Search found 84 matches
- Fri Feb 12, 2016 5:33 am
- Forum: General Discussion
- Topic: TD balance thread
- Replies: 615
- Views: 990608
Could you please increase the rocket speed of bike rockets and increase the speed to at least 298? (Currently they're at 213, and really slow). I really can't stand how slow the missiles are. They are so useless it's painful. Against a medium-skilled player controlling orcas, the recon bikes just ca...
- Fri Feb 12, 2016 1:45 am
- Forum: General Discussion
- Topic: 1v1 Match of the Month - January [Contest]
- Replies: 14
- Views: 10618
- Wed Feb 10, 2016 2:20 am
- Forum: General Discussion
- Topic: Send me your replays and I'll cast them!
- Replies: 875
- Views: 2062262
- Tue Feb 09, 2016 10:34 am
- Forum: General Discussion
- Topic: TD balance thread
- Replies: 615
- Views: 990608
Please, please don't reduce the frequency of the support powers. They're what make the game really dynamic, fun and unpredictable. They're also good counter-spam if you're getting out-macro'd but still have a lot of micro skill to defend yourself with. Anyway, about tanks: A possible solution to the...
- Mon Mar 24, 2014 6:47 am
- Forum: General Discussion
- Topic: CnC Tiberian Dawn Strategy/Balance discussion thread
- Replies: 17
- Views: 16298
My suggestions for TD: - Make Orca do better damage vs. heavy armor, and have its payload contain a bit more damage. - Change Artillery's probably of big explosion from 100% -> 75% - Reduce Chem Trooper range from 3 to 2.5 Possibly: - Nerf Mammoth Tank a bit. Reduce HP from anywhere between 725-825 ...
- Mon Mar 24, 2014 6:36 am
- Forum: General Discussion
- Topic: CnC Tiberian Dawn Strategy/Balance discussion thread
- Replies: 17
- Views: 16298
As for GDI, the go-to response should be Orcas - I'm not familiar with GDI, but to suggest a tactic... Ever considered sliding an apc around the enemy frontlines? APC's are fast and do a lot of damage to light armor units, including the MLRS, so it might be a good tactic to try. The MLRS has a mini...
- Mon Mar 24, 2014 6:31 am
- Forum: General Discussion
- Topic: CnC Tiberian Dawn Strategy/Balance discussion thread
- Replies: 17
- Views: 16298
NOD's Apache - I haven't played TD much until recently in the tournament. I've just reviewed a couple of those games and I gotta question the rationale of the NOD Apache's notorious reloading. I could tolerate the auto-reloading slowly like 1 peg (on the munitions bar) at a time but fully reloading...
- Mon Mar 24, 2014 6:29 am
- Forum: General Discussion
- Topic: Two ore refinery an advantage at the start of the game?
- Replies: 5
- Views: 5280
In CNC there is arguably an advantage to having 2 ore refineries early in the game, because it builds faster than a Weapons Factory + Harvester, and is cheaper. You can use a 2nd ore refinery to support early infantry attacks. (There is an effective maximum of 2-3 harvesters per refinery in CNC, sin...
- Sun Mar 09, 2014 12:35 am
- Forum: Mapping and Modding
- Topic: D2k balancing
- Replies: 35
- Views: 27605
I like some of the ideas I have heard suggested. For starters, I don't think that a race should have to counter trikes with trikes--there should be other viable options. I like some of the more radical ideas mentioned here. I don't have an opinion on whether we should be radical in changing the game...
- Sat Mar 08, 2014 11:56 pm
- Forum: Mapping and Modding
- Topic: D2k balancing
- Replies: 35
- Views: 27605
Re: Trikes I don't personally think Trikes are OP. They happen to be key for Ordos' play style, but are relatively easy to defend against with turrets. If you want to defend against them in the field, a combination of disposable infantry and rocket launchers works. Quads can also deal with them quit...
- Sat Mar 08, 2014 11:02 pm
- Forum: General Discussion
- Topic: CnC Tiberian Dawn Strategy/Balance discussion thread
- Replies: 17
- Views: 16298
I designed a lot of the balance for CNC, if anyone has any questions about the design choices I made please ask. Some things might seem arbitrary or like they need fixing, but most everything was chosen to be the way it is for a reason (to balance it properly vs. other units and structures). Some of...
- Sat Mar 08, 2014 10:12 pm
- Forum: Mapping and Modding
- Topic: D2k balancing
- Replies: 35
- Views: 27605
Hey, everyone. I worked on developing the balance as it stands last year. I acknowledge the game is not mature yet, but if anyone wants to know what I had in mind when creating it, I'm happy to talk about it so please ask. I also did the balancing for CNC. I haven't been around for the last year bec...
- Sat Jan 11, 2014 5:47 pm
- Forum: General Discussion
- Topic: TS actually happening, balance changes?
- Replies: 22
- Views: 19351
I don't see why we shouldn't make the game start with the default combat values of TS. The starting point is going to be arbitrary in any case, and the actual effectiveness will be different since we are on a different engine (with different accuracy, etc. as already mentioned). Once the game is rea...
- Sat Jan 11, 2014 5:34 pm
- Forum: General Discussion
- Topic: [OpenRA] Limit base-walking by reducing freedom of building
- Replies: 24
- Views: 24431
- Sat Jan 11, 2014 5:20 pm
- Forum: Mapping and Modding
- Topic: Where is the D2K mod HQ?
- Replies: 7
- Views: 7991
Cmd. Matt wrote: ↑Recently I silently worked on complete 1.06 patch level support (grenadier and new terrain tiles) and the ARRAKIS terrain.
Excellent.
Want to include the Grenadier?