Search found 596 matches
- Sun Oct 29, 2017 7:52 pm
- Forum: General Discussion
- Topic: TD balance thread
- Replies: 615
- Views: 1078611
I know originally I said I would adjust the MCV price to 3600 but started seeing players making them in team games when they were still 4000. Im very skeptical and alert of the issues that can be caused if mass MCV plays come in. Myself being paranoid and taking into account of what was said before ...
- Sun Oct 29, 2017 7:43 pm
- Forum: General Discussion
- Topic: How do you rate the new RA release?
- Replies: 73
- Views: 78509
@Noobmapmaker: In general there are a few good RA players I agree. Here is what happens though: >Devs releases stance changes >Get screamed at by 12 year olds. >Devs add a new stance called Assault-Move. >Get screamed at by 12 year olds. >Bug found with submarine vs submarine. >Get screamed at by 12...
- Fri Oct 27, 2017 10:36 am
- Forum: General Discussion
- Topic: TD balance thread
- Replies: 615
- Views: 1078611
Agreed on the MCV. Im thinking of leaving the build time as is but reduce price from 4000 to 3800. A smaller number but might help for multiple queues. Currently I do see additional MCVs being built in team games so wanted to see some opinions on it. ------ The infantry has their uses still at least...
- Thu Oct 26, 2017 6:56 pm
- Forum: General Discussion
- Topic: TD balance thread
- Replies: 615
- Views: 1078611
New release is now out. Grab it and post any issues you find in TD! I have a small list of ideas to work on in the future. (One example is splitting Guard Towers to GDI only and Gun Turrets to Nod only.) The GT and Turrets will no doubt be the hardest to balance and get right. But it can work for GD...
- Wed Oct 25, 2017 9:52 am
- Forum: General Discussion
- Topic: How do you rate the new RA release?
- Replies: 73
- Views: 78509
Problem: A balancer role was delegated out to a community member, however the balancers' work and intent is potentially nullified by a feature thrown in blind at the end of the process. In contrast to a established and familiarized balancing protocol or strategy worked out between the developer and...
- Tue Oct 24, 2017 7:17 pm
- Forum: General Discussion
- Topic: How do you rate the new RA release?
- Replies: 73
- Views: 78509
Voted 4 because of the following reasons: It struck me very positive how tanks, especially heavy tanks, are a lot more fun to use and feel more effective. Veterancy on tanks is no longer a rarity and indicates their increased usability. Proper hitshapes are also a nice thing. What really displeases...
- Fri Oct 20, 2017 12:36 am
- Forum: Mapping and Modding
- Topic: SirCake's Mod/map Haven
- Replies: 52
- Views: 175665
- Fri Oct 20, 2017 12:35 am
- Forum: General Discussion
- Topic: Mod selector on startup
- Replies: 17
- Views: 19143
avalach21: Some of the long load times you mention has to do with maps installed on the system. If you have a lot of custom maps it can take awhile to load them up. The other loads it seems to do (Could be wrong) is connection to the master online. Loading races I did it takes about 4-6 seconds to l...
- Mon Oct 16, 2017 10:00 pm
- Forum: General Discussion
- Topic: Balance Openra
- Replies: 40
- Views: 24289
Because if the AA Gun misses shots The shots are still instant. Meaning planes would still get hit regardless of speed. given that planes are always moving, a single plane will get the less damage the faster it is, a simple formula of AoE vs movement. Instant shot = no travel time. Minigunners/rifl...
- Mon Oct 16, 2017 7:22 am
- Forum: General Discussion
- Topic: Balance Openra
- Replies: 40
- Views: 24289
So this way AA gun would be greatly nerfed against planes (especially fast Migs), but buffed against helis. Do we want to go that path? The shots are still instant. Meaning planes would still get hit regardless of speed. Its essentially a damage scale. Rather then 100% of the damage is taken you ge...
- Sun Oct 15, 2017 11:48 pm
- Forum: General Discussion
- Topic: Balance Openra
- Replies: 40
- Views: 24289
@anjew crlf suggested a "fire delay" not a turn rate reduction. Reducing the accuraccy is equivalent to reducing the damage output, but adding an AOE to the AA gun in return to "slightly" reducing damage really isnt a debuff. Also AA-AOE is how things work in RA2 and it would require a completely n...
- Tue Oct 10, 2017 12:14 am
- Forum: General Discussion
- Topic: Balance Openra
- Replies: 40
- Views: 24289
Mentioned this in another post before: Best solution for AA balancing is give them inaccuracy with some splash damage. Slow their rate of fire down a little bit. Their damage won't be scaled so high now unless it its with accuracy. Otherwise they will do damage over splash amounts. This will still k...
- Sat Oct 07, 2017 1:57 am
- Forum: General Discussion
- Topic: Allies GPS usage change
- Replies: 47
- Views: 33865
At the moment honestly I think this may be the best response: https://github.com/OpenRA/OpenRA/pull/14117
- Sat Oct 07, 2017 1:50 am
- Forum: General Discussion
- Topic: Balance Openra
- Replies: 40
- Views: 24289
This of course leaves a slight problem with Allies as their main source of mobile AA comes from E3. Which is why base crawling/pushing tends to happen in RA to help cover that ground. (Exception being some units such as the Chrono Tanks however faction specific and high tech. Longbow also being hig...
- Sat Oct 07, 2017 1:42 am
- Forum: General Discussion
- Topic: Balancing medic
- Replies: 37
- Views: 30871
(Repost from github #14076) This has been an issue for a long time. The reduction on medic HP has helped a bit in this regard but its good to note that medics heal infantry at full health everytime. If they healed at either 60% of their HP instead this would help to alleviate some of the damage soak...