New version better or worse ?
New version better or worse ?
how have people found it ????
Re: New version better or worse ?
I'd say better. Seems to have encouraged a lot more players to try soviet. MCV bug is the main issue, as was the fact that all the servers were down for a while.JOo wrote: ↑how have people found it ????
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1) That is on purpose. From the changelog:noobmapmaker wrote: ↑ I've noticed two tiny bugs:
- ALT no longer switches the chat, true for everyone?
- If tanya is already built the button does not go 'greyish', or is that on purpose?
In general I like it alot! Just hope that the servers will serve more maps and more people come to play.
"Changed the key that toggles team chat back to Tab. [#7039]"
2) Was Tanya in a transport/pillbox/heli etc?
If yes it's a known bug.
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Re: New version better or worse ?
The delay before you can build when you deploy the mcv in the beginning is really irritating and so is the mcv being stuck deployed bugJOo wrote: ↑how have people found it ????
Other than that it seems good to me
I like the idea of factions in RA, except that I notice most experienced players seem to play Germany.
Although i've said it like five times already in other threads, I feel soviets completely got the short end of the balance stick this round. Nearly every strat they require in attacking, defending or countering the allied strats are just so micro intensive that any allied player simply has a massive macro advantage the entire game.
That macro advantage leads to earlier nukes, and if allies build the silo first, soviets cannot directly counter any-more with theirs. An allied nuke followed by an adv chrono (after the curtain pops on the silo) into the cleared space will take out the soviet silo every time as well as mop up any low health nuked buildings. If it was a normal chrono, some RSs and coils may save the silo. Walls help against a player who only uses med tanks, but with 13 cells to fill, a good player fills five of those with spaced arty.
Then once allies don't have to worry about soviet nukes, every two minutes soviet attack forces get chronod (via GPS dots) into a killzone of turrets, arty and RSs since allies are probably basewalking with that setup anyway. Even if soviets curtain, the soviet units are chrono'd back before they do any real damage in return and soviets waste a curtain which can only cover 5 units out of the 13 that were chronod in.
The best the soviets can do with their support powers is to use a paradrop, parabombs (unlucky russia) and a yak/mig strike combo. That however relies on weak AA and a front line that doesn't extend the entire map.
Throw in the various points I raised in the other threads and it just feels like allies are the flavour of the month.
TD is still awesome to play as both factions (i know there were no balance changes). Balance feels pretty good overall minus a few small tweaks here and there. Still haven't played dune.
Although i've said it like five times already in other threads, I feel soviets completely got the short end of the balance stick this round. Nearly every strat they require in attacking, defending or countering the allied strats are just so micro intensive that any allied player simply has a massive macro advantage the entire game.
That macro advantage leads to earlier nukes, and if allies build the silo first, soviets cannot directly counter any-more with theirs. An allied nuke followed by an adv chrono (after the curtain pops on the silo) into the cleared space will take out the soviet silo every time as well as mop up any low health nuked buildings. If it was a normal chrono, some RSs and coils may save the silo. Walls help against a player who only uses med tanks, but with 13 cells to fill, a good player fills five of those with spaced arty.
Then once allies don't have to worry about soviet nukes, every two minutes soviet attack forces get chronod (via GPS dots) into a killzone of turrets, arty and RSs since allies are probably basewalking with that setup anyway. Even if soviets curtain, the soviet units are chrono'd back before they do any real damage in return and soviets waste a curtain which can only cover 5 units out of the 13 that were chronod in.
The best the soviets can do with their support powers is to use a paradrop, parabombs (unlucky russia) and a yak/mig strike combo. That however relies on weak AA and a front line that doesn't extend the entire map.
Throw in the various points I raised in the other threads and it just feels like allies are the flavour of the month.
TD is still awesome to play as both factions (i know there were no balance changes). Balance feels pretty good overall minus a few small tweaks here and there. Still haven't played dune.
Mine still go to C:\Users\User\Documents\OpenRA\maps\ranoobmapmaker wrote: ↑New maps are no longer downloaded to the same folder when using windows, is that correct? They used to go in My Documents but there is no longer a "maps" fodler available..
Parabombs + yaks against even well AA defended nukes still works well, forget about trying that with hinds.r34ch wrote: ↑I like the idea of factions in RA, except that I notice most experienced players seem to play Germany.
Although i've said it like five times already in other threads, I feel soviets completely got the short end of the balance stick this round. Nearly every strat they require in attacking, defending or countering the allied strats are just so micro intensive that any allied player simply has a massive macro advantage the entire game.
That macro advantage leads to earlier nukes, and if allies build the silo first, soviets cannot directly counter any-more with theirs. An allied nuke followed by an adv chrono (after the curtain pops on the silo) into the cleared space will take out the soviet silo every time as well as mop up any low health nuked buildings. If it was a normal chrono, some RSs and coils may save the silo. Walls help against a player who only uses med tanks, but with 13 cells to fill, a good player fills five of those with spaced arty.
Then once allies don't have to worry about soviet nukes, every two minutes soviet attack forces get chronod (via GPS dots) into a killzone of turrets, arty and RSs since allies are probably basewalking with that setup anyway. Even if soviets curtain, the soviet units are chrono'd back before they do any real damage in return and soviets waste a curtain which can only cover 5 units out of the 13 that were chronod in.
