OpenRA Red Alert Community Balancing

Post changes here and get them tested!

Discussion about the game and its default mods.
PersianImmortal
Posts: 157
Joined: Tue Dec 04, 2012 3:04 am

Re: OpenRA Red Alert Community Balancing

Post by PersianImmortal »

Murto the Ray wrote: This topic reviews the balancing for Red Alert, anything that is disputed as being imbalanced, under powered or overpowered can be changed for a conceptual mod that can be found below:

Complete mod:
https://www.dropbox.com/s/rgzzeav510eeys1/cra.zip?dl=0

Update package (does not contain audio or bits):
https://www.dropbox.com/s/6fxbm6hvkh0ff ... e.zip?dl=0

Changes:
Artillery costs the same as V2s (900)
Hijacker is faster and cloaks
Grenadier's grenades travel faster and is available to all factions
Depth charges travel faster
Migs can attack air units
Yaks have a larger spread applied to their attack
Longbows fire faster
Shock troopers have a longer delay between zaps

If you believe any changes should be made to Red Alert then post them below and i will respond within a day or so.

i am available to host a server most days from 6pm GMT until 9pm GMT.
I haven't had a chance to play on here yet, but how are the changes? I'd love to hear about the yak and migs changes and how they change the flow of the game.

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