Spy in RA

Balance issue

Discussion about the game and its default mods.
Post Reply
User avatar
Assist
Posts: 22
Joined: Sun Dec 04, 2016 8:49 pm

Spy in RA

Post by Assist »

Hi all,

Now it is known fact that a spy is an annoying unit, especially when coming in numbers like 7 to 10. Almost impossible to defend against. It seems that although the player already detected the spies. The player wouldn't be able to kill them even if he had 100 men around these spies. This is because you would have to manually choose your units and then click on the spies one by one. The problem with that even if you attack the spy, it still remain neutral to your nearby units, which is impractical when you are being attacked with 10 spies. You just cant stop them, unless you have artillery or V2 rockets. Of course they die as a result of collateral effect and not because you are targeting the spies one by one.

My suggestion is that, if you could revert the spy to its normal black clothes once received an enemy fire. This means once a spy receive a shot, whether from bazooka or gun, he will be revealed so all other units or defense structures around him can target that guy, Now, this will allow fair chance for both players to either infiltrate or defend. But careful, only reveal the spy that received direct hit, not the other spies around him. So there will be no revealing because of collateral damage if you know what I mean.

What is your thought about the spies? Do you have any other alternatives or ideas? Do you think spies should stay the way they are? let me hear you thoughts in that matter.

User avatar
SMIFFGIG
Posts: 36
Joined: Sat Mar 08, 2003 6:00 pm
Location: Great Britain
Contact:

Post by SMIFFGIG »

this sounds like a decent idea.
The un-offical addon for Tiberian Sun
Image

User avatar
Sleipnir
Posts: 878
Joined: Wed Apr 10, 2002 11:52 pm
Contact:

Post by Sleipnir »

Dogs will automatically sniff out and attack disguised spies.

User avatar
Materianer
Posts: 199
Joined: Mon Jul 04, 2016 8:27 am

Re: Spy in RA

Post by Materianer »

Assist wrote: Hi all,

Now it is known fact that a spy is an annoying unit, especially when coming in numbers like 7 to 10.
Really?
Seems like you are an unexperimenced player who just dont know how to recognize those.
Those spys have a very small armor so this would affect very rarely.
They are mostly killed with 1 shot.
As Soviet use dogs in your base as allied player spys should disguise them if i' m not totally wrong.

User avatar
SoScared
Posts: 1116
Joined: Wed Apr 11, 2012 6:16 pm
Location: Oslo
Contact:

Post by SoScared »

Seems reasonable. As mentioned above the effect would likely be negligable. If the force-fire targeting alone (no shots fired) would reveal the spy then I could see it working more efficiently. Say you spot a group of disguised spies about to infiltrate and you simply force-fire the targets, essentially tagging them, making them targetable by default.

User avatar
FRenzy
Posts: 268
Joined: Sun Jun 26, 2016 8:00 am

Post by FRenzy »

"as allied player spys should disguise them if i' m not totally wrong."

Currently spies do nothing vs spies.
https://github.com/OpenRA/OpenRA/issues/12443

Chimpo
Posts: 61
Joined: Sun Dec 04, 2016 10:33 pm

Post by Chimpo »

Buff detection range, range in general of dogs. Soviets have weak specials so a mini buff would not hurt.

Post Reply