Search found 14 matches

by af
Fri Mar 24, 2017 3:29 am
Forum: General Discussion
Topic: The problem with dogs?
Replies: 22
Views: 13715

If dogs were reliably able to survive one rifle hit, it would make them more forgiving to use. Currently it is very easy to lose your dog even if you are spending 100% of your concentration on microing the dog. If you are moving towards rifleman and he is moving towards you, room for pulling your d...
by af
Thu Mar 23, 2017 8:35 pm
Forum: General Discussion
Topic: Sam Site Discussion (RA)
Replies: 25
Views: 16427

I agree that nerfing the AA gun is the most important thing to do. It's fine that it's stronger than the SAM site, but it's currently pretty OP for arty turtling. That said, while the SAM Site isn't quite worthless, it doesn't justify its cost (monetary but also the opportunity cost of building tesl...
by af
Mon Dec 26, 2016 4:59 pm
Forum: General Discussion
Topic: AA vs Sam Site
Replies: 14
Views: 9725

I think the problem is not the strength of the AA gun, but rather that the SAM is so weak that it's usually not worth building. You're better off leaving a flak truck or two in your base (which also gives you a bit of extra defense against a Tanya/paratroop drop)
by af
Thu Dec 15, 2016 9:54 pm
Forum: General Discussion
Topic: MCV Balance Playtesting
Replies: 162
Views: 140690

I understand there are a lot of people who complain you can't go Dome before SD in my playtest, but those builds aren't good builds to begin with and I need to keep the variance in all my games to a minimum. The goal isn't to introduce new builds into the game; the prerequisites and ordering of tec...
by af
Thu Dec 15, 2016 6:24 pm
Forum: General Discussion
Topic: Chinook and airdrops
Replies: 9
Views: 6605

My idea that never got any traction was: it takes 2 minutes to get the standard drop of 5 infantry units (= 120/5 = 24 seconds per infantry-unit) For every 24 seconds you wait longer to drop you get an extra infantry unit in the drop. So if you wait an extra 24 seconds (=144 seconds total) you get ...
by af
Thu Dec 15, 2016 6:21 pm
Forum: General Discussion
Topic: MCV Balance Playtesting
Replies: 162
Views: 140690

I like the idea of early tech being more viable. But why make the SD a prerequisite for the Radar Dome? This has the opposite effect and means you can't go for an early air build (which can be interesting in team games)
by af
Fri Jul 01, 2016 2:46 am
Forum: General Discussion
Topic: Help Newbies
Replies: 33
Views: 27985

One legit complaint about the shroud is that it can pretty annoying to place your first few buildings on an unfamiliar map (especially when you're not sure how far away the ore is).

Maybe a fix for this is increasing the vision of a deployed MCV?
by af
Fri Jul 01, 2016 2:45 am
Forum: General Discussion
Topic: Help Newbies
Replies: 33
Views: 27985

One legit complaint about the shroud is that it can pretty annoying placing your first few buildings on an unfamiliar map (especially when you're not sure how far away the ore is). Maybe a fix for that issue is increasing the vision of a deployed MCV?
by af
Wed Mar 16, 2016 4:56 am
Forum: General Discussion
Topic: RA Current Balance Discussion
Replies: 101
Views: 102291

For the Mammoth, what about giving it the ability to crush walls, and maybe pillboxes? Could make it a useful counter for Allied players who turtle with arties, behind layers of defensive structures.
by af
Fri Nov 27, 2015 4:49 am
Forum: General Discussion
Topic: Blocking a war factory or ore refinery
Replies: 25
Views: 16396

It's cheap and tacky, IMO. Does force-firing on the husks still work? I've never seen anyone do that to get rid of a husk.
by af
Mon Aug 17, 2015 10:04 pm
Forum: General Discussion
Topic: Lets discuss Shock Troopers (Red Alert)
Replies: 170
Views: 178795

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.
by af
Tue May 26, 2015 9:16 pm
Forum: General Discussion
Topic: Attack Move
Replies: 13
Views: 10994

So, as things are a veteran player will be able to micro his/her hinds (perhaps using shift+ctrl) to take out the infantry without touching the tank - thus stopping the incoming assault. A new player, on the other hand, attack-moves his/her hinds into the group and damages the light tank, failing t...
by af
Tue May 26, 2015 4:50 pm
Forum: General Discussion
Topic: Attack Move
Replies: 13
Views: 10994

It has already been suggested that an automatic targeting system be implemented but i am also opposed to that as i think it would probably hinder performance and also make the game slightly easier - this may seem like an odd concern but making the game slightly easier with every feature added only ...
by af
Mon May 25, 2015 11:04 pm
Forum: General Discussion
Topic: Attack Move
Replies: 13
Views: 10994

Rather than a new type of attack move, I'd prefer to see per-unit "priority targeting". This way when you attack move, each unit would target enemies in their vision radius according to their strengths (and de-emphasize things like oil derricks). For example, a Hind is great against infantry, but no...