Search found 152 matches

by ZxGanon
Sun Jul 01, 2018 11:48 am
Forum: General Discussion
Topic: Thoughts from a player playing Red Alert for a couple of months
Replies: 45
Views: 4503

Re: Thoughts from a player playing Red Alert for a couple of months

I like all the proposed changes ny the thread creator and I share almost all of the solutions since they seems healthy and well thought out (also I have proposed same changes in the past aswell). The only point Im not sharing the the MCV teleport that the Conyard gets teleported back. In my opinion ...
by ZxGanon
Sun Jun 17, 2018 10:37 pm
Forum: General Discussion
Topic: 2018 RA Balance
Replies: 104
Views: 9575

Re: 2018 RA Balance

Further discussions on IRC have raised the point that option (1) plus Smitty's plans moved to the Mechanic integrates well with our long planned engineer capture changes to streamline and give coherent roles to RA's underutilised units. Engineers: One-shot capturing of things. - Capture buildings w...
by ZxGanon
Wed Jun 13, 2018 4:04 pm
Forum: General Discussion
Topic: 2018 RA Balance
Replies: 104
Views: 9575

Re: 2018 RA Balance

4. Keep mechanics as they are, but remove MCV husks.
I would try to avoid exceptions as often as possibleespecially in an RTS where traits should be in line to easen up the understanding.
by ZxGanon
Tue Jun 12, 2018 2:17 pm
Forum: General Discussion
Topic: 2018 RA Balance
Replies: 104
Views: 9575

Re: 2018 RA Balance

Either remove capturing Husks completely or do it like in TD where Engineers can take over them.

Rebalance the Mechanic after the change and also remove the HiJacker finally or make a Thief out of it for Soviets.
by ZxGanon
Fri May 25, 2018 5:31 pm
Forum: General Discussion
Topic: TD balance thread
Replies: 605
Views: 106748

Tried already but nobody of the TD community does care about posting anything on Github.
by ZxGanon
Thu May 24, 2018 8:53 pm
Forum: General Discussion
Topic: TD balance thread
Replies: 605
Views: 106748

The AGT is pretty op in terms of usage and cost effectiveness. Also the build time is just not dynamic at all. You just basically wait your 48 seconds to deploy it. 1000$ in 48 seconds is nothing and increasing the buildtime will just make it a no brainer que for more defense. Increasing the cost wo...
by ZxGanon
Sat May 19, 2018 9:05 pm
Forum: General Discussion
Topic: Redesigning and Balancing TD
Replies: 74
Views: 6563

So guys I added new mod map versions ith the following changes. General: New starting units: * Scout Squad which provides you with 3 Minigunners Airstrike: * Changed so that it only appears from either north or south, still random appearance * Changed spread of the machine gun from 426 to 386 Low Po...
by ZxGanon
Tue May 15, 2018 9:20 am
Forum: General Discussion
Topic: Redesigning and Balancing TD
Replies: 74
Views: 6563

Sleipnir wrote: Yes. That falls under "fix the technical problems with the external capturing" alongside not allowing multiple engineers/players to capture at the same time.
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by ZxGanon
Tue May 15, 2018 8:51 am
Forum: General Discussion
Topic: TD balance thread
Replies: 605
Views: 106748

The HP nerf of APC in AoA´s version is a tad stronger than in our modmap Unano.
So the increase by 50$ is maybe fine.
by ZxGanon
Tue May 15, 2018 8:46 am
Forum: General Discussion
Topic: Redesigning and Balancing TD
Replies: 74
Views: 6563

There will be one trait with settings for the "external wait delay" and for consume / don't. Current RA behaviour would be approximated by a long delay and no consuming. Current TD behaviour would be replicated by zero delay and consuming. KW/RA3 behaviour would use both. Excellent the people gonna...
by ZxGanon
Tue May 15, 2018 7:48 am
Forum: General Discussion
Topic: 2018 RA Balance
Replies: 104
Views: 9575

This is the system Nolt and I applied onto Sattered Paradise a few weeks ago: Changed veterancy system: Veterancy: (achieved after killing 300% of the units worth) +10% Durability +10% Attack damage +10% Attack speed +10% Movement speed Elite: (achieved after killing 600% of the units worth) +10% Du...
by ZxGanon
Tue May 15, 2018 6:55 am
Forum: General Discussion
Topic: Redesigning and Balancing TD
Replies: 74
Views: 6563

Re: Redesigning and Balancing TD

Another idea of mine was to put in a unit type from CnC3 that was basically a mini MCV that could only deploy once with a deploy duration providing build radius after which could solve the one base movement gameplay that we see atm. #2722 and some of the other issues/irc discussion from around that...
by ZxGanon
Mon May 14, 2018 7:13 pm
Forum: General Discussion
Topic: Redesigning and Balancing TD
Replies: 74
Views: 6563

https://resource.openra.net/maps/uploader/1277/

Thats a link to Mesacers profile. He had the newest balance changes mentioned from above (except Apache changes).
by ZxGanon
Mon May 14, 2018 6:36 pm
Forum: General Discussion
Topic: Redesigning and Balancing TD
Replies: 74
Views: 6563

Redesigning and Balancing TD

Hello boys, TDGL has finished yesterday and it is now time to finally speak up. I have rewatched the VOD of SoScareds cast and there was again a huge rant on twitch chat surrounding AoA and his sheer unbelievable talent to ignore feedback of the community and instead posting fixes that are irrelevan...
by ZxGanon
Tue May 08, 2018 4:41 pm
Forum: Competitions and Events
Topic: Allies Overhaul Tournament
Replies: 14
Views: 1728

Im in aswell!