Search found 106 matches

by Wippie
Fri Jan 13, 2017 1:10 pm
Forum: General Discussion
Topic: MCV Balance Playtesting
Replies: 162
Views: 139283

After this new phase of playtesting is over, the next edits coming up involve moving the MCV production to the defense tab, removing all prerequisites of T3 tech, and the "super" MCV/base pushing nerfs. Other players have actually tested out the latter, namely 100% increased build time for static d...
by Wippie
Fri Jan 13, 2017 10:34 am
Forum: General Discussion
Topic: MCV Balance Playtesting
Replies: 162
Views: 139283

As a casual gamer, who has played both Red Alert on CNCnet as well as OpenRA, I enjoy OpenRA for the variety of games and builds it provides. Also, it is an active, friendly and motivated community. Investing in all this playtesting, provides a lot of data. Proper coordination and management makes u...
by Wippie
Wed Jan 04, 2017 8:21 am
Forum: General Discussion
Topic: MCV Balance Playtesting
Replies: 162
Views: 139283

Considering the playtest maps: In general I like the variation of possibilities around the 5 minute mark. I still think the mappool, especially the more recently added 1v1 maps force players to go out and scout/expand at the 5 minute mark. Exception might be Dual Cold Front. Teching up and expanding...
by Wippie
Thu Dec 29, 2016 10:00 am
Forum: General Discussion
Topic: Bots vs Human Speedrun Competition #1
Replies: 41
Views: 24574

Totally agree with removing Naval AI.

RA - Barren lands 1:41 Turtle AI.

Will try the 1 vs x later, it's a lot of fun.
by Wippie
Wed Dec 28, 2016 8:13 pm
Forum: General Discussion
Topic: Bots vs Human Speedrun Competition #1
Replies: 41
Views: 24574

RA 1 vs 1 Barren land 1:45
RA 1 vs 2 Sunstroke 2:03



Vs Naval AI it is very easy.
by Wippie
Tue Dec 27, 2016 2:19 pm
Forum: General Discussion
Topic: Should Flame Throwers explode?
Replies: 36
Views: 24408

If there is only one unit in the entire game that explodes with damage when destroyed, then it should be the flamethrower infantry (minus demo truck). Let's think about this statement, without balancing taking in account. It makes sense that a flamethrower explodes 100% when he gets hit by an explo...
by Wippie
Tue Dec 27, 2016 8:12 am
Forum: General Discussion
Topic: MCV Balance Playtesting
Replies: 162
Views: 139283

What if: 1) All defenses are built at 25% health and then have to be repaired to full health. The game auto-repairs upon placement and the construction cost is reduced to compensate for the repair cost. That way you can pop defenses but they would have to sit for a while before not being easily des...
by Wippie
Tue Dec 27, 2016 8:05 am
Forum: General Discussion
Topic: MCV Balance Playtesting
Replies: 162
Views: 139283

-I think it's possible to make a deployed MCV, but what would be the goal of this? I think the strength of the base-push strategy lies in the fact that all of the production slots can be used, and can be used efficiently. Placing the deployed MCV in one of the building tabs, makes more time on the ...
by Wippie
Wed Dec 21, 2016 10:39 am
Forum: General Discussion
Topic: Murto The Ray Stream
Replies: 12
Views: 8556

JuiceBox wrote: Good stuff. Am quickly running out of RA content! a fresh batch of games is always appreciated, looking forward to it.
Same here.. :lol:
by Wippie
Wed Dec 21, 2016 10:20 am
Forum: General Discussion
Topic: MCV Balance Playtesting
Replies: 162
Views: 139283

I've done a little bit of testing on Sidestep. First impressions: - I like the flow and got the feeling scouting has become more important. Some matches play out like a chess match, trying to predict what is your opponents next step, and then try to prevent this. - Building a tech building takes rou...
by Wippie
Wed Dec 14, 2016 3:56 pm
Forum: General Discussion
Topic: MCV Balance Playtesting
Replies: 162
Views: 139283

I’ll play devil’s advocate here. The goal for me is to make all playstyles viable, but not overpowering. Tech, eco, timing attacks, early aggression, and even base crawling and cheese should all be parts of the game. They don’t have to show up in every match, but they do need to remain as an ...
by Wippie
Wed Dec 14, 2016 3:47 pm
Forum: General Discussion
Topic: Yaks vs infantry blobs
Replies: 4
Views: 3922

Back in the day i tried using damage spread for the Yak's guns to recreate Yak effectiveness againts infantry groups but it didn't have the desired effect. Maybe someone has a better idea though I would recommend (without any coding-experience...) two attack-modes: Click on a target to attack it: D...
by Wippie
Wed Dec 14, 2016 10:12 am
Forum: General Discussion
Topic: Yaks vs infantry blobs
Replies: 4
Views: 3922

Yaks vs infantry blobs

I was thinking about the mechanics of a Yak attack plane. A single yak plane can attack infantry blobs on various ways: Attacking single units (or with shift-click multiple targets) Attacking multiple targets with shift-click Attack move into infantry blobs Crashing into infantry blobs A Yak has 2 2...
by Wippie
Sun Nov 27, 2016 12:27 pm
Forum: General Discussion
Topic: Send me your replays and I'll cast them!
Replies: 871
Views: 1616761

It's not a high skill match-up, but this game definetely shows more and more players are capable of doing damage in 1 vs 1 games. Interesting match on Dual Cold Front, with mistakes and nice plays on both ends, and it could go either way for a long time. http://www.gamereplays.org/openra/replays.php...
by Wippie
Fri Jun 03, 2016 9:20 am
Forum: Competitions and Events
Topic: Hecthor Doomhammer's Red Alert Tourney Sign ups (closed)
Replies: 49
Views: 38793

Nice setup Doomy,

Two questions:

How do you handle the seeding?
Is 16 the max number of participants or will there be qualifiers if more players sign up?