Search found 268 matches

by FRenzy
Sun Aug 07, 2016 11:52 am
Forum: General Discussion
Topic: [RA Balance] Radar Dome + Allied Radar Jammer
Replies: 19
Views: 14508

So when a radar is built, it pops-up the mini-map. The radar shows unit-movement on the minimap. Ah, on the mini-map ? Actually, I was more thinking of something like that : http://i.imgur.com/IZ4zQOT.png The green dots are the air / vehicle (?) units (could also have a sweeping ray for the visual ...
by FRenzy
Sun Aug 07, 2016 11:16 am
Forum: General Discussion
Topic: [RA] Faster parabombs ?
Replies: 16
Views: 11428

I wouldn't want to decide the angle before every airstrike, since it'll be an extra click ( I assume?) https://github.com/OpenRA/OpenRA/issues/4873 It will be a drag-and-drop action. But if you only click once, it chooses a random direction, as it's already the case. Not sure if Parabombs should be...
by FRenzy
Sat Aug 06, 2016 9:24 am
Forum: General Discussion
Topic: Tesla Boat
Replies: 14
Views: 19167

( Btw just for the funz, back to the Tesla Boat idea : http://cnc.wikia.com/wiki/Stingray
Was in RA3, it had a splash attack ability (electrifying the water around it) ^_^ )
by FRenzy
Sat Aug 06, 2016 9:21 am
Forum: General Discussion
Topic: [RA] Faster parabombs ?
Replies: 16
Views: 11428

I would personally prefer to have a mechanic to choose which side the aircraft comes in at. (For both RA and TD) This would allow not only the aircraft to choose the quickest and effective way to bomb at but to also avoid the enemies base altogether. Often times you send the bombs and they fly dire...
by FRenzy
Sat Aug 06, 2016 8:36 am
Forum: General Discussion
Topic: [RA] Faster parabombs ?
Replies: 16
Views: 11428

Hmm, good point there Murto. However, this doesn't work in all scenarios. For instance, maps with a water / unused edge (Dual Cold Front, Tourney Island, ...). Or on team maps where a lot happens in the middle (Haos, Asym Battle, ...) Also, even for 1v1 maps, I don't necessarily agree that "In the c...
by FRenzy
Fri Aug 05, 2016 9:28 pm
Forum: General Discussion
Topic: Tesla Boat
Replies: 14
Views: 19167

A flak boat could be a nice AA unit, but would have no damage against harvesters ^_^ (your initial demand) Unless you wanna do a similar unit to the GUM-boat, but not sure that's your intention. I would go for Tesla against land and sea. Maybe combined with AA-Missile Subs, but that's another story....
by FRenzy
Fri Aug 05, 2016 9:13 pm
Forum: General Discussion
Topic: [RA] Faster parabombs ?
Replies: 16
Views: 11428

An example (not the best I've executed :D ) to show what I mean ^_^

https://youtu.be/whhcSUhohHg?t=20m25s
by FRenzy
Fri Aug 05, 2016 2:00 pm
Forum: General Discussion
Topic: [RA] Faster parabombs ?
Replies: 16
Views: 11428

Also the shortest path / angle implementation can be good ! But in the center of the map, it changes nothing (except maybe coming under the Fog of War with the angle) Edit : I really like actually the choosing angle idea, gives more control (avoid static AA, coming under FoW, shortest path, ... ). B...
by FRenzy
Fri Aug 05, 2016 1:58 pm
Forum: General Discussion
Topic: [RA] Faster parabombs ?
Replies: 16
Views: 11428

Yes, against static defences it's an effective support power. But using it against moving armies is really hard. I usually try to bait my enemy and pin him into a position, then launching the airstrike on his army. But most of the time, it fails (he moves for some reason), even though the badgers we...
by FRenzy
Fri Aug 05, 2016 1:47 pm
Forum: General Discussion
Topic: [RA] Faster parabombs ?
Replies: 16
Views: 11428

From what I just read, about aircraft speeds :

Badger : 149
YAK : 178
MIG : 223
A-10 : 373 (dunno if TD's speeds are comparable to RA's)

Yeah so probably shouldn't be 2x faster. But something closer to Yaks, or even Migs.
by FRenzy
Fri Aug 05, 2016 1:31 pm
Forum: General Discussion
Topic: [RA] Faster parabombs ?
Replies: 16
Views: 11428

[RA] Faster parabombs ?

Currently, on maps big enough (even 1v1 maps), it can be very hard to hit an army with parabombs, due to their low speed. Especially if the action is happening in the center of the map. It feels to me that this is sometimes a really useless ability for Ukraine, which is already hard to play. + it co...
by FRenzy
Thu Aug 04, 2016 3:59 pm
Forum: General Discussion
Topic: Deactivating some global sounds ?(Minelayers, medics, mecha)
Replies: 10
Views: 6977

TLDR Basically, combat units are noisy and should make sounds. Non-combat units shouldn't ^_^ (but open to debate, especially for minelayers and hijackers) mute sounds under FoW instead I see two problems in here : - if you get attacked by a ranged unit under FoW - in FFA mode : it's interesting to...
by FRenzy
Tue Aug 02, 2016 9:46 pm
Forum: General Discussion
Topic: Deactivating some global sounds ?(Minelayers, medics, mecha)
Replies: 10
Views: 6977

What is the civilian killed thing ? Audio message ?

(Maybe the sound you hear is their terrified cry as they see their fate coming :D )
by FRenzy
Tue Aug 02, 2016 6:54 pm
Forum: General Discussion
Topic: Deactivating some global sounds ?(Minelayers, medics, mecha)
Replies: 10
Views: 6977

True ! The psychological factor aspect can indeed play a role :) For minelayers however, I think the global sound could quickly alert the enemy, who could then react by building a counter minelayer to escort his army, and detect the minefields. The surprise effect of mines is then suppressed. I thin...
by FRenzy
Tue Aug 02, 2016 3:53 pm
Forum: General Discussion
Topic: Deactivating some global sounds ?(Minelayers, medics, mecha)
Replies: 10
Views: 6977

Deactivating some global sounds ?(Minelayers, medics, mecha)

Not very important issue, but ... Some people complain about the clickety sound of the Minelayer while reloading. I would add to that : the sound of medics, and mechanics. Why would they even make a sound ? They are not using noisy weapons. These are cool sounds, it's part of RA, and I like it ... b...