Can add an secondary weapon to the Sam site so functions like Missile Bunker of TI, but only against airplanes.
Multiple low damage, high speed missiles get launched againts Yak and Migs, current weapon remains in use against helicopters.
Search found 33 matches
- Fri Apr 07, 2017 8:28 am
- Forum: General Discussion
- Topic: Sam Site Discussion (RA)
- Replies: 25
- Views: 16480
- Mon Apr 03, 2017 4:41 pm
- Forum: General Discussion
- Topic: Balancing Soviets
- Replies: 20
- Views: 16523
what about an seperate secondary scout dog unit that exists solely for that purpose that has the required vision and speed as its perma-sprinting. Infact you dont need it to come out of the Kennel, it can even be in the form of an motorcycle with an sidecar. RA3 mortar bike thingy comes to mind, exc...
- Sun Apr 02, 2017 7:33 pm
- Forum: General Discussion
- Topic: General Discussion / Simple Questions, Simple Answers
- Replies: 101
- Views: 123837
Oh, thats nice to know.Happy wrote: ↑Minotaur if you go into the RA file in documents then settings you can put whatever html code for color as you want apart from white.
now the question is where to obtain html color codes of C&C95/RA1 player colors. Perhaps you know and would like to share ?
- Sun Apr 02, 2017 6:53 pm
- Forum: General Discussion
- Topic: General Discussion / Simple Questions, Simple Answers
- Replies: 101
- Views: 123837
Is there a way for defining preset colors for easy accessing ? The freedom of choice granted by the current color picker is nice however im like wanting the exact playercolors used in C&C95 and RA1. And sofar havent suceeded in getting the same shade of blue for allies. The capability atleast in the...
- Thu Mar 30, 2017 7:50 pm
- Forum: General Discussion
- Topic: MiG is not the most nimble unit in the game. It's the V2
- Replies: 11
- Views: 7951
- Fri Mar 24, 2017 9:27 am
- Forum: General Discussion
- Topic: Convert Flak Truck into Mortar Truck
- Replies: 3
- Views: 2955
Convert Flak Truck into Mortar Truck
+ Mortar would function like an mini-arty, making it worthwhile against clusters of infantry and buildings when in large groups. + It could function better for early game harass purposes as its speedy unlike other artillery pieces + Is the earliest available artillery piece in tech-trees. + Could ga...
- Thu Mar 23, 2017 10:02 am
- Forum: General Discussion
- Topic: Dune units usability and some opinion.
- Replies: 12
- Views: 8906
Humvees in Gen:Zh. Do you just want to make games low res versions of Generals? Seems to be the basis of every other opinion you've made on this forum. No. I mean this should move forward and improve upon the design to make it worthwhile, as OpenRA is not true to the original anyways. The best way ...
- Wed Mar 22, 2017 7:21 am
- Forum: General Discussion
- Topic: Minelayer mini-buff.
- Replies: 11
- Views: 8112
- Wed Mar 22, 2017 7:15 am
- Forum: General Discussion
- Topic: Dune units usability and some opinion.
- Replies: 12
- Views: 8906
The trike could also benefit from having faction differences: Ordos: has an secondary weapon in the form of an tow missile that gives it soft av capability, like upgraded Humvees in Gen:Zh. Harkonnens: Dune 2k 'Emperor: Battle for Dune' had this Buzzsaw mounted thingy, inspired from that can make it...
- Wed Mar 22, 2017 7:00 am
- Forum: General Discussion
- Topic: Should we give Soviets their Hind back ?
- Replies: 63
- Views: 225369
In order to differentiate Hind from it's counterparts and to amplify overarching soviet superiority theme it can become capable of resupplying in the air, existing independent of an helipad. Its combat power being weaker than Yak but as can stay indefinetely long on air... In one of the cutscenes(or...
- Sun Mar 19, 2017 6:56 pm
- Forum: General Discussion
- Topic: MCV Balance Playtesting
- Replies: 162
- Views: 140907
To add another fantasy suggestion: Do not allow multiple mcvs, instead allow up to 3 building cranes(base cost 1500 and +750 for the next each time you build one, preq. Tech Center) for multiple build queues and make expansion point vehicle available instead Mcv. Expansion point could have unused gr...
- Sun Mar 19, 2017 6:49 pm
- Forum: General Discussion
- Topic: Minelayer mini-buff.
- Replies: 11
- Views: 8112
If damage dealt is the issue perhaps can change the way mines work to become like the chinese minefields of generals. The minelayer would have 1 ammo but lay multiple small mines(like 5 per use) scattered around its position upon use. Each landmine base size of infantry sprite instead occupying an w...
- Sat Mar 18, 2017 8:18 am
- Forum: General Discussion
- Topic: General Discussion / Simple Questions, Simple Answers
- Replies: 101
- Views: 123837
- Fri Mar 17, 2017 11:22 am
- Forum: General Discussion
- Topic: The problem with dogs?
- Replies: 22
- Views: 13738
Dogs may swim but they should drown at open sea, can only swim for an maximum tile distance or the dog will be on timer upon entering sea and must go on land to not drown before it expires. Still they would not be really useful in large bodies of water as speed must reduce when in water, perhaps add...
- Fri Mar 17, 2017 11:16 am
- Forum: Competitions and Events
- Topic: Map Design Contest - Popular Vote
- Replies: 19
- Views: 18097
Ditto.noobmapmaker wrote: ↑I had some trouble understanding it as well, but I assume Minotaur wants the first 3 to be processed as his vote - and just wanted to mention the others as good maps?