TS actually happening, balance changes?
TS actually happening, balance changes?
So now that Tiberian Sun looks like its actually happening. Shall we discuss what, if any, balance changes should be implemented?
Things that are bugs but should they be fixed or kept? (rail guns and flames colliding with slopes)
GDI being able to build a component tower with turret on it already.
Hover MLRS more effective VS infantry.
Will the Orca Transport effect balance?
Should the Carryall be replaced with the Dropship? Should the Dropship even be normally buildable and able to carry vehicles?
Can we make Jumpjet infantry useful for something besides a early game scout?
Disc Throwers, should they be allowed to force-fire and increase their range or not?
Should Nod artillery be more effective against infantry?
Things that are bugs but should they be fixed or kept? (rail guns and flames colliding with slopes)
GDI being able to build a component tower with turret on it already.
Hover MLRS more effective VS infantry.
Will the Orca Transport effect balance?
Should the Carryall be replaced with the Dropship? Should the Dropship even be normally buildable and able to carry vehicles?
Can we make Jumpjet infantry useful for something besides a early game scout?
Disc Throwers, should they be allowed to force-fire and increase their range or not?
Should Nod artillery be more effective against infantry?
- BaronOfStuff
- Posts: 438
- Joined: Sun May 22, 2011 7:25 pm
Re: TS actually happening, balance changes?
Can we please make these fit into the 'not shit' category?epicelite wrote: ↑ Disc Throwers
-
- Posts: 157
- Joined: Tue Dec 04, 2012 3:04 am
Re: TS actually happening, balance changes?
MLRS doesnt need an infantry buff. It's the GDI's anti air vehicle.epicelite wrote: ↑So now that Tiberian Sun looks like its actually happening. Shall we discuss what, if any, balance changes should be implemented?
Things that are bugs but should they be fixed or kept? (rail guns and flames colliding with slopes)
GDI being able to build a component tower with turret on it already.
Hover MLRS more effective VS infantry.
Will the Orca Transport effect balance?
Should the Carryall be replaced with the Dropship? Should the Dropship even be normally buildable and able to carry vehicles?
Can we make Jumpjet infantry useful for something besides a early game scout?
Disc Throwers, should they be allowed to force-fire and increase their range or not?
Should Nod artillery be more effective against infantry?
Re: TS actually happening, balance changes?
HOW DARE SOMETHING HAVE MORE THEN ONE PURPOSE!PersianImmortal wrote: ↑MLRS doesnt need an infantry buff. It's the GDI's anti air vehicle.
Well in multiplayer people just spam Titans to win, or spam Disruptor+Carryalls super early game somehow.Cmd. Matt wrote: ↑I have only played the single-player campaign, but the original Tiberian Sun unit composition seems to be very problematic. The engineer is an instant capture unit and Nod has an underground APC. I won most single-player missions very early by trolling the AI player with hostile take overs.
Like I barely just got my war factory up and a group of fucking carryalls land in my base and drop a bunch of fucking disruptor, what the fuck?
Your supposed to build pavement to stop Nod's subterranean vehicles. OH IMPROVEMENT IDEA! Make it so you can place pavement beneath buildings so you don't end up with a hole when one gets blown up. That would be a welcomed change.
Devils tongues were pretty useless because infantry only had to stand on a slope to be invulnerable against them, and in large groups they damage each other.
I would always filled up sub APC's with Cyborgs and send them all at once into my enemies base. Then again, I usually played against AI because everyone in multiplayer just spams X thing to win. I never really had too huge of a problem with base walking in TS now that I think about it. It did happen but it wasn't in every game you played like in openRA.
What I would like to see actually, is TS turned into a game that requires strategy and not "spam X to win".
Put a build limit on fucking EVERYTHING.
That would only make some sense if the mod was primarily aimed at singleplayer, which is likely not the case.MrTweek wrote: ↑They should first implement the Game "as-is" and then thy should think about the Balancing...
The original balance is just a big pile of goo, and couldn't be replicated properly anyway without replicating some bugs and other atrocities WW committed. I wouldn't bother with it too much.
Plus it can move over water, and has higher firing range and speed than a titan, making it better at hit & run tactics as well as flanking the opponent.PersianImmortal wrote: ↑ MLRS doesnt need an infantry buff. It's the GDI's anti air vehicle.
Build limits are cheap, and would kill variety of tactics and playing styles.epicelite wrote: ↑ What I would like to see actually, is TS turned into a game that requires strategy and not "spam X to win".
Put a build limit on fucking EVERYTHING.
I'd rather make the rock, paper, scissors more pronounced. An army of Titans without support should stand no chance against an army of bazooka infantry, for example (the latter is way too weak in the original).
There are some more things that need to be kept in mind:
1) Generally speaking, weapons in TS were FAR to accurate, because if they landed less than X distance away from the target, the projectile would 'snap' onto the target and deal full damage with no spread penalty. Bikes were probably the only ground unit able to evade an artillery shell at full speed. This obviously shouldn't be replicated, it was annoying as hell anyway.
For example, originally the artillery was actually great against infantry. Instead of fixing that ridiculous accuracy, they just nerfed damage in multiplayer
-
- Posts: 157
- Joined: Tue Dec 04, 2012 3:04 am
Re: TS actually happening, balance changes?
Their cheaper and available at a lower tech level. (and should be allowed to be loaded into infantry transports.)
Hmm in this Case:
that worse/is a very angry Bug xD but everyone had used it
maybe the Developers of OpenRA can fix that "bug", for example... the Flames can go across the Slopes =/
Code: Select all
Devils tongues were pretty useless because infantry only had to stand on a slope to be invulnerable against them, and in large groups they damage each other.
maybe the Developers of OpenRA can fix that "bug", for example... the Flames can go across the Slopes =/
A few changes I would like to see
- JumpJets should be able to toggle between flight mode and walking. This will make them easier to use.
- Give the carryall the ability to auto-pickup harvesters, bring them to their refineries and return the harvester back to the tiberium field. The code could then be reused for the Dune mod.
- Remove the GDI Tech Center and Replace it with the GDI Upgrade Center.
- Make the Orca Transport buildable for GDI but not the Dropship.
- Give GDI and Nod their own version of the Light Infantry; maybe use community art from PPM?
- When over water the Hover MLRS shouldn’t sink during an ion storm.
Replace the GDI Radar with the upgradeable radar/advanced comm center(whatever you like to call it). Keep the tech center but remove the upgrade center. Super weapon upgrades can then be just placed on the Radar.sillyflip wrote: ↑ [*]Remove the GDI Tech Center and Replace it with the GDI Upgrade Center.
[/list]
I'm pretty sure it has completed graphics, I've seen it in mods but maybe it was made for those mods?
REPLY
I'd like to see a new feature implemented. Since we're probably gonna get an RA2 mod at some point, I'd like to see garrisoned buildings made available in Tiberian Sun. You wouldn't need fancy garrisoned graphics, just maybe a pallet swap to the player's colors.
What do you guys think?
What do you guys think?