Search found 157 matches
- Fri Oct 18, 2013 2:36 pm
- Forum: General Discussion
- Topic: Multiple build ques
- Replies: 2
- Views: 2595
Multiple build ques
I'm sure this has been suggested before but here it is again. Multiple build ques should be implemented in the RA mod at least for war factories and the barracks. This will allow for a more dynamic array of strategies and help to make OpenRA more modern. So ITT general multiple build que discussion.
- Sun Oct 13, 2013 4:11 pm
- Forum: General Discussion
- Topic: [OpenRA] Limit base-walking by reducing freedom of building
- Replies: 24
- Views: 24179
Basewalking isn't hard to counter at all. I see no issue with it. The question is not only whether one can stop a coordinated/sophisticated base walking attack, but also if it is this type of gameplay what defines the OpenRA gaming experience. It is far from easy to defend against basewalking attac...
- Fri Oct 11, 2013 2:33 pm
- Forum: General Discussion
- Topic: Wall Nerf
- Replies: 1
- Views: 2090
Wall Nerf
So, why were walls nerfed into oblivion?
- Fri Oct 11, 2013 2:32 pm
- Forum: General Discussion
- Topic: [OpenRA] Limit base-walking by reducing freedom of building
- Replies: 24
- Views: 24179
- Wed Aug 28, 2013 1:56 am
- Forum: General Discussion
- Topic: TS actually happening, balance changes?
- Replies: 22
- Views: 19219
- Sun Aug 25, 2013 5:40 pm
- Forum: General Discussion
- Topic: TS actually happening, balance changes?
- Replies: 22
- Views: 19219
Re: TS actually happening, balance changes?
So now that Tiberian Sun looks like its actually happening. Shall we discuss what, if any, balance changes should be implemented? Things that are bugs but should they be fixed or kept? (rail guns and flames colliding with slopes) GDI being able to build a component tower with turret on it already. ...
- Wed Aug 21, 2013 4:40 pm
- Forum: Mapping and Modding
- Topic: Conquest (CTF) Mode for RA
- Replies: 3
- Views: 4293
- Mon Jun 17, 2013 10:07 pm
- Forum: General Discussion
- Topic: How to tell the defensive units to not move?
- Replies: 1
- Views: 2326
Re: How to tell the defensive units to not move?
I'm playing the AI. I have some tanks in a line and behind them APCs guarding the entry points to my base. As soon as some offensive units start firing my units start maneuvering. In my opinion, they are wasting a lot of time because while they are moving they're not firing. This behaviour is diffe...
- Thu May 30, 2013 12:13 am
- Forum: Competitions and Events
- Topic: OpenRA 2 v 2 Tournament (1st june 2013) Registration
- Replies: 39
- Views: 34464
- Fri May 17, 2013 8:56 pm
- Forum: Competitions and Events
- Topic: OpenRA RA Tournament
- Replies: 5
- Views: 5961
Re: OpenRA RA Tournament
Following the Latest Stable Release, there has been alot of interest regarding another Tournament. [align=center] So here it is [/align] 2 possible dates/times (Please Vote) Date / Time 1: Saturday 1st June 2013 at 9:00AM (GMT) OR Date / Time 2: Saturday 1st June 2013 at 9:00PM (GMT) The dates are ...
- Wed May 15, 2013 1:31 am
- Forum: General Discussion
- Topic: Ore mines should not be destructable.
- Replies: 6
- Views: 5807
Yep sovs are pretty much a joke late game. atleast this gives a soviet player some what of a chance. Besides defending against the new slow as fuck demo truck shouldn't be a problemklaas wrote: ↑I do not think this is a problem, if anything, the Soviets are too weak in the endgame.
- Mon Apr 29, 2013 12:43 am
- Forum: Mapping and Modding
- Topic: Changing Soundeffects for OpenRA (Tutorial)
- Replies: 6
- Views: 8420
wonderful. i can finally make my Tesla yell WHAT ARE YOU DOING IN MY SWAMP as seen in around 2:45 of this video
http://www.youtube.com/watch?v=2Bzls73WH7w
http://www.youtube.com/watch?v=2Bzls73WH7w
- Sat Apr 27, 2013 3:16 pm
- Forum: General Discussion
- Topic: No way for Soviets to break a stalemate against allies
- Replies: 5
- Views: 5111
No way for Soviets to break a stalemate against allies
In an equal ore situation on a map like Seaside or a longer game on convergence that has led to a stale mate there is literally nothing the soviets can do to turn the game in their favor. A good allies player will shut down your migs rather quickly with AA and longbows, will be able to use their art...
- Fri Apr 05, 2013 5:14 pm
- Forum: General Discussion
- Topic: Account Kill
- Replies: 5
- Views: 5007
- Fri Mar 22, 2013 3:22 am
- Forum: General Discussion
- Topic: Fixing Allied AA Weaknesses
- Replies: 22
- Views: 14760
I'm not sure what you're talking about. The Soviets are only ever at 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 ...