RadicalEdward2

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About RadicalEdward2

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  • Birthday 04/15/1993

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  1. RadicalEdward2

    Old Mountain Town as a 2nd Mountain map

    To be honest, their issue with """fixing""" (I can't emphasize the quotes enough) is that they took the long and hard ( ) way of attempting to rectify something to the point that it hurt the map where it was originally appreciated. Granted, new Mountain Town is improving but reinstating old Mountain Town as its own entity with its own set of ways to fix it would be the more ideal option because the fact that they keep tampering with existing maps rather than working on making new maps from similar molds (map variations) is only hurting the game at this point as Colmar Hamlet became evident of from how unnecessarily it was castrated and broken (when they could have just focused on getting more maps in OR applied more of the feedback I've given from the past).
  2. RadicalEdward2

    Ways to Fix Town Assault (images and notes included)

    I'm also revisiting this concept to finally put together a proposal for C-4. It's nowhere near done but, I just thought I'd post a screenshot to show that I'm ACTUALLY making something new. I made a proposal for this already though. But yeah I agree that the defending side of the river needs more blindspots.
  3. RadicalEdward2

    Ways to Fix Town Assault (images and notes included)

    Yeah the rivers (like on most maps) are the most problematic parts of the map because they always force players to bottleneck into chokepoints for defenders to thin them out. Also, what Town needs is an expansion of C-4's surrounding neighborhood. There's too much open space between C-4's attacker side deploy zones and C-4 itself.
  4. RadicalEdward2

    Prototype test: Tank versus Tank

    The AI is undoubtedly OP when it comes to wielding rockets. Despite the underlying goal of Crossroads being to give tankers a chance to...well...be tankers, the majority of the experience is spent being pelted with rockets to the point that its as frustrating as playing any other rambo-filled match. If anything, rocketmen should be rarities that even offer extra points when killed due to how much damage they can deal when compared to the AI that was supposed to simply play as fodder in a tanks game mode. I'm also aware of the randomized loadouts for AI players. They were used when we tested Colmar Hamlet during the Summit; not just on the Depot for first blood battles.
  5. RadicalEdward2

    Colmar Hamlet is Broken

    The issue with the statistics of wins/defeats per side on Colmar is that its more of a matter of how efficient the teams are. There's plenty of Encounters at the Hamlet in which the riverside team lost even with 2 APCs parked by the bridge and stockyard (the area with all the boxes and ammo and the barrel shed). The only way that Colmar can be saved is if they rollback the alteration to the map and give me time to reassess the map's terrain to see how viable Desji and my contingency plan is.
  6. RadicalEdward2

    Prototype test: Tank versus Tank

    @Reto.Hades any word on what's going on with Pershing's audio issues? Also, just wanted to see if my feedback about not arming all the infantry with bazookas was noted.
  7. RadicalEdward2

    Colmar Hamlet is Broken

    I wouldn't expect less. But in all seriousness, I hope we get someone on this case this year.
  8. RadicalEdward2

    Prototype test: Tank versus Tank

    Like I said, there's too many rockets flying around. There needs to be a balance by adding more variety with the AI loadouts. NO RAMBOS Just add a mix of factory starter riflemen to help cull the rocketmen. There's so many rockets flying around and NOT hitting infantry targets that its starting to look like Baby's First Quake Match or a game of Team Fortress where everyone is maining as Soldiers.
  9. RadicalEdward2

    Prototype test: Tank versus Tank

    Anything announced at any point is up for debate considering how far back it was announced. Otherwise, we would have had alot more maps and train interception missions "soon" to follow lol Also, I noticed the decals are missing.
  10. RadicalEdward2

    Prototype test: Tank versus Tank

    I'm indifferent about this; considering all the other pressing matters that still need fixing at this point.
  11. RadicalEdward2

    Prototype test: Tank versus Tank

    Then what happens to all the players that have them already? Do they just lose them?
  12. RadicalEdward2

    Prototype test: Tank versus Tank

    But why Russian? Is that what I'm supposed to be looking at? Or is it that the tankers get APCs somehow?
  13. RadicalEdward2

    Prototype test: Tank versus Tank

    yeah the hedgewalls made it into the game. They need some destruction particles and more than 1 HP but they're in the game. Also, not sure how this happened but the Pershing's interior sounds are all kinds of f***ed. The darn thing screeches and screams when you do literally anything. Also, there shouldn't be exclusively guys with rocket launchers. Maybe mix in some guys with unmodded standard rifles to the mix to make it more...bearable. There's just rockets flying all over the place to the point that tankers (again) have to be afraid of everything.
  14. RadicalEdward2

    Prototype test: Tank versus Tank

    Hence the "allegedly" part. Supposedly there was proposals for some destructibles that didn't make it into the version previewed a year ago.
  15. RadicalEdward2

    Prototype test: Tank versus Tank

    Might be leftovers from the allegedly scrapped destructible hedgewalls. Or they could just not be completed yet. They look like they could be trees.