Search found 203 matches

by MustaphaTR
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...
by MustaphaTR
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...
by MustaphaTR
Fri Oct 14, 2016 4:46 am
Forum: General Discussion
Topic: Red Alert: A Path Beyond
Replies: 3
Views: 3892

That game i think still doesn't work on Turkey which is bad, i used to play and love it. Now it fais to install the game on Turkish systems possibly thats to Iı and İi.
by MustaphaTR
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...
by MustaphaTR
Sun Oct 02, 2016 5:56 pm
Forum: General Discussion
Topic: TD balance thread
Replies: 615
Views: 1088544

In RA2, selling a ref gives like 300 while it costs 2000 and original selling value would be lot more. Not sure what is the case for OpenRA but just wanted to say.
by MustaphaTR
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 ...
by MustaphaTR
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
by MustaphaTR
Fri Sep 16, 2016 1:16 pm
Forum: General Discussion
Topic: Few suggestions for OpenRA
Replies: 9
Views: 7226

by MustaphaTR
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.
by MustaphaTR
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...
by MustaphaTR
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...
by MustaphaTR
Sun Sep 04, 2016 7:30 am
Forum: General Discussion
Topic: [RA Balance] Light Tank - Damage buff/tweak
Replies: 14
Views: 10780

I voted no, i'm actually fine with increases of Versus values. But i would prefer seeing them rapid fire. I don't think this change doesn't effect balancing anyway as DPS is still same.
by MustaphaTR
Thu Sep 01, 2016 7:38 pm
Forum: General Discussion
Topic: Chronoshifting MCVs
Replies: 5
Views: 5200

Ok, 0-7-0. No change i guess. I still want that structure chrono and collision logic tho.
by MustaphaTR
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...
by MustaphaTR
Wed Aug 31, 2016 8:12 pm
Forum: General Discussion
Topic: Chronoshiftable naval transports
Replies: 23
Views: 16879

I said that for if you put a non-chronoed unit in a chronoed transport and transport backs to original place.