Rules of Engagement?
In response to tactics that make OpenRA un-enjoyable....
-
- Posts: 30
- Joined: Fri Nov 23, 2012 3:16 am
-
- Posts: 30
- Joined: Fri Nov 23, 2012 3:16 am
Quite the contrary. I played a game yesterday against a team who set out to chrono multiple MCVs ASAP. It was an extremely well coordinated effort.
- Player A put a Chono up asap
- Player B put out MCVs
- Player C cranked out units
Each of the three players had structures & units queued up to deploy the moment the MCVs arrived in the rear of my team's base. You could repeat this formula in every game and rarely lose. 0_0
- Player A put a Chono up asap
- Player B put out MCVs
- Player C cranked out units
Each of the three players had structures & units queued up to deploy the moment the MCVs arrived in the rear of my team's base. You could repeat this formula in every game and rarely lose. 0_0
The simplest fix would be to remove https://github.com/OpenRA/OpenRA/wiki/T ... oshiftable from MCV.
-
- Posts: 30
- Joined: Fri Nov 23, 2012 3:16 am
-
- Posts: 157
- Joined: Tue Dec 04, 2012 3:04 am
It's a high risk high reward tactic. If you manage to stop it they're at a huge disadvantage economically and that's usually game. It's beatable if your team is made aware of the mcv appearing and coordinates efforts to stop it.thezoidberg wrote: ↑Chrono'ing multiple MCVs into an enemy's base should be added to the list. Unless somebody can offer a way to defend against it, it shouldn't be allowed. :-)
I don't think it should be banned tbh.
You send a patch via https://github.com/OpenRA/OpenRA/pulls and it gets accepted or rejected. Balancing or changes to the Red Alert mod are usually controversial so there will probably lot's of opinions.thezoidberg wrote: ↑Interesting. How does one convince the OpenRA developers to implement a change? Is there a voting process? A petition?
Well obviously, the biggest issue with the MCV Chrono tactic is that you're allowing them to tech that far:
Proc-Weap-Dome-Tek-Chrono
Proc-Weap-Fix-MCV,MCV,MCV
You should already be overrunning their bases at the Dome/Fix point.
And one player massing units SHOULD NOT be able to hold back three, if he is then you're doing it wrong!
That said, I personally believe the MCV could use a price increase. 2000 is already lower than RA1's original 2500.
MAD tanks of course should follow the same logic as demo trucks.
Proc-Weap-Dome-Tek-Chrono
Proc-Weap-Fix-MCV,MCV,MCV
You should already be overrunning their bases at the Dome/Fix point.
And one player massing units SHOULD NOT be able to hold back three, if he is then you're doing it wrong!
That said, I personally believe the MCV could use a price increase. 2000 is already lower than RA1's original 2500.
MAD tanks of course should follow the same logic as demo trucks.
- Prince Blueblood
- Posts: 169
- Joined: Wed Sep 24, 2014 6:32 am
- Location: Kudus
I also in favour of raising MCV price to 3000 or 3500 (like in Tiberium Wars), and yes, I'm quite aware that this will change my own habit of building second and third MCVs for expansions lol.-Jes- wrote: ↑That said, I personally believe the MCV could use a price increase. 2000 is already lower than RA1's original 2500.
We now forbid it with a new lobby check https://github.com/OpenRA/OpenRA/pull/6239zypres1 wrote: ↑why do we allow users to have color that hides units on minimap/gps targets on screen?
- Prince Blueblood
- Posts: 169
- Joined: Wed Sep 24, 2014 6:32 am
- Location: Kudus
excellent then no more green coloured players popping out from behind lolCmd. Matt wrote: ↑We now forbid it with a new lobby check https://github.com/OpenRA/OpenRA/pull/6239zypres1 wrote: ↑why do we allow users to have color that hides units on minimap/gps targets on screen?