My thoughts on the new play test
Posted: Sun Mar 29, 2015 4:37 pm
I'm making this thread to give feedback on the new play test, I realize there are several others but this is going to be a fairly long post and i'd like a thread dedicated to it.
First off, I'm considered one of the "better" openra players. I went 6-0 in the "Big team tournament" and win the majority of the games i play. I feel that I'm more than qualified to give balancing advice and feedback on the playtest changes.
So, lets start with the "allied" faction and it's ability to build fake buildings .
The vast majority of successful RTS games (starcraft, newer CnCs, warcraft etc) do not have fake buildings and with good reason. Fake buildings take away from what is an important aspect of the RTS genre which is defending important structures. If I have my nuke up then I need to put a decent amount of AA and troops around it to protect it from chronos, yaks, hinds and what ever else. Well now with a fake nuke I can just spam 10 of them in the span of 50 seconds and not have to worry about anyone committing a sizable force of yaks or whatever to take it out because well they don't know which one it is and its madness to risk 12k worth of units for a 1/10 chance of getting the right nuke.
At the very least fake nukes and fake chronos need to be removed.
Brits: they're fine and i like the changes. the spy and phase transport will give them an interesting play style
Germans: the advanced chronosphere is an interesting idea and from what I can tell a good idea but we'll have to see how it plays out when the playtest goes live.
France: Again seems like a good idea, Gaps are one of the best tools in the allied arsenal and a faction based around a buffed version of it could be interesting.
"Soviet" factions: Now we get to what I believe are the stupidest changes. The soviet faction is now a nerfed version of what we have now. I get to keep my spyplane and paratroops in exchange for losing my demo truck.
Russia: again another stupid change. I get the heavy tank drop which has a a long charge time and on the whole is inconsistent at best because paradrops get shot down 90% of the time. Oh and I get to lose my demotruck AND SPYPLANE which is extremely important to soviets in the late game.
Ukraine: lol paradrops. Lose the spy plane and paratroops for something terrible that i don't even fear early game when someone gets them in a crate.
My proposed solutions.
Since there's no point to making a thread pointing out the flaws in balance changes without suggesting fixes here we go.
The allied faction needs to lose the fake nuke and fake chronosphere for reasons listed above. RTS games aren't games of chance. If i wanted to play a game of chance i'd go play some kiddie games on FB like candy crush.
As for soviets, the spy plane needs to be left in on all factions. It plays a huge role late game and the soviet faction is gimped without it. For their special unit I would give them an advanced mammoth, it would be like the old mammoth and fire rockets as well it's normal attack well shooting at all targets. It would of course have a longer build time and cost more.
Russia: I'm fine with trading paratroops for paratanks but the paratanks ability needs to be made more consistent and have a minute shaved off of its cooldown. Make paradrops like the Call of Duty precision airstrike. For those who don't know how it works, an icon like
appears on the screen and you choose the direction the bombers come onto the map which would stop them from being shotdown 90% of the time.
I'd also get rid of the mad tank all together, it's absolute garbage. No one uses it, unless you're chronoing it.The mad tank special unit could be replaced with an advanced SAM site. It's the same soviet SAM site but a slightly longer range and stronger missiles. It would be more akin to the old AA from a year ago we all know and love or it even could be replaced with the air to air mig i've been harping on.
As for the Ukies: Replace parabombs with a TD like airstrike, dropped by MiGs and give it a 5 minute cooldown. This would be much nicer then awful parabombs and actually would be on par with the buffs some allied factions are receiving.
For their special unit they can just keep the demotruck.
First off, I'm considered one of the "better" openra players. I went 6-0 in the "Big team tournament" and win the majority of the games i play. I feel that I'm more than qualified to give balancing advice and feedback on the playtest changes.
So, lets start with the "allied" faction and it's ability to build fake buildings .
The vast majority of successful RTS games (starcraft, newer CnCs, warcraft etc) do not have fake buildings and with good reason. Fake buildings take away from what is an important aspect of the RTS genre which is defending important structures. If I have my nuke up then I need to put a decent amount of AA and troops around it to protect it from chronos, yaks, hinds and what ever else. Well now with a fake nuke I can just spam 10 of them in the span of 50 seconds and not have to worry about anyone committing a sizable force of yaks or whatever to take it out because well they don't know which one it is and its madness to risk 12k worth of units for a 1/10 chance of getting the right nuke.
At the very least fake nukes and fake chronos need to be removed.
Brits: they're fine and i like the changes. the spy and phase transport will give them an interesting play style
Germans: the advanced chronosphere is an interesting idea and from what I can tell a good idea but we'll have to see how it plays out when the playtest goes live.
France: Again seems like a good idea, Gaps are one of the best tools in the allied arsenal and a faction based around a buffed version of it could be interesting.
"Soviet" factions: Now we get to what I believe are the stupidest changes. The soviet faction is now a nerfed version of what we have now. I get to keep my spyplane and paratroops in exchange for losing my demo truck.
Russia: again another stupid change. I get the heavy tank drop which has a a long charge time and on the whole is inconsistent at best because paradrops get shot down 90% of the time. Oh and I get to lose my demotruck AND SPYPLANE which is extremely important to soviets in the late game.
Ukraine: lol paradrops. Lose the spy plane and paratroops for something terrible that i don't even fear early game when someone gets them in a crate.
My proposed solutions.
Since there's no point to making a thread pointing out the flaws in balance changes without suggesting fixes here we go.
The allied faction needs to lose the fake nuke and fake chronosphere for reasons listed above. RTS games aren't games of chance. If i wanted to play a game of chance i'd go play some kiddie games on FB like candy crush.
As for soviets, the spy plane needs to be left in on all factions. It plays a huge role late game and the soviet faction is gimped without it. For their special unit I would give them an advanced mammoth, it would be like the old mammoth and fire rockets as well it's normal attack well shooting at all targets. It would of course have a longer build time and cost more.
Russia: I'm fine with trading paratroops for paratanks but the paratanks ability needs to be made more consistent and have a minute shaved off of its cooldown. Make paradrops like the Call of Duty precision airstrike. For those who don't know how it works, an icon like

I'd also get rid of the mad tank all together, it's absolute garbage. No one uses it, unless you're chronoing it.The mad tank special unit could be replaced with an advanced SAM site. It's the same soviet SAM site but a slightly longer range and stronger missiles. It would be more akin to the old AA from a year ago we all know and love or it even could be replaced with the air to air mig i've been harping on.
As for the Ukies: Replace parabombs with a TD like airstrike, dropped by MiGs and give it a 5 minute cooldown. This would be much nicer then awful parabombs and actually would be on par with the buffs some allied factions are receiving.
For their special unit they can just keep the demotruck.