D2K tournament

some fast D2K tournament (yeah, russia plays D2K too)

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mechANIC
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Location: Saint-Petersburg

Post by mechANIC » Thu Mar 16, 2017 8:13 pm

MustaphaTR wrote: Ok, i registered but i just remembered but i may not be available on 25th but can't say something clear, i'll try to join. On 20th it'll be clear so i can say something clear.

But to be honest i doN't think i'll be happen on weekend so it is really low change that i won't be able to attend the tournament. The thing is that i had an Operation on November last year. Kemotherpy will start soon, Doctors will decide what exactly to do on 20th and inform us for start day. This will possibly only be a 1 day trip.

But i think those Hospital stuff can't be on weekend.
Sorry for hearing that. Hope your procedures will make you good.
If can't join us there'll be more D2K tournaments (mb autumn or winter). Nevetrtheless we'll be waiting for you.

mechANIC
Posts: 28
Joined: Sat Mar 11, 2017 10:12 am
Location: Saint-Petersburg

Post by mechANIC » Thu Mar 16, 2017 8:15 pm

SoScared wrote:
mechANIC wrote: Yesterday Kochevnik tested playtest version and made a decision to play that version. So I updated the Tournament rules.
Fantastic!

If possible I'm sure the devs would be delighted to have some feedback on it during or after the tournament. It's a rare opportunity for D2K. Perhaps starting a new thread or using this thread post-tournament.
I think feedback was not a good one because of player skills. I'm one of the so called "good players" here and you know I'm as good as recruit ... (despite someone being mistaken me for someone else).

mechANIC
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Location: Saint-Petersburg

Post by mechANIC » Fri Mar 17, 2017 5:26 pm

Added archive with all maps

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SoScared
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Post by SoScared » Fri Mar 17, 2017 5:30 pm

I was thinking more of feedback on feature issues rather than 'skill' issues. Anything that lessens play experience is worth reporting.

Kwendy
Posts: 48
Joined: Sat Jun 04, 2016 8:53 am

Post by Kwendy » Sun Mar 19, 2017 11:55 pm

Well, for once Dune can reach number of units enough to lag the game even in some 1on1's. When starting to move huge blob. Static units don't lag.
Usually it's FFA problem though.
Does that counts as issue?

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SoScared
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Post by SoScared » Mon Mar 20, 2017 12:36 pm

Sure, why not :) worth noting for future reference. Its the spamalot mod after all.

Kochevnik
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Post by Kochevnik » Mon Mar 20, 2017 2:40 pm


Kwendy
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Post by Kwendy » Fri Mar 24, 2017 6:59 am

Ok, tomorrow, 25th of march at 9am utc begins confirmation of participation registration.
You can register, confirm it and participate even at the last moment.
Streamer and creator of the tournament generally don't allow spectators in games he streams unless you asked him beforehand.
You can also jump to the test build of OpenRA to spectate games that are not covered.
The tournament is expected to end in one go (i.e. it'll be going on for few hours). Feel free (or should I say obliged?) to pop up on twitch, goodgame.ru or youtube and to pester Kochevnik with any questions. Might even answer about the meaning of life and such.

Kwendy
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Post by Kwendy » Sat Mar 25, 2017 1:22 pm

Ok, now I convinced that anti-infantry base defences are nessessary. As soon as we figured production speed increase actually works in D2K, early infantry spam became a lot more common. Direct counter requires heavy factory upgrade, so it's kinda chaotic.
+
My opinion on Sardaukads changed from "meh" to "completely useless". They can't do jack. They have slow production speed. They are expencive.

mechANIC
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Location: Saint-Petersburg

Post by mechANIC » Sat Mar 25, 2017 8:50 pm

Some tournament feedback: game was played on recent playtest version.

technical info: no issues through all the tournament, no lags, no crashes, everything went smooth and steady for 6 hours.

balance issues:
Sonic tanks are too powerful - they do no friendly damage to theirselves and have a range compared only to siege and missile tanks - large pack of them is literally unstoppable, they just go/stand and nothing can even damage them, nor quick vehicles, nor sturdy, nor large quantities of infantry - consider to decrease their range OR give them ability to damage everything (other friendly sonics include).
Grenadiers are not so OP as assumed earlier - they die en masse against any heavy tanks but chew up any infantry - mb consider cost increase to 100-120.
Sardaukars are late game infantry but late game has so much infantry counters - sonics, grenadiers, sieges ... - consider cost and time decrease.
About anti-infantry towers - i think it would be a good idea to change current gun tower projectile to that similar of siege tank - it'll help to defend against infantry masses. Nowadays towers are useless - you can't basepush like in RA or TD and it's cheaper and more effective to build army to counter flank attacks because for guns you need space (which is scarse, sometimes buildable rocks are very tiny) and electricity to power them on (which is also a deficite).

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MustaphaTR
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Post by MustaphaTR » Sun Mar 26, 2017 6:57 am

Sonic tanks are too powerful - they do no friendly damage to theirselves and have a range compared only to siege and missile tanks - large pack of them is literally unstoppable, they just go/stand and nothing can even damage them, nor quick vehicles, nor sturdy, nor large quantities of infantry - consider to decrease their range OR give them ability to damage everything (other friendly sonics include).
I don't think this should be happening. In original Sonics did damage to friendly units, even the other sonic tanks. They didn't damage other Sonics in D2 afaik, but not Dune 2000. I'll check that and file a PR when i find time.
Edit: I checked, in original Sonics do damage to each other, in OpenRA they don't. They still damage the other own units tho.

Also AFAIK, Sonics does less damage closer the unit is to it in original, this may be not the case in OpenRA and may not be possible to do either without adding a locig for it to code yet.

Other balance issues as i said earlier, probably won't be done before all the missing features (Saboteur Timed Cloak, Starport, Proper Death Hand and Ornithopter Logics, Devastator Self Destruct, AI Awareness for D2K Logics like Starport, Spice Blooms, Thumpers and most importantly Concrete (https://github.com/OpenRA/OpenRA/issues/7751)) added. But i may consider taking a look to those in my D2K Mod.

Kwendy
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Post by Kwendy » Sun Mar 26, 2017 4:20 pm

Some of balance issues need repetetive testing though. Sonics were never used against equal enemy in this tournament and pre-tournament games and current players preferences include overinvesting in siege tanks (presumably originating in overblobs of infantry), leaving close to none place to counter sonics. Same for other units.
Sardaukars are pathetic and grens are OP though :P

Kwendy
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Joined: Sat Jun 04, 2016 8:53 am

Post by Kwendy » Sat Apr 01, 2017 11:10 pm

Ok, I think the lag with simultanous unit movement is actually a pathfinding calculaton problem. Crystallised doom has a lot of problems when units are trying to pass the chokes for example. I think it's important for maps with bridges to work.

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