily splash-camped) making them once again useless in every map that they were allowed in?

 

In its original role it was in competition with the flamethrower who does pretty much the exact same thing but better and for a slightly higher price. Since their roles and prices were so similar, no matter how much you buff or debuff them while retaining their original roles, one of them is undoubtedly going to be seen as the superior unit and the other as the useless unit, unless they're made completely identical and then what's the point in them even being separate units? This is a bit different for, say, the rifle soldier/captain since the rifle soldier is completely free, and the RPG trooper/shocky where there's a hefty 600 credit difference between them (and even then they're pretty different because shocks are much more capable of handling infantry but have no long range AA option). We could alternatively have followed that trend and made the flamethrower much more expensive, but given how much outrage there was over the new "Volkov lite" grenadiers when they were 500 credits, I doubt that would have ended well.

Link to comment
Share on other sites

This is a bit different for, say, the rifle soldier/captain since the rifle soldier is completely free, and the RPG trooper/shocky where there's a hefty 600 credit difference between them (and even then they're pretty different because shocks are much more capable of handling infantry but have no long range AA option).

 

Don't forget Shocks are much more potent against MCTs than the RPG trooper, in fact vs. MCTs shocks have a DPS that equals a Tesla Tank, the non-artillery/demo vehicle with the highest DPS against buildings in the game.

Edited by des1206
Link to comment
Share on other sites

1. Why are the grenadiers so deviated from what they were in RA1 and the older versions of APB? (I still don't understand why the only fire mode for grenades, is to stick to surfaces and explode 2 seconds later, unlike in RA1 they were impact grenades.

 

 

This isn't RA1, this is APB. The grenadier is playing its intended role (though it is a bit pricey and difficult to use, but it serves its purpose if used correctly).

 

Link to comment
Share on other sites

  • 2 months later...

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...