Balancing & Path finding Issues

Discussion about the game and its default mods.
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DraLUSAD
Posts: 54
Joined: Sun Sep 25, 2011 2:52 pm

Balancing & Path finding Issues

Post by DraLUSAD »

I've been a C&C player since i first played C&C1 for the Playstation 1 and now I've taken an Interest in OpenRA, as much as I'm pleased about the new functionalities, I'm also disappointed in some of the new changes

The Plus Sides of Command and Conquer:
  • Able to build different units in multiple factories
  • Capturable Oil derricks for additional income
  • Better Special weapons
  • Better Balancing (Structure Construction)
  • Separated some structures in a Defensive tab (Win!)
The Bad Sides of Command and Conquer:
  • Path finding for Automated Harvesting is too slow, and may get stuck/jammed
  • Mammoth Tusks are Anti Air/Infantry only, and should not be used on Structures and other tanks, that's what there cannons there for
  • AI Way pointing is terrible
  • Silo's are not a defensive structure, and should be added back to there respective place
  • Building additional harvesters, will make them confused, and get stuck
  • GDI Medium tanks are faster than normal
  • Orcas and Gunships, do Not reload at their airport and instead, reload in the air ¬_¬
  • Airsrikes are fair too weak, consider adding two more planes or strengthening the damage
    Factory/Troop factory waypoints when piled up 6-9 tanks, will not be allowed to build more, and need to move the flag
The Plus Sides of Command and Conquer Red Alert:
  • Artillery are now classed as Artillery, cause there range is EPIC (WIN!) same with V2 Rockets + destroying 1 will kill the rest nearby +1
  • AI are pretty cool
  • Improved Special weapons (^_^)
  • Better Balancing (Structure Construction)
  • Separated some structures in a Defensive tab (Win!)
  • Walls don't need a single segment no more, (YAY)
  • Allies destroyers are more stronger against air
  • Arched missiles and Rockets
  • Soviets Subs Torpedo Home but seem to be slower than normal :/
  • Trails
  • units attack the nearest threat, I.E. Units, Structures, ect.
  • Paratroops have selection of units, rather than all 5 gunners
The Bad Sides of Command and Conquer Red Alert:
  • Path finding for Automated Harvesting is too slow, and may get stuck/jammed
  • Mammoth Tusks are Anti Air/Infantry only, and should not be used on Structures and other tanks, that's what there cannons there for
  • Cruisers Fire power is way too weak, or that the price is way too high
  • Not being able to build from multiple factories :'(
  • Migs/Yak, will pile up on the same airstrip
  • clicking Naval/sub pens with damaged ships, will repair on the spot, rather going to the Naval/Sub pen to repair
  • Cannot run Infantry over :(

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riderr3
Posts: 98
Joined: Sat Feb 26, 2011 11:26 pm
Location: Camo pillbox
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Post by riderr3 »

Sorry for offtopic but I am noticed - latest stable revision of C&C mod without a tooltips, like "Heavily armored flame-throwing vehicle. Strong vs Infantry, Buildings Weak vs Aircraft".

They listed in rules but why disappear in game? :o0:

P.S. I need that because I make a translation language now

ddd
Posts: 272
Joined: Sat Oct 23, 2010 5:04 pm

Re: Balancing & Path finding Issues

Post by ddd »

DraLUSAD, check out a new playtest. )

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