General Discussion / Simple Questions, Simple Answers

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Discussion about the game and its default mods.
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Doomsday
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Location: Helsinki

Post by Doomsday » Sun May 14, 2017 9:33 am

I feel adjusting rocket unaccuracy and tracking somehow would be the best way to apply it.
The supreme art of war is to subdue the enemy without fighting.
-Sun Tzu

OMnom
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Post by OMnom » Sun May 14, 2017 10:29 am

Yeah, that'd be a smarter way to do it. I'm not sure, but if the tank/apc is directly charging towards the rocket, the tracking won't be affected right? Also, I get the feeling that adding inaccuracy to rockets would be moderately difficult to balance correctly.

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WhoCares
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Post by WhoCares » Sun May 21, 2017 11:17 pm

Should the mobile gap generator had his ability switchable on/off by f key ?

Example : You want it to reduce vision of enemy but you don't want them to be able to locate your army at any time, so put it off and turn it on when engagement starts.

I was thinking about the mobile generater only generating fog of war but, the shroud is usefull as a decoy as well.

OMnom
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Post by OMnom » Mon May 22, 2017 9:47 pm

Thats an interesting idea.

MGG is kinda useless still because i found out the other day that some units can still auto-shoot into the shroud...

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WhoCares
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Post by WhoCares » Tue May 23, 2017 2:11 pm

the psychological effect of not being able to see even the groud helps a lot, it let your brain imagining an awfaull and overpowered army hidden in that dark attacking you. We fear what we can't see !

I'll ask soscared if it can be implemented in the playtest.

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WhoCares
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Post by WhoCares » Wed Jun 28, 2017 12:45 pm

Other suggestion regarding the MGG.

Allows the MGG to reshroud permanently where he goes, forcing the ennemy to scout those area to remove the shroud and making the MGG less "trackable".

Would it be usefull ? would it be OP ?

OMnom
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Post by OMnom » Wed Jun 28, 2017 5:34 pm

I'm experimenting with a super MGG that takes vision away from buildings and infantry completely. I discovered that this will prevent the shrouded units from attacking first, but if they were fired upon by something within their original RevealsShroud range, they will track that particular unit and return fire (very accurately i might add).

I think making the shroud turn on and off manually is a great idea that i can throw into my next round of experiments. Generating permanent shroud seems rather annoying..

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Wippie
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Post by Wippie » Wed Jun 28, 2017 5:40 pm

OMnom wrote: I'm experimenting with a super MGG that takes vision away from buildings and infantry completely. I discovered that this will prevent the shrouded units from attacking first, but if they were fired upon by something within their original RevealsShroud range, they will track that particular unit and return fire (very accurately i might add).

I think making the shroud turn on and off manually is a great idea that i can throw into my next round of experiments. Generating permanent shroud seems rather annoying..
Be very carefull with the MGG / GG.

I recently played a 1v1 game vs Toeplitz on a Doomhammer stream on Keep off the Grass.

As my opponent turtled up, I sent in squads of light tanks to kill of his artillery, while the combination of units, GG/MGG and Camo Pillboxes seemed to screw up the pathfinding as well.

OMnom
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Post by OMnom » Wed Jun 28, 2017 6:16 pm

Wippie wrote:
OMnom wrote: I'm experimenting with a super MGG that takes vision away from buildings and infantry completely. I discovered that this will prevent the shrouded units from attacking first, but if they were fired upon by something within their original RevealsShroud range, they will track that particular unit and return fire (very accurately i might add).

I think making the shroud turn on and off manually is a great idea that i can throw into my next round of experiments. Generating permanent shroud seems rather annoying..
Be very carefull with the MGG / GG.

I recently played a 1v1 game vs Toeplitz on a Doomhammer stream on Keep off the Grass.

As my opponent turtled up, I sent in squads of light tanks to kill of his artillery, while the combination of units, GG/MGG and Camo Pillboxes seemed to screw up the pathfinding as well.
The gap generators are a lot more annoying than they are strategical right now, thats for sure. Perhaps not this patch, but maybe the next one, i'll consider asking the devs to redo the vision system.

Blackened
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Joined: Sat May 21, 2016 6:27 pm

Post by Blackened » Wed Jun 28, 2017 9:02 pm

I think if Gap gens produced fog instead of shroud that overrid GPS they would be a perfect allies vs allies unit without hurting soviets. But I don't think that is possible with yaml modifications.

Namber1
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Joined: Sun Jul 09, 2017 1:23 pm

Post by Namber1 » Sun Jul 09, 2017 1:27 pm

Wanted to ask if it's in a draft Russian text or sound to Tiberian Dawn and Tiberian Sun

Blackened
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Post by Blackened » Mon Jul 10, 2017 9:13 pm

Namber1 wrote: Wanted to ask if it's in a draft Russian text or sound to Tiberian Dawn and Tiberian Sun
I don't think either are currently available with russian language if thats what you were asking.

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