Tesla tank poll

Discussion about the game and its default mods.
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What makes more sence to the Tesla Tank?

Poll ended at Sat Nov 28, 2015 6:59 pm

The tesla tank should be agile and able to snipe units
4
33%
The tesla tank should be able to deploy to control/contain remoted areas
5
42%
The tesla tank should be slow but dangerous tanky!
1
8%
Keep it like it was!
2
17%
Nothing of that!
0
No votes
 
Total votes: 12

yellow (theRaffy)
Posts: 41
Joined: Fri Feb 20, 2015 7:24 pm

Tesla tank poll

Post by yellow (theRaffy) »

Hey,
we all know that the tesla tank is currently failing to fill a tactical gap.
There are different ideas how to fix it.
This poll ist about to see what you prefer in the long run!

yellow (theRaffy)
Posts: 41
Joined: Fri Feb 20, 2015 7:24 pm

Post by yellow (theRaffy) »

hamb asked me to post here my deploy animation.
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Sleipnir
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Post by Sleipnir »

Note that the tesla tank in the new playtest can fire while moving, so any discussion should be based on its new more-agile state, and not its rather weak balance in the current release.

dzine
Posts: 73
Joined: Fri Nