Search found 28 matches
- Sun Feb 04, 2018 10:43 pm
- Forum: Competitions and Events
- Topic: Foretaste Tournament on the Playtest, 10th February,4 pm UTC
- Replies: 38
- Views: 45043
Not been so active in RA recently, but eskimo helpfully pointed me in this direction and suggested I put a map up for this. So, if I have not missed it, I would be very glad to see some good players on this map: Canyon Breeze: http://resource.openra.net/maps/25590/ You may recognise this as a rework...
- Sun Oct 08, 2017 10:04 pm
- Forum: General Discussion
- Topic: Balance Openra
- Replies: 40
- Views: 23999
Regarding the problem where yaks need a lot of micro to scout AA guns and survive, putting a FireDelay on the AA Gun might help. Needs some experimentation - a value of about 10 means you can dip into the range a bit, but it is still deadly if you do not react. 20 is probably too much. In either cas...
- Sun Oct 01, 2017 7:13 pm
- Forum: General Discussion
- Topic: Balance Openra
- Replies: 40
- Views: 23999
> Example. APC full of Flamethrowers cannot be countered without it costing more than the attack. One pillbox is all it takes to dispense with five flamers costing 1500, even if the APC gets out unscathed. A flame tower also usually works before the flamers have done much damage. A tesla can also st...
- Mon Aug 21, 2017 8:20 pm
- Forum: General Discussion
- Topic: I Appreciate Your Work And Honastly Like OpenRa
- Replies: 18
- Views: 13984
This is a timely reminder to me that I have not said this in a while, or perhaps to the right people. It is fun to play. It is well executed, faithful but innovative. There will always be complaints about the little things, especially at the community grows and becomes accustomed to the quirks of th...
- Fri Jun 23, 2017 8:37 pm
- Forum: General Discussion
- Topic: Etiquette
- Replies: 10
- Views: 8733
Etiquette
Personally, I'd like OpenRA be a welcoming community, i.e. nobody should be made to feel unwelcome either by unpleasant behaviour or because they are not aware of expectations and are criticised for breaking social norms. For instance, when I first started I was unclear whether it was acceptable to ...
- Mon Jun 05, 2017 9:16 pm
- Forum: General Discussion
- Topic: Why basepushing is so strong
- Replies: 85
- Views: 331611
I've found a way to implement my first and third suggestion using the current engine. I've tried it on Green Belt, as that's very push-friendly. http://resource.openra.net/maps/21694/ The idea of a dynamic cooldown is much harder as, for instance, the BaseProvider trait can't be conditional and isn'...
- Sat Jun 03, 2017 9:38 pm
- Forum: General Discussion
- Topic: Why basepushing is so strong
- Replies: 85
- Views: 331611
"This could possibly work in that situation alone. If someone has made a drop of grenadiers in the base or a flamer drop in the main base you are out of luck. Dropping a defense structure to prevent this with a HP reduction is then instantly killed. I like the handicap idea but the handicap can be p...
- Wed May 31, 2017 9:03 pm
- Forum: General Discussion
- Topic: Why basepushing is so strong
- Replies: 85
- Views: 331611
I think the really difficult part of this issue can be summarised as follows: - Once an MCV has deployed in an area, that area is almost instantly locked down (probably with a defensive structure); slightly late players are at a disadvantage, even if they have an army, i.e. the "I was here first" pr...
- Mon May 29, 2017 7:57 pm
- Forum: General Discussion
- Topic: logo
- Replies: 61
- Views: 55848
- Sun May 28, 2017 8:23 pm
- Forum: General Discussion
- Topic: logo
- Replies: 61
- Views: 55848
- Mon May 15, 2017 7:09 pm
- Forum: Competitions and Events
- Topic: Competitive Map Making Discussion
- Replies: 52
- Views: 54076
Mo's four ore mine starter interested me, and the discussions about tradeoffs between eco and map control prompted me to make this: http://resource.openra.net/maps/21280/ I'd be interested to know if you see any placements that are do-or-die. My hunch is that there's now enough starting eco and base...
- Tue May 02, 2017 8:16 pm
- Forum: General Discussion
- Topic: [RA] Playtest v1.6b - Still an experimental phase.
- Replies: 59
- Views: 39689
Right now, multiple war factories is rare, and I would like to see that changed somehow... but like Happy I'm worried about effects on tech. Anything which makes it more likely people will build more from the WF will have some effects in common; regarding 1.6a, a few players noted that this is a big...
- Mon Apr 17, 2017 1:46 pm
- Forum: General Discussion
- Topic: Removing kill bounties from RA
- Replies: 108
- Views: 148248
Cash bounty will be more significant in FFA, where it compensates players who take engagements with each other. Without cash bounty there's more of an incentive to turtle and wait for an opponent to be weakened before cleaning them up. With cash bounty, that player may have an out-of-position main a...
- Tue Apr 04, 2017 7:38 pm
- Forum: Competitions and Events
- Topic: RAGL break week breakdown
- Replies: 16
- Views: 11803
"It is interesting that Desert Rats has such a high disparity though." Not at all. The probability of 7/9 or more games going to bottom even if the map was as balanced as a "fair coin toss" is: Number of different ways of getting 7 or more games going bottom / all possible results = ( 9C7 + 9C8 + 9C...
- Tue Apr 04, 2017 7:04 pm
- Forum: General Discussion
- Topic: Try this map FlipSide!
- Replies: 8
- Views: 6436