Balance thread for release 20190314

Trying to locate my missing ore trucks

Discussion about the game and its default mods.
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WhoCares
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Re: Balance thread for release 20190314

Post by WhoCares » Fri Apr 19, 2019 5:25 pm

Walls can be a cheap counter to IC as well. instead of building 4 concrete to protect a building you can build 2 preventive tile in line with 11 tiles free in between. when Ic sound is fired, just place the central piece and you have a big "F*** you" 13 tiles wall. the time the IC unit go around (unless they are mammoth) Ic is almost down and the entire army can't engage because stuck behind the wall. just nobody think of doing that in the heat of action. It also does not fit all IC scenarios.

I still agree normal chromosphere is generally too weak and advanced one would be welcome.

camundahl
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Re: Balance thread for release 20190314

Post by camundahl » Sun Apr 21, 2019 2:12 am

You should be able to chrono enemy units into water :)

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Punsho
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Re: Balance thread for release 20190314

Post by Punsho » Sun Apr 21, 2019 6:00 pm

Would be fun to accidentally chrono your own units into debris

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Smitty
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Re: Balance thread for release 20190314

Post by Smitty » Tue Apr 30, 2019 11:18 pm

As I've started work on a narrowed down list of changes, I'd like to comment on an issue I've run into. Several people have favored removing the British spy and giving all Allied factions the Advanced Chrono as ways to spruce up the issues with Allied faction powers. Good ideas IMO, but the issue here is that one thing must be replaced with another; and I simply can't find any worthy or plausible candidates. For example, the sniper drop was always a favorite of mine, but a non-original unit would conflict with the direction we've taken so far.

Faction powers must also be balanced against one another so that we don't return to the situation where Great Britain was chosen by the vast majority of Allied players. In the team games I've played this release, I've seen all three allied nations represented with several Any picks, which was my goal when I swapped the MGG and Phase Transport.

Keep submitting ideas if you have them, but at the moment it seems difficult to tackle Allied faction powers. (Will see some MGG changes though)

camundahl
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Re: Balance thread for release 20190314

Post by camundahl » Wed May 01, 2019 1:29 am

I don't see the problem with adding units. It isn't a remaster, and isn't the current flack truck for the "OpenRA RA mod" from the official RA2?

If a new unit is fun, balanced and adds to the overall variety of useful strategies I don't see a reason to not add it. It can always be removed or tweaked further at later release anyways.

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Punsho
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Re: Balance thread for release 20190314

Post by Punsho » Thu May 02, 2019 4:36 am

You also need to weigh subfactions between soviets and allies, parabombs + demo truck, shock troopers + tesla tanks, are just plain better and more interesting then all allied subfaction traits

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Punsho
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Location: Lithuania

Re: Balance thread for release 20190314

Post by Punsho » Thu May 09, 2019 2:50 pm

Not sure where to post this on the forum so I'll do it here

This is a survey about OpenRA RA in-game lobby checkboxes
https://www.surveymonkey.com/r/QCQD7WH

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