Search found 137 matches

by r34ch
Tue Jun 28, 2016 10:13 pm
Forum: General Discussion
Topic: [RA Balance] Shock troopers
Replies: 30
Views: 39130

AoAGeneral1 wrote: ...
I think we might be misunderstanding each other. Anyways all the talking in the world won't solve what an actual test would ;)
by r34ch
Tue Jun 28, 2016 5:34 pm
Forum: General Discussion
Topic: [RA Balance] Shock troopers
Replies: 30
Views: 39130

That's in a one on one situation I meant mixing them with an army. I would just buy loads more cheaper infantry, and let my armour tank. While the armour tanks, the infantry make up the extra cell of range and even if they die easier, I have loads more than my opponent. Anyways, the bigger issue is...
by r34ch
Tue Jun 28, 2016 7:30 am
Forum: General Discussion
Topic: [RA Balance] Shock troopers
Replies: 30
Views: 39130

You need to test this in 1v1 gameplays and team games. This is true but it doesn't invalidate Murtos testing of the numbers. Flame troopers are $100 less and do more damage to buildings. Rocket soldiers are $100 less and do more damage to armour and defences. $300 of rifles can just about beat a sh...
by r34ch
Sun Jun 26, 2016 2:07 pm
Forum: General Discussion
Topic: [RA Balance] Chronotanks
Replies: 23
Views: 22439

[RA Balance] Chronotanks

Disclaimer This thread is not to invalidate any of the ongoing overall balance discussions but to keep discussion about a particular unit in one place. Github is not really that place. Although overal balance is the effect of many different units interacting with each other, for the shake of these t...
by r34ch
Sun Jun 26, 2016 1:57 pm
Forum: General Discussion
Topic: [RA Balance] Shock troopers
Replies: 30
Views: 39130

[RA Balance] Shock troopers

Disclaimer This thread is not to invalidate any of the ongoing overall balance discussions but to keep discussion about a particular unit in one place. Github is not really that place. Although overal balance is the effect of many different units interacting with each other, for the shake of these t...
by r34ch
Sun Jun 26, 2016 11:07 am
Forum: General Discussion
Topic: Red Alert Balance Discussion [Release-20160508]
Replies: 50
Views: 53770

Editted - new topic is Chrono tanks Personally I would like their jump range doubled and damage against buildings increased. To balance that their cooldown would need reduced and HP. From some testing it seems a viable method of taking out tech and power late game while still requiring some skill t...
by r34ch
Sun Jun 26, 2016 10:40 am
Forum: Competitions and Events
Topic: Hecthor Doomhammer's Red Alert Tourney Sign ups (closed)
Replies: 49
Views: 39247

Hecthor Doomhammer wrote: Unless you can guarantee that you're available earlier, I can't even add you to a reserves list because after R1 reserves no longer count
Ok well if round 1 is best of 3 I could do 10am GMT if that's not too cheeky to ask?
by r34ch
Sun Jun 26, 2016 9:02 am
Forum: Competitions and Events
Topic: Hecthor Doomhammer's Red Alert Tourney Sign ups (closed)
Replies: 49
Views: 39247

Are there any reserve slots? I think the earliest I can play on that Saturday is after 5pm GMT
by r34ch
Sun Jun 19, 2016 9:20 pm
Forum: General Discussion
Topic: Crates enabled by default in the lobby
Replies: 15
Views: 10042

Well since the current combined yes votes are about equal the no votes, how about an intermediate proposal; Initial crate spawn delay is increased from 1 minute to 5 minutes? - Still the possibility of getting an MCV when you loose yours - Still rewards players actively scouting through out the game...
by r34ch
Sat Jun 18, 2016 12:31 pm
Forum: General Discussion
Topic: Crates enabled by default in the lobby
Replies: 15
Views: 10042

Crates already have a spawn delay of one minute (1500 ticks). I should have really said 'early game', that was a poor choice of wording on my part. (If someone wouldn't mind editing that) Imho in the initial 5 minutes of a 1v1 getting a light tank, ranger or money crate is actually pretty big espec...
by r34ch
Sat Jun 18, 2016 8:26 am
Forum: General Discussion
Topic: Crates enabled by default in the lobby
Replies: 15
Views: 10042

Crates enabled by default in the lobby

The sister thread to the explored map thread.
by r34ch
Sat Jun 18, 2016 7:59 am
Forum: General Discussion
Topic: Red Alert Balance Discussion [Release-20160508]
Replies: 50
Views: 53770

Murto the Ray wrote: The first topic is the Longbow/Mig buff.Discuss!
Note that a pull request has been accepted to adjust some of the existing issues so keep that in mind

https://github.com/OpenRA/OpenRA/pull/11337
by r34ch
Sat Jun 18, 2016 7:48 am
Forum: General Discussion
Topic: Default map great Sahara
Replies: 6
Views: 4438

I agree that somehow the default map for each server should be more randomized. Even if it was a more newb friendly map, I still dislike seeing nearly every server have the same map in the lobby.
by r34ch
Sat Jun 18, 2016 7:44 am
Forum: General Discussion
Topic: Generating maps in OpenRA
Replies: 30
Views: 21727

tmsbrg wrote: singleplayer -> skirmish -> options -> generate map
Thanks, I was using the map maker directly
by r34ch
Mon Jun 13, 2016 6:06 pm
Forum: General Discussion
Topic: Generating maps in OpenRA
Replies: 30
Views: 21727

How do you access the map generation options UI? I had a little play about on default map generations, its really great work even at this stage. It is indeed a shame how the art was done, I can only imagine the pain you will go through when it comes to shore tiles. I look forward to seeing trees and...