Lets discuss Shock Troopers (Red Alert)

A discussion of thoughts and feelings about shock trooper

Discussion about the game and its default mods.
Post Reply

Do you think shock troopers should be nerfed?

Yes
23
66%
No
12
34%
 
Total votes: 35

User avatar
Murto the Ray
Posts: 487
Joined: Mon Nov 10, 2014 4:34 pm

Post by Murto the Ray »

I dont think there has been a pull request - will have to look though.

I was thinking more along the lines of grenadiers/flamers to destroy the derricks than rocket soldiers.

Soviets are specialised due to the expensive nature of their units, its more difficult to get balanced composition without being left alone for quite a while by your opponent. Brute force seems like the way to go but for the price of units it feels like they don't really recoup that cost without good micro.

Canavusbis
Posts: 37
Joined: Thu May 21, 2015 10:58 pm

Post by Canavusbis »

r34ch wrote:
Phoenix wrote: Anyways, for now nerf shockies. Do we have to make a pull request? I saw no RA unit balance changes in the full playtest changelist.
You're going to need to wait for the next release cycle. We are in a gamma (feature freeze) testing phase, so I'd suggest you make custom maps with the rules until the next PT.

Matt
Posts: 1144
Joined: Tue May 01, 2012 12:21 pm
Location: Germany

Post by Matt »

Changing some yaml rule values for balancing reasons isn't really introducing features. Traditionally those are always done last minute, because everyone keeps complaining, but no one feels responsible for actually filing a patch.

User avatar
r34ch
Posts: 137
Joined: Sun Mar 01, 2015 2:02 pm

Post by r34ch »

Cmd. Matt wrote: Changing some yaml rule values for balancing reasons isn't really introducing features. Traditionally those are always done last minute, because everyone keeps complaining, but no one feels responsible for actually filing a patch.
You mean a pull request with the balance changes? I thought there was a member of the dev team who dealt with RA balance changes?

Canavusbis
Posts: 37
Joined: Thu May 21, 2015 10:58 pm

Post by Canavusbis »

Cmd. Matt wrote: Changing some yaml rule values for balancing reasons isn't really introducing features. Traditionally those are always done last minute, because everyone keeps complaining, but no one feels responsible for actually filing a patch.
Adding a balance patch without a playtest is a nice way to require hotfixes :)
r34ch wrote:
Cmd. Matt wrote: -snip-
You mean a pull request with the balance changes? I thought there was a member of the dev team who dealt with RA balance changes?
Nope. Scott is an ex-developer who occasionally does some work, but it is unlikely he will do it for you.

User avatar
r34ch
Posts: 137
Joined: Sun Mar 01, 2015 2:02 pm

Post by r34ch »

Well I went ahead and submitted a pull request
https://github.com/OpenRA/OpenRA/pull/9085

This first PR is basically to address OP shock troopers, buffing a couple units to compensate as well as making the hijacker useful. I picked various members suggestions of stats that were generally agreed by most.

Thoughts behind these changes;
-Shockies become more like support troops rather than front-line troops
-Heavy tanks are (a little) more worthwhile as frontline damage soakers
-Yaks are better against massed infantry (should help ukraine)
-Hijacker is much easier to use


I didn't want to add too much at once so more changes can come in a second PR later. I personally would like to see longbows buffed a little next.

zinc
Posts: 657
Joined: Sun Feb 09, 2014 3:46 pm

Post by zinc »

Shock trooper;
-cost increased from $400 to $500
-health reduced to 80 from 100



I'm guessing that those changes will not make much of a difference. The increased price could do I guess but that would depend on how resource rich the map is.

I don't think the health thing will change things when you get overrun by shockies.

I'm just guessing of course and if people have played games with these rule changes and they think they work...

My idea, would be that, if their power was increased by changing their range in the first place, then you could experiment with that and put it back a little bit. Maybe do something where a few pillbox actually have a chance of killing some of them.

User avatar
Murto the Ray
Posts: 487
Joined: Mon Nov 10, 2014 4:34 pm

Post by Murto the Ray »

The range is fine as it is; shockies are supposed to be support units rather than front-liners so it makes sense for them to have a decent range.

Small differences make a pretty big impact on gameplay and the buffing of yaks will make a big difference as well vs shocky swarms; no matter what balance it is going to be better than it is at the moment.

af
Posts: 14
Joined: Mon May 25, 2015 10:53 pm

Post by af »

Thanks r34ch for putting the pull request in. I don't care too much about the heavy tank changes but the rest look like big improvements.

zinc
Posts: 657
Joined: Sun Feb 09, 2014 3:46 pm

Post by zinc »

Phoenix wrote: The range is fine as it is; shockies are supposed to be support units rather than front-liners so it makes sense for them to have a decent range.

Small differences make a pretty big impact on gameplay and the buffing of yaks will make a big difference as well vs shocky swarms; no matter what balance it is going to be better than it is at the moment.
Helis are better than yaks at dealing with troops and they often are of no help because of course the Russian player will send in (often iron curtained) flak trucks.

zinc
Posts: 657
Joined: Sun Feb 09, 2014 3:46 pm

Post by zinc »

Options that I can think of:

(1) Reduce range, or:
(2) Reduce damage done, or:
(3) Take away the ability to target troops

With (3) that would mean the Russia player can't just use shockies and iron curtained flak trucks but would need more of a mix to attack.

User avatar
r34ch
Posts: 137
Joined: Sun Mar 01, 2015 2:02 pm

Post by r34ch »

zinc wrote: I don't think the health thing will change things when you get overrun by shockies.
I think the hp nerf is needed. 100hp is way too much. Currently they can survive 2 bursts from a hind. With 80hp they can only survive the one.

If they are still OP I would like to see their health reduced further down to 60, which is still higher than most of the infantry in the game. At 80hp they can survive a hit from a pillbox, at 60hp the pillbox kills them in one burst.

Lets see what happens first though. Allies are about to get buildable veteran units with the spys new ability. That will affect the damage and RoF of defending units.

zinc
Posts: 657
Joined: Sun Feb 09, 2014 3:46 pm

Post by zinc »

r34ch wrote:
zinc wrote: I don't think the health thing will change things when you get overrun by shockies.
I think the hp nerf is needed. 100hp is way too much. Currently they can survive 2 bursts from a hind. With 80hp they can only survive the one.

If they are still OP I would like to see their health reduced further down to 60, which is still higher than most of the infantry in the game. At 80hp they can survive a hit from a pillbox, at 60hp the pillbox kills them in one burst.
OK yeah maybe it will help.

zinc
Posts: 657
Joined: Sun Feb 09, 2014 3:46 pm

Post by zinc »

r34ch wrote: Allies are about to get buildable veteran units with the spys new ability.
Can someone explain?

hotze
Posts: 28
Joined: Sun May 10, 2015 12:38 pm

Post by hotze »

zinc wrote:
r34ch wrote: Allies are about to get buildable veteran units with the spys new ability.
Can someone explain?
You have to infiltrate an enemy's or teammate's production facilities.
Then you can build veteran units.

Post Reply