Search found 1017 matches

by SoScared
Sat Aug 19, 2017 10:25 am
Forum: General Discussion
Topic: Aircraft in For of war vs Infantry
Replies: 17
Views: 12144

Faintly related, the newly added RevealOnDeath trait could highlight the kill spot for a few seconds. https://github.com/OpenRA/OpenRA/pull/12999 This is something I've fantasized particularly with Yak crashes as you'd be able to see its impact. In general it would simply function as a notification ...
by SoScared
Sat Aug 19, 2017 9:47 am
Forum: General Discussion
Topic: Aircraft in For of war vs Infantry
Replies: 17
Views: 12144

@Anjew: You finally did it. You quote spammed a hole into another dimension.
by SoScared
Fri Aug 18, 2017 3:09 pm
Forum: General Discussion
Topic: Aircraft in For of war vs Infantry
Replies: 17
Views: 12144

RA being such an infantry heavy mod ought to allow for higher tier units such as aircraft to fully dominate them. Lone walker infantry units being picked off from undisclosed positions seem to fit right into the game.
by SoScared
Fri Aug 18, 2017 2:34 pm
Forum: General Discussion
Topic: Aircraft in For of war vs Infantry
Replies: 17
Views: 12144

I can't see the problem with it. Also it allows for Hinds to snipe rouge rocket soldiers on the field.
by SoScared
Fri Aug 18, 2017 2:31 pm
Forum: General Discussion
Topic: Add units to Control group - change proposal/discussion
Replies: 8
Views: 5893

As you're required to include SHIFT by default anyway, I don't see the downside with it. One extra finger free.

*edit: Apparently has trade-offs.
by SoScared
Thu Aug 17, 2017 4:10 pm
Forum: General Discussion
Topic: RA Balance changes in the works (Discussion)
Replies: 26
Views: 20321

@MicroBit: I have absolutely no opinion one way or another on how the Artillery should adjust to the new hits hitshapes. I pitched some numbers in just days before the first playtest with the crossing-fingers emoji in the PR and begged people to look over the AoE vs buildings long before even the fi...
by SoScared
Tue Aug 15, 2017 3:46 pm
Forum: General Discussion
Topic: Automatic Win
Replies: 15
Views: 12957

Alternatively, when all enemies are (Gone), display the victory score-screen with options to 'exit' and 'continue playing'.
by SoScared
Tue Aug 15, 2017 2:29 pm
Forum: General Discussion
Topic: RA Balance changes in the works (Discussion)
Replies: 26
Views: 20321

Shockies: You forgot the versus damage changes and the HP. Regardless, the end result was very satisfying.
by SoScared
Tue Aug 15, 2017 2:26 pm
Forum: General Discussion
Topic: RA Balance changes in the works (Discussion)
Replies: 26
Views: 20321

Make a new clean map with one spawn. Debug Menu - build everything, place artillery close/far to everything, measure all the damages. Due to inaccuracy, at max range you'll have to run the tests a few times over to get an approximate accurate shots-per-kill count. Do this on - 1) release, 2) playtes...
by SoScared
Tue Aug 15, 2017 1:20 pm
Forum: General Discussion
Topic: RA Balance changes in the works (Discussion)
Replies: 26
Views: 20321

@JOo: Which is why I underscored inaccuracy as one of the big challenges with the Artillery. Because of the hitshapes the damage differential between the release and playtest is with damage output per range which you adjust by fiddling with inaccuracy. Basically the target is larger and there's no w...
by SoScared
Sun Aug 13, 2017 3:57 pm
Forum: General Discussion
Topic: Playtest Review Thread
Replies: 120
Views: 133945

https://github.com/OpenRA/OpenRA/issues/13817 Perhaps I'm mistaken but I took pchote's last comment regarding 'compromise' as a reference to the unit stance discussion. As I said the feature is useful in and of itself. Whether it will be actively used or waved aside by the broader player base, I bel...
by SoScared
Sun Aug 13, 2017 1:22 pm
Forum: General Discussion
Topic: RA Balance changes in the works (Discussion)
Replies: 26
Views: 20321

The default artillery has about twice the damage output which just mush everything with the new hitshapes to pieces. The challenge is also with the artillery inaccuracy as the result will differ with differently sized/shaped hitshapes and the range at which the artillery shoots.
by SoScared
Sun Aug 13, 2017 11:07 am
Forum: Competitions and Events
Topic: RAGL Season 3 - Discussion, Feedback, Development
Replies: 62
Views: 68453

Totally forgot about the precious Kel donations (250 Kel) for S3

100 to LorryDriver
50 to Smitty, JuiceBox and Happy

Too bad. I almost had enough to clean out the shop in the Kel store.
by SoScared
Sun Aug 13, 2017 9:00 am
Forum: General Discussion
Topic: RA Balance changes in the works (Discussion)
Replies: 26
Views: 20321

Just to note, with the exception to response on the HitShape changes and MGG/MRJ speed-up, all changes in the PR was playtested together in the playtest series, meaning you likely won't see much difference (if any) in gameplay compared to what was experienced in the playtest series. What you saw is ...
by SoScared
Sun Aug 13, 2017 8:12 am
Forum: General Discussion
Topic: Playtest Review Thread
Replies: 120
Views: 133945

Ok that conversation just buried my original point in seconds. Restating: My best guess is the main criticism after the feature goes live will be with game design, not balance. Non-competitive players will likely not appreciate being forced to flip stances back and forth to kill off buildings when s...