Search found 203 matches
- Thu Oct 27, 2016 9:54 am
- Forum: General Discussion
- Topic: The Elephant in the room
- Replies: 62
- Views: 53718
I doubt increasing power for defences would have much effect against Turtles and Base Crawlers but increasing Allied ones for balance may be good. I'm not a fan of removing more CYard, speedier build effect for it may ne nerfed (2CYard will do same change to defences that 1 does to normal Structures...
- Fri Oct 21, 2016 6:57 pm
- Forum: General Discussion
- Topic: [Idea] Alarm-system against spies
- Replies: 9
- Views: 5938
I think we should remove Stealth Detection from AAs, it makes no sense to me that an AA gun can detect stuff on ground. Also as i said in an issue (can't link now Github looks down) When on Low Power/Powered Down, Stealth Detwction from buildings should go. I know this actually would only effect tes...
- Fri Oct 14, 2016 4:46 am
- Forum: General Discussion
- Topic: Red Alert: A Path Beyond
- Replies: 3
- Views: 3892
- Tue Oct 04, 2016 5:56 pm
- Forum: General Discussion
- Topic: Red Alert: Let's make everything worth building! + ideas etc
- Replies: 68
- Views: 91069
Grenadiers can actually be used as suicide unit to put inside enemy infantry group if you can manage that damage can be worth it, maybe their explosion should be better against vehicles/structures too so they can be unitialised for that purpose. Other stuff of grenadiers are mostly done better by Fl...
- Sun Oct 02, 2016 5:56 pm
- Forum: General Discussion
- Topic: TD balance thread
- Replies: 615
- Views: 1088544
- Fri Sep 23, 2016 2:22 pm
- Forum: General Discussion
- Topic: If the devs implement mutators, what kind would you want?
- Replies: 17
- Views: 16599
I would call those, gamemodes. As in Red Alert 2. OpenRA indeed needs such system, also ability to select more than 1 of them could be nice but some may conflict. I'm not sure how hard would it be to implement, it sounds easy to me actually. A new folder of Gamemodes under mod folder which includes ...
- Sat Sep 17, 2016 7:27 am
- Forum: General Discussion
- Topic: Few suggestions for OpenRA
- Replies: 9
- Views: 7226
Translations are in the plan but it is low priority so i don't think it'll happen soon. After supoort is added translations will be available on: https://crowdin.com/project/openra
- Fri Sep 16, 2016 1:16 pm
- Forum: General Discussion
- Topic: Few suggestions for OpenRA
- Replies: 9
- Views: 7226
4 is Work In Progress: https://github.com/OpenRA/OpenRA/pull/11998
- Sat Sep 10, 2016 5:28 am
- Forum: General Discussion
- Topic: Transltation for mods
- Replies: 7
- Views: 4996
I hate to say it every time but i think we need to open a Crowdin page for OpenRA after translation support is added. It is free for Open Source projects and has a pretty useful translation tool.
- Tue Sep 06, 2016 8:08 pm
- Forum: General Discussion
- Topic: Any new RA2 screenshots?
- Replies: 8
- Views: 7060
RA2 mod hasn't been updated for a long while. Most of unit logics like Chrono Legionnarie, V3 Launcher, Aircraft Carrier or Crazy Ivan is still missing. There is apperantely not much interest about it around the developers. Lastest version of RA2 mod can be found here. Not sure if it works or not on...
- Sun Sep 04, 2016 5:36 pm
- Forum: General Discussion
- Topic: [RA Balance] Light Tank - Damage buff/tweak
- Replies: 14
- Views: 10780
I'm only against it because i think light tank should fire fast. I mean it is a light tank. Even tho i just checked the code it is still quicker than Medium tank, but not sure if enough. I would say incrase damage and ROF by less than 100% as a middle point but 13 is prime. I'm not sure if we can de...
- Sun Sep 04, 2016 7:30 am
- Forum: General Discussion
- Topic: [RA Balance] Light Tank - Damage buff/tweak
- Replies: 14
- Views: 10780
- Thu Sep 01, 2016 7:38 pm
- Forum: General Discussion
- Topic: Chronoshifting MCVs
- Replies: 5
- Views: 5200
- Thu Sep 01, 2016 8:19 am
- Forum: General Discussion
- Topic: Chronoshifting MCVs
- Replies: 5
- Views: 5200
Chronoshifting MCVs
So when talking about chronoing transport i noticed that most people aren't happy with MCVs' ability to be chronoed. I'm not really a fan of making them unchronoable but we need to fix Transforms: so Construction Yard will come back. You may still place some structures, but as MCV will back it can't...
- Wed Aug 31, 2016 8:12 pm
- Forum: General Discussion
- Topic: Chronoshiftable naval transports
- Replies: 23
- Views: 16879