I think we might be misunderstanding each other. Anyways all the talking in the world won't solve what an actual test wouldAoAGeneral1 wrote: ↑...
Search found 137 matches
- Tue Jun 28, 2016 10:13 pm
- Forum: General Discussion
- Topic: [RA Balance] Shock troopers
- Replies: 30
- Views: 39130
- 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...
- 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...
- 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...
- 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...
- 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...
- 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
Ok well if round 1 is best of 3 I could do 10am GMT if that's not too cheeky to ask?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
- 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
- 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...
- 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...
- 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.
- Sat Jun 18, 2016 7:59 am
- Forum: General Discussion
- Topic: Red Alert Balance Discussion [Release-20160508]
- Replies: 50
- Views: 53770
Note that a pull request has been accepted to adjust some of the existing issues so keep that in mindMurto the Ray wrote: ↑The first topic is the Longbow/Mig buff.Discuss!
https://github.com/OpenRA/OpenRA/pull/11337
- Sat Jun 18, 2016 7:48 am
- Forum: General Discussion
- Topic: Default map great Sahara
- Replies: 6
- Views: 4438
- Sat Jun 18, 2016 7:44 am
- Forum: General Discussion
- Topic: Generating maps in OpenRA
- Replies: 30
- Views: 21727
Thanks, I was using the map maker directlytmsbrg wrote: ↑singleplayer -> skirmish -> options -> generate map
- 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...