Search found 255 matches

by OMnom
Tue Jun 13, 2017 9:24 pm
Forum: General Discussion
Topic: Omnom's Experimental Balance Changes
Replies: 39
Views: 58752

Re: Omnom's Experimental Balance Changes

-Missile sub [...] AttackFrontal changed to AttackOmni. I'm gonna ignore your bolded request because of this. Use AttackTurreted with a dummy turret instead. Refer to the Tesla Tank for an example setup. Atleast last time I had this setup, the unit didn't moved in range when it was told to attack a...
by OMnom
Tue Jun 13, 2017 11:57 am
Forum: General Discussion
Topic: Omnom's Experimental Balance Changes
Replies: 39
Views: 58752

Omnom's Experimental Balance Changes

Before you comment on anything, please try to take some time to play a few games with these changes. The nature of these changes causes a shitstorm of theorycrafting to occur, and as such, it's more helpful to me if we all have some common ground to talk about. These are experimental changes that I...
by OMnom
Tue Jun 06, 2017 11:38 am
Forum: General Discussion
Topic: Why basepushing is so strong
Replies: 85
Views: 328883

Just out of curiosity omnom, what change do you think (regardless of it being yaml or just base code) is the best way to combat basepushing? Beats me. I'm not all knowing; that's why I'm testing out multiple solutions. To somewhat answer your question, the solutions I tend to like the most are the ...
by OMnom
Tue Jun 06, 2017 7:51 am
Forum: General Discussion
Topic: Why basepushing is so strong
Replies: 85
Views: 328883

I'm more interested in seeing if we can expand the game to allow more options to defeat basepushing, not just using the nerf hammer on one thing and expecting the game to magically become better. Maybe a new defensive structure: Some kind of "static targeting jammer" that forces turrets (but probab...
by OMnom
Tue Jun 06, 2017 2:08 am
Forum: General Discussion
Topic: Why basepushing is so strong
Replies: 85
Views: 328883

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...
by OMnom
Sun Jun 04, 2017 10:09 pm
Forum: Mapping and Modding
Topic: Conditions Question
Replies: 10
Views: 7243

http://resource.openra.net/maps/21685/#

The lint checker on the resource site is going crazy, but the map runs without crashing. I have other maps that have that same error, but I don't know how to fix it.
by OMnom
Sun Jun 04, 2017 7:10 am
Forum: Mapping and Modding
Topic: [RA] [Modded Maps] SoS Playtest v1.6
Replies: 29
Views: 20114

I like most of the changes, but the MCV movement speed decrease really just slows the game down, and also takes a lot of options away. For instance: On a lot of maps I feel like its now mandatory to take certain expansion spots to not fall behind in economy, for example on behind the veil it's no l...
by OMnom
Fri Jun 02, 2017 8:17 pm
Forum: General Discussion
Topic: Smitty's Workshop
Replies: 36
Views: 31488

noobmapmaker wrote: Sorry for not implementing and only suggesting. GPS could also only work in a large radius from the tech center. This would also give incentive to build multiple allied tech centers.
I wanted to do this for the Radar Jammer just for fun, but I could never figure out how to do it.
by OMnom
Thu Jun 01, 2017 11:10 pm
Forum: General Discussion
Topic: Why basepushing is so strong
Replies: 85
Views: 328883

My data is it hasn't been tested. Can someone else translate this shit? Cause to me, it sounds very similar to "My data is that there is no data, so therefore, I have data (except you just said that you have no fucking data)" What is yours? $600 PB, $700 PB, $800 PB, 100% build time increase of sta...
by OMnom
Thu Jun 01, 2017 10:20 am
Forum: General Discussion
Topic: Why basepushing is so strong
Replies: 85
Views: 328883

Not entirely sure how this causes problems for early infantry attacks if you already have the structures in place to defend this . You can also leave one queued up as many players do already. I'm not going to play the theorycraft game with you right now. Literally, every conversation we have is moo...
by OMnom
Thu Jun 01, 2017 8:37 am
Forum: General Discussion
Topic: Why basepushing is so strong
Replies: 85
Views: 328883

Instead of having the MCV not allow base defense for 30 seconds (which is pretty tricky to code) you could make the buildup animations of base defense take 30 seconds. This would have similar effect on gameplay because base defense structures cannot fire until their buildup animation is complete. i...
by OMnom
Thu Jun 01, 2017 1:38 am
Forum: Mapping and Modding
Topic: Conditions Question
Replies: 10
Views: 7243

I was trying to play around with the new conditions by giving sandbags BlocksProjectiles when an infantry unit is next to it. I can get the Blockable trait of the sandbags to turn on and off, but I can't seem to make the weapons switch and/or get the Blockable: false trait to work. Rules: World: Mis...
by OMnom
Tue May 30, 2017 11:24 pm
Forum: General Discussion
Topic: Why basepushing is so strong
Replies: 85
Views: 328883

Ok, i've briefly read though the thread. i was actually testing out some ideas to limit, but not completely kill, basepushing. One thing i tested was changing the mcv's buildup time to 300 ticks (i think that = 12 seconds). i discoveed that the buildable area around the mcv doesnt work until the bu...
by OMnom
Sun May 28, 2017 10:23 am
Forum: General Discussion
Topic: Why basepushing is so strong
Replies: 85
Views: 328883

@Lorrydriver I stated it hasn't been tested. That is evidence enough that it is not tested in regards to responses of (It will not work). Might wanna read the posts. (All be it Smitty mentioned the durations were tested but curious in how the outcomes came to be.) My idea for RA is to be close to R...
by OMnom
Sat May 27, 2017 4:38 pm
Forum: General Discussion
Topic: Why basepushing is so strong
Replies: 85
Views: 328883

Ok, i had some game and made some people play, not much to say so far exept that it feels odd to almost all players. I'll play along with this playtest and will try to conduct it to retreave pertinent informations for you and any people really involve in balancing to analize. I'll need few little t...