I've found myself some time to reply to this thread now. I saw yourself in a lobby twice, so it's nice to recognise names and even better to hear you're enjoying the game. I wish more people would come forward and give their opinions as i think the only ones coming forward are the ones with concerns about balance, yet balance to me and many other does seem relatively fine (without a major overhaul).
Que_Boi_de_Rasa wrote: ↑Tue Jun 26, 2018 8:21 pm
Here are some of the things I think are balance related issues. I am mainly a 3v3 and 4v4 player, which probably might give a different perspective on some things.
Try some 1vs1s if you want to see the other side, they will change your perspective on some units. I think the team games currently are mostly won by which team can co-ordinate a little, because mostly there is so little team play in these games (i play them a lot atm), and i can often hold up 2 players solo because they simply just cannot co-ordinate well. Also the chosen maps are very much based upon chokes, and therefore a-bomb efficiency. This is why some things will feel stronger than compared to 1vs1 or 2vs2 games on maps such as doublestep.
Que_Boi_de_Rasa wrote: ↑Tue Jun 26, 2018 8:21 pm
Allied AA-turrets
Of course you can still stay out of the range. But this leads to very stale games, where a cautious player would never attack near the allied enemies bases with aircraft, it is simply too risky. This also makes base pushes more problematic in team games. Because you cannot use aircraft to snipe of enemy artillery when an AA-turret is near.
That's not entirely true but i get your point. Stagnant team games tend to come from chokey maps and players who prefer to tech play and/or high eco maps with large distances in between. The AA gun just allows allies to nullify air attacks with little effort. It's been argued before that the main cause of stale games is generally all of the allies ingredients combined. Long range artillery, static jammers, weak tanks, high map awareness, etc. Whereas soviets are brute force and require a little more micro. This all kind of changes from map to map, and 1vs1 to 4vs4 etc.
As with all games, if they reach T3 tech, abombs, IC, or chrono is simply the easiest way to push through the turtle/camped base. Yaks do still snipe off artillery with ease, even if you're trading at 1 yak to 2 artillery you're doing well as it buys you time in order to get the IC, whereas the Allies have to wait a long time to get their GPS up. In 1vs1 games sniping a few artillery is generally all you need to do to get a little attack profitable.
Regarding your Mig suicide, was their abomb up first? If it wasn't and they were allies, it doesn't matter. And as Sovs you can just IC yours anyway, giving you a free nuke advantage essentially. One could argue that the IC is therefore OP because allies cannot do that. Which relates to the ADV Chrono also, you can defend with your IC still, wall up your abomb and a few tesla take care of 13 arties anyway, if they can even squeeze that many in your base. France do have the advantage of building fakes. Anyway back to Migs, no 1vs1 player will ever ever send in Migs to an allies base for the reason you state. 8 Migs sounds like overkill also, personally i'd just go with a paradrop + 5 yaks. Or as a team you can co-ordinate these kind of things.
Taking the above, this leads me on to the point of without team play you're gonna lose. And because of that, taking team games as examples currently for balance purposes has holes in its arguments because as soon as people start really working together (not spamming beacon i mean), we'll start really seeing strong play.
However i agree the AA gun is a bit meh, but imho, without a serious overhaul it feels quite meaningless to change it up, because on the other side of that AA gun you've got the strength of the IC.
Que_Boi_de_Rasa wrote: ↑Tue Jun 26, 2018 8:21 pm
Advanced Chrono shift on naval maps
I think Advanced Chronoshift is a bit too strong on some naval maps (like Bombardment islands).
Agreed, but it's a fun feature. In 1vs1s i can't recall a game that was decided upon a ADV chrono swinging the game. Typically it's the GPS or IC that wins it. A buff to other factions is my opinion of
fixing this. And that helps France stop becoming a meme. We've also seen a massive reduction in people playing as England due to the Phase Transport indirect nerf.
Que_Boi_de_Rasa wrote: ↑Tue Jun 26, 2018 8:21 pm
Chrono MCV
I know this is a widely debated problem. First of all I don't think it makes any sense. You cannot chrono demo trucks, they will explode immediately (probably killing your own or your team mates units when you attempt it for the first time).
Personally i've not heard it discussed before, but i've only been around about 1.5yrs.
Agreed a bit annoying, but i do it too. Realistically if people are going to play chokey maps with high eco, how else would they prefer to break enemy lines? I believe altering the MCV chrono is going to cause even longer drawn out games. If it isn't supported correctly it always fails anyway. Just like the regular basepush in 1vs1s. And also overly committing to it can be waste of resources and time anyway.
You can chrono M.A.D tanks btw, paired with an IC which is hilarious. Not good bang for the buck, but who cares in a non competitive game. And the M.A.D tank requires attention anyway, the range is shorter than the original. And could easily be buffed by making it 1 tank per player (like Tanya), give it a bigger range and same current damage so it's used a support weapon.
Que_Boi_de_Rasa wrote: ↑Tue Jun 26, 2018 8:21 pm
Naval gameplay
I think that there is a problem with naval warfare. Usually the player who gets naval units first will easily be able to camp the enemies water, and kill any naval structures as they are built. I don't know how to solve this. But I think that it makes naval gameplay a lot less dynamic and more boring.
Naval needs attention and everyone knows it. But it seems Allies keep on getting attention to change them from what i can tell.
Indeed, but your suggestion as with others makes allies a soviet mirror. Nerfing/buffing them to any level either makes them OP or allies weak.
Que_Boi_de_Rasa wrote: ↑Tue Jun 26, 2018 8:21 pm
GPS
I suggest that the GPS work differently. In its current state it is very strong, as it will allow you to pick of enemy artillery without having vision of them. It also allows you to see where enemies are planning to attack. All in all GPS is very strong, usually to the point that a team without Allied players in 3v3 or 4v4 will be at a big disadvantage late-game, because the enemy will always have a "greater picture" about what is happening on the battle field when GPS is online.
I propose changing the GPS so it works like a spy plane, but on the whole map at regular intervals. So when activated, the GPS will reveal the entire map for like 30 seconds. Then the player needs to wait a couple of minutes until they can use it again.
Hate to say it, but if you can't see an IC coming you're doomed. Sure you can hear it, but RA doesn't have surround sound :p
If the GPS works like a spy plane it gives Soviets the increasing advantage. Spy Plane is T2, GPS requires 200 power + radar + defence.
Que_Boi_de_Rasa wrote: ↑Tue Jun 26, 2018 8:21 pm
The Soviet Hind thing
One thing that would be nice though would be to implement cargo planes, which are the Soviet equivalent to Chinooks, which can transport units by air. They need to get loaded on the airports, and will drop off units with parachutes mid air. This would solve the balance problems where on some maps, there are areas which are not accessible by Soviet players.
See some maps called "UOE". Sircake made this available to Soviets and are the best mod maps i've played for RA. Balance is iffy but it's mega fun.
I would like to ask if you feel there's anything wrong with Soviets? As the devs stated they want the game to be fun for all so it's good to see a team player's input on this. But imo removing key features of the fun isn't doing it any favours. And doing huge overhauls is a gamble. Hopefully we'll continue to meet on the battlefield.