Search found 42 matches

by Surrealistik
Sun Mar 24, 2013 7:29 pm
Forum: General Discussion
Topic: Fixing Allied AA Weaknesses
Replies: 22
Views: 14740

Microed yaks >>> rocket soldiers. All kinds of speed and manoeuvrability + greater sight radius + instant kills vs basically none whatsoever. Seriously, you lose about as much if not more money _and_ production time on rocket soldiers than the Yak user loses in aircraft. At least. Meanwhile, your fo...
by Surrealistik
Fri Mar 22, 2013 5:11 pm
Forum: General Discussion
Topic: Fixing Allied AA Weaknesses
Replies: 22
Views: 14740

Again, even if that's true, you're missing the point; Allies have no decent mobile AA, and Longbows are ass.

Buff the Soviets, sure, address other perceived balance issues, but don't ignore these blatant deficits on the Allies side because you believe the Soviets are at a disadvantage overall.
by Surrealistik
Fri Mar 22, 2013 12:33 am
Forum: General Discussion
Topic: Fixing Allied AA Weaknesses
Replies: 22
Views: 14740

I'm not sure what you're talking about. The Soviets are only ever at a real disadvantage in terms of information asymmetry late game, where Gap Generators + the GPS Satellite gives the Allies an edge. Besides, even if it _were_ true that the Soviet faction is weaker overall, that doesn't mean mobile...
by Surrealistik
Thu Mar 21, 2013 7:32 pm
Forum: General Discussion
Topic: Fixing Allied AA Weaknesses
Replies: 22
Views: 14740

Proposed Longbow buffs (all of the following): Reduce their build times by 25% to 36 seconds down from 48 seconds. Reduce their reload times to 0.5 per rocket down from 1 second per rocket. It is insane that it takes 8 full seconds to reload these things from empty! Reduce their cost by 25% to 1500 ...
by Surrealistik
Thu Mar 21, 2013 7:31 pm
Forum: General Discussion
Topic: Allow me to ramble on about assorted things in openRA
Replies: 8
Views: 5921

+1 for Longbow buffs; they're awful. They should get all of the following: Reduce their build times by 25% to 36 seconds down from 48 seconds. Reduce their reload times to 0.5 per rocket down from 1 second per rocket. It is insane that it takes 8 full seconds to reload these things from empty! Reduc...
by Surrealistik
Wed Mar 20, 2013 9:38 pm
Forum: General Discussion
Topic: Red Alert Missing unit: Allied Helicarrier
Replies: 9
Views: 9331

That thing looks horrible; for starters, it should probably be much larger.

Cmd Matt's suggestion is kind of neat.
by Surrealistik
Wed Mar 20, 2013 4:15 pm
Forum: General Discussion
Topic: Fixing Allied AA Weaknesses
Replies: 22
Views: 14740

I've already brought Longbows up. The issue with them is that they're too costly and too late tier; they're not practical, general purpose anti-air. Longbows need a buff, badly. Lol, amen to that. They either need to be cheaper or more powerful. I'd start with decreasing the cost to $1500, and the ...
by Surrealistik
Tue Mar 19, 2013 8:35 pm
Forum: General Discussion
Topic: Fixing Allied AA Weaknesses
Replies: 22
Views: 14740

I've already brought Longbows up. The issue with them is that they're too costly and too late tier; they're not practical, general purpose anti-air.
by Surrealistik
Tue Mar 19, 2013 5:16 pm
Forum: General Discussion
Topic: Fixing Allied AA Weaknesses
Replies: 22
Views: 14740

Hoping to see that Rocket Ranger in the next update; it's sorely needed.
by Surrealistik
Tue Feb 05, 2013 10:56 pm
Forum: General Discussion
Topic: Engineers - what have been people's ideas to moderate?
Replies: 45
Views: 29665

So, basically, you've acknowledged that in order to guard against an Engineer rush that's even passably microed, you basically need to have multiple rocket soldiers and riflemen, and/or a mess of base defenses; way too many resources vs the opponent's very small investment. It's not about a question...
by Surrealistik
Tue Feb 05, 2013 9:14 pm
Forum: General Discussion
Topic: Engineers - what have been people's ideas to moderate?
Replies: 45
Views: 29665

The whole idea of the thread was to come up with ways to balance the Engineers which as stands are a problem in that it's too easy to cap with them; once they get within melee range of a facility, it's done. APC/Ranger rushing an Engineer into a base while you're distracting your opponent with some ...
by Surrealistik
Tue Feb 05, 2013 5:14 pm
Forum: General Discussion
Topic: Laptop meltdown
Replies: 1
Views: 2135

Use MSI Afterburner's FPS limiter.

http://event.msi.com/vga/afterburner/download.htm

Set your max FPS to 60.
by Surrealistik
Tue Feb 05, 2013 5:12 am
Forum: General Discussion
Topic: Engineers - what have been people's ideas to moderate?
Replies: 45
Views: 29665

How do you _stop_ a capture though if we're not going the Generals route, aside from with another Engineer? Maybe a building that's being captured can be infiltrated with any infantry who kills the Engineer and stops the capture?
by Surrealistik
Tue Feb 05, 2013 5:08 am
Forum: General Discussion
Topic: Fixing Allied AA Weaknesses
Replies: 22
Views: 14740

AA-only rocket soldiers loadable inside the jeep should be equivalent to the flak truck. I think that is a sensible balancing approach. Too much micromanagement to accomplish compared to soviets, just try giving both sides the flak truck? See how it works and go from there. Yeah, that was definitel...
by Surrealistik
Sun Feb 03, 2013 5:25 pm
Forum: General Discussion
Topic: Fixing Allied AA Weaknesses
Replies: 22
Views: 14740

Fine with me. I'd still like to see Rocket Pillboxes get AA capability.

A turret + pillbox costs about the same as a camo rocketbox as another point of comparison.