Search found 213 matches
- Thu May 25, 2017 1:26 am
- Forum: General Discussion
- Topic: Why basepushing is so strong
- Replies: 85
- Views: 334338
The list of "20 reasons why basepushing is strong" is not the point I'm trying to make. It's to show why balancing basepushing is not a simple task. All of the practical ideas require modding the base code (something I am not experienced with at all), and most of the work-around YAML solutions are ...
- Wed May 24, 2017 11:49 pm
- Forum: General Discussion
- Topic: Why basepushing is so strong
- Replies: 85
- Views: 334338
Getting rid of auto-target on unarmed buildings was also mentioned somewhere, but this would massively buff A-moving because every shot fired would be at something that can shoot back. I feel this is one of the few options that addresses a lot of your 20 points. Have any more thoughts on it? I ment...
- Wed May 24, 2017 11:40 pm
- Forum: General Discussion
- Topic: Why basepushing is so strong
- Replies: 85
- Views: 334338
There is no great way to address vision in this game. Making units see+shoot the same distance would make A-moving much stronger in the early game and slightly stronger in the mid-late game. This, however, would also make it easier for building-tanks to soak up the damage and A-move blobs. Getting ...
- Wed May 24, 2017 6:21 am
- Forum: General Discussion
- Topic: Why basepushing is so strong
- Replies: 85
- Views: 334338
Re: Why basepushing is so strong
If you put a BuildRadiusDelay on the MCV, that compounds one of the biggest issues with basepushing, the "I was here first" problem. Whoever gets to a location will have to wait 8-10 seconds before they can place a building down. Not that big of a problem, since most people aren't in a position to ...
- Wed May 24, 2017 1:49 am
- Forum: General Discussion
- Topic: Why basepushing is so strong
- Replies: 85
- Views: 334338
I think one of the biggest issues that contributes to the overpoweredness of basepushing that I didn't see you mention is the current way fog of war and vision works. The original game had no fog of war whatsoever. I don't mind the implementation of it as I think it can add some strategic depth, but...
- Sun May 21, 2017 1:32 am
- Forum: General Discussion
- Topic: Suggestion: transport helicopter for soviets
- Replies: 18
- Views: 14267
-Give the Soviets Helipad >Give access to Hind >Give Access to Transport Helicopter -Give Allies APC >Soviets have APC too -Allies keep Hind (maybe art change to make it more allies-like but all stats stay the same) I see no issues with both Allies and Soviets having equal access to generic transpor...
- Thu May 18, 2017 4:00 pm
- Forum: General Discussion
- Topic: Let's talk about RA's Navy
- Replies: 74
- Views: 66460
I know everyone is complaining about how disadvantaged the Soviets are at sea, and sure they dont have anything that can strike land until tech center level tech. Also one on one, maybe 2 on 2 or 3 on 3 sub vs destroyer, yes I can out micro the sub(s) and probably come out on top as Allies. But when...
- Mon May 15, 2017 4:57 am
- Forum: General Discussion
- Topic: Missions
- Replies: 8
- Views: 6926
Re: Missions
Hello, I'm not really a guy who loves to play against other players but enjoy the single player content a lot and all the changes Openra makes to Red Alert. When do you think you will implement all the missions from RA and the expensions? Furthermore, for France, what do you think about merging the...
- Fri May 12, 2017 2:42 pm
- Forum: General Discussion
- Topic: Missile Subs
- Replies: 22
- Views: 50562
I still think giving Yak's AA capabilities would be an easy simple solution to giving Soviets Radar level AA support to their navy without changing or deviating much from the original game. Another idea is to have someone design a flak sub based on these flak u-boats that were used in WW2. http://ub...
- Wed May 10, 2017 11:06 pm
- Forum: General Discussion
- Topic: Missile Subs
- Replies: 22
- Views: 50562
Unfortunately, giving Yaks AA would really do a number on the land balance. Hinds are slow and allies have no real mobile AA. If a Hind ever left an allies base it would be hunted down by Yaks pretty easily. Not to mention Longbows have a hard time engaging Yaks, and depending on the implementation...
- Wed May 10, 2017 8:24 pm
- Forum: General Discussion
- Topic: Missile Subs
- Replies: 22
- Views: 50562
I think giving Yak's AA capabilities would pretty much solve this issue... In regards to this thread and the other thread discussing navy.... the Soviets were designed to have limitations as well as unique possibilities with their Navy.. so I don't like ideas that fundamentally change the naval iden...
- Wed May 10, 2017 8:14 pm
- Forum: General Discussion
- Topic: Missile Subs
- Replies: 22
- Views: 50562
Sounds like a bad idea to me, Missle subs are tech units and that shouldnt change. They got all the attributes of a tech unit and that just dont fit. They are like the allied tech ship cruiser so make it also available with radar? They submerge have long range missiles and shoot air. If you use em ...
- Wed May 10, 2017 5:55 pm
- Forum: General Discussion
- Topic: Adding upgrade mechanics to RA
- Replies: 8
- Views: 5747
Yeah I'd love this, but it diverges to much from the original in my opinion. But I'd love it! Excess money? Pump it into research. And you can go for all kinds of things.. level 3 rifle infantry with triple health. Add weaponry, superawesome last upgrade bonus... Anything. Hard to balance, but it w...
- Wed May 10, 2017 3:18 pm
- Forum: General Discussion
- Topic: Missile Subs
- Replies: 22
- Views: 50562
Ok I understand that, even though there's probably potential ways it could still be balanced. Regardless, how about the Yak though.. since we are talking about Radar dome level AA to help out at sea. The yaks should be able to shoot ground and air with their machine guns. To explain why the Yaks ca...
- Wed May 10, 2017 3:01 pm
- Forum: General Discussion
- Topic: Why do units automatically shoot at an enemy oil derrick?
- Replies: 20
- Views: 15963