The best the soviets can do with their support powers is to use a paradrop, parabombs (unlucky russia) and a yak/mig strike combo. That however relies on weak AA and a front line that doesn't extend the entire map.
Throw in the various points I raised in the other threads and it just feels like allies are the flavour of the month.
TD is still awesome to play as both factions (i know there were no balance changes). Balance feels pretty good overall minus a few small tweaks here and there. Still haven't played dune.
Allies have nothing to defend against a nuke - no need for advanced chrono-ing after the nuke. Saving up enough units for an advanced isn't an easy task either. Easier for sovs to find nukes too, with spy planes and planes as scouts.
I've personally seen a lot of experienced players play sovs, tesla troopers are getting rave reviews.
Last edited by newwe on Sun May 10, 2015 6:03 pm, edited 1 time in total.
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I dont feel it so heavy as you do, but it does feel like with Soviet I have got little tactic possibilities. With Allies after 5-10 mins I can drop engineers everywhere with a ranger (that people dont expect) and the helicopter allows you to move angineers and tanya everywhere.
Soviets dont have a tanya to start off, and they have to bring their engineer somewhere by using an APC. As soon as an APC is spotted by the enemy they suspect flamethrowers so they hunt it down like madness. So that is basicly not an option (rangers are left alone because they are used as scouts). In late game the APC usually just gets shot becuase there is much more firepower on the map.
To me it really feels that the soviet miss some kind of tactical unit. Not only do they not have a tanya, also they do not have the chinook. So basicly when I get soviet or ukrain I dont go tactical at all, because there is no/little option to do so.
Soviets dont have a tanya to start off, and they have to bring their engineer somewhere by using an APC. As soon as an APC is spotted by the enemy they suspect flamethrowers so they hunt it down like madness. So that is basicly not an option (rangers are left alone because they are used as scouts). In late game the APC usually just gets shot becuase there is much more firepower on the map.
To me it really feels that the soviet miss some kind of tactical unit. Not only do they not have a tanya, also they do not have the chinook. So basicly when I get soviet or ukrain I dont go tactical at all, because there is no/little option to do so.
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I agree with you here, the soviets are missing some kind of specialist tactical unit. As to what it should be, ill throw out some random ideas and see if some good ones come up. Perhaps a tank that can transform into a plane? or a tank that can deploy into a bridge to allow units to travel over tiles that they cant usually. Maybe a plane that you can load units into and it can then drop the units like paratroopers. Or perhaps a drill tank that digs from one position to another and carries units or tows a tank. Or maybe a unit that cloaks units apart from itself in a certain radius. Or one that freezes enemy units in place or slows them down to an extent. A rocket that you load units into and it flies them over to a specified area; maybe one that prevents the enemy from building in an area?noobmapmaker wrote: ↑ I dont feel it so heavy as you do, but it does feel like with Soviet I have got little tactic possibilities. With Allies after 5-10 mins I can drop engineers everywhere with a ranger (that people dont expect) and the helicopter allows you to move angineers and tanya everywhere.
To me it really feels that the soviet miss some kind of tactical unit. Not only do they not have a tanya, also they do not have the chinook. So basicly when I get soviet or ukrain I dont go tactical at all, because there is no/little option to do so.
idk, just random ideas; extract what you may from them.
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An idea that I had: instead of the regular paradrops a player can paradrop 5 infantry-units of his choice.
To do so I have to walk 1-5 men (of any type) in an airfield and wait for the paradrop to get ready. Then select where they should be dropped. With this option I can paradrop an engineer + 4 rocketsoldiers on an island with a derrick. Or paradrop 5 teslas/flamethrowers in someone's base.
I can also elect not to paradrop them (by not having any infantry in any airfield), but use the regular paradrop. I then get the 5 free infantry like we get now.
So you get the choice: tactically paradrop your selection of infantry (that you've paid) for, or get 5 men for free
To do so I have to walk 1-5 men (of any type) in an airfield and wait for the paradrop to get ready. Then select where they should be dropped. With this option I can paradrop an engineer + 4 rocketsoldiers on an island with a derrick. Or paradrop 5 teslas/flamethrowers in someone's base.
I can also elect not to paradrop them (by not having any infantry in any airfield), but use the regular paradrop. I then get the 5 free infantry like we get now.
So you get the choice: tactically paradrop your selection of infantry (that you've paid) for, or get 5 men for free
- Murto the Ray
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I remember this appearing in a mod someone made.... it worked pretty well so i'd like to see it implemented!noobmapmaker wrote: ↑An idea that I had: instead of the regular paradrops a player can paradrop 5 infantry-units of his choice.
To do so I have to walk 1-5 men (of any type) in an airfield and wait for the paradrop to get ready. Then select where they should be dropped. With this option I can paradrop an engineer + 4 rocketsoldiers on an island with a derrick. Or paradrop 5 teslas/flamethrowers in someone's base.
I can also elect not to paradrop them (by not having any infantry in any airfield), but use the regular paradrop. I then get the 5 free infantry like we get now.
So you get the choice: tactically paradrop your selection of infantry (that you've paid) for, or get 5 men for free