Allow me to ramble on about assorted things in openRA
Posted: Sat Mar 16, 2013 4:25 pm
Tesla Coil:
I remember in the original Red Alert it could take out 3-4 infantry on a single charge, or a weakened vehicle and then still shoot at something else. As is, it had a charge and used it all instead of a single shot?
Are there plans to correct this or is it being left as-is?
I think the coil needs a serious buff, in Red Alert it was a pretty big threat but now artillery outrage it so its easy enough to take out from a distance. I say give it the charge mechanic and increase its amount of charge.
Longbow:
The longbow needs some kind of a buff, compared to the Mig its not even on the same level. The only advantage is has over the Mig is it can shoot down other aircraft.
I think it needs one or more of the following to be on-par: More ammo, lower cost, faster rate of fire, longer weapon range.
4 mig's can take out a construction yard in 2 passes, 4 longbows cant. (I could be wrong, but at least it takes them considerably longer to do so, and they are extremely vulnerable in the process.)
Personally I'd like to see more ammo, and a faster rate of fire. Remove the "wait" between shots and that will increase the ROF to a good level. More ammo would be good with that, add in longer range and were there.
You can do some amazing stuff with some carefully managed Mig's, and I would like to see the longbow be able to pull off some good moves as well.
Chronosphere/Iron Curtain:
I think the Chronosphere charges a little too fast, maybe bump it up to 3 minutes? I main allies and that thing is absolutely devastating compared to the Iron Curtain. 4 artillery sent on a suicide mission can take out most buildings in the game before you enemy can even react.
Like I have said before, the iron curtain needs some way to pre-select the units to be made invulnerable, its not practical to set your units into the + formation and activate it right outside of your enemies base making the Iron Curtain useless.\
PROTIP: Attempt to chrono a Demo Truck just as its coming out of your enemies War Factory.
Base defenses:
Base defenses should be able to be placed as far away as walls are. I think you can place walls a good 5 cells away from a building, defenses should be the same.
Things placed behind Advanced Power Plants making them untargetable:
This is a glitch right? It's going to be fixed eventually? Mostly people put Missile Silo's behind an Advanced Power plant so you cant target them.
Unit stances:
Units need to start in a different stance then the default. Most things should be in "Defend", V2 should default to "Hold Fire",
Place a small icon next to the health bar to indicate what stance a unit is in? Shield for defense, bullet for attack... I dunno about the others though.
I remember in the original Red Alert it could take out 3-4 infantry on a single charge, or a weakened vehicle and then still shoot at something else. As is, it had a charge and used it all instead of a single shot?
Are there plans to correct this or is it being left as-is?
I think the coil needs a serious buff, in Red Alert it was a pretty big threat but now artillery outrage it so its easy enough to take out from a distance. I say give it the charge mechanic and increase its amount of charge.
Longbow:
The longbow needs some kind of a buff, compared to the Mig its not even on the same level. The only advantage is has over the Mig is it can shoot down other aircraft.
I think it needs one or more of the following to be on-par: More ammo, lower cost, faster rate of fire, longer weapon range.
4 mig's can take out a construction yard in 2 passes, 4 longbows cant. (I could be wrong, but at least it takes them considerably longer to do so, and they are extremely vulnerable in the process.)
Personally I'd like to see more ammo, and a faster rate of fire. Remove the "wait" between shots and that will increase the ROF to a good level. More ammo would be good with that, add in longer range and were there.
You can do some amazing stuff with some carefully managed Mig's, and I would like to see the longbow be able to pull off some good moves as well.
Chronosphere/Iron Curtain:
I think the Chronosphere charges a little too fast, maybe bump it up to 3 minutes? I main allies and that thing is absolutely devastating compared to the Iron Curtain. 4 artillery sent on a suicide mission can take out most buildings in the game before you enemy can even react.
Like I have said before, the iron curtain needs some way to pre-select the units to be made invulnerable, its not practical to set your units into the + formation and activate it right outside of your enemies base making the Iron Curtain useless.\
PROTIP: Attempt to chrono a Demo Truck just as its coming out of your enemies War Factory.
Base defenses:
Base defenses should be able to be placed as far away as walls are. I think you can place walls a good 5 cells away from a building, defenses should be the same.
Things placed behind Advanced Power Plants making them untargetable:
This is a glitch right? It's going to be fixed eventually? Mostly people put Missile Silo's behind an Advanced Power plant so you cant target them.
Unit stances:
Units need to start in a different stance then the default. Most things should be in "Defend", V2 should default to "Hold Fire",
Place a small icon next to the health bar to indicate what stance a unit is in? Shield for defense, bullet for attack... I dunno about the others though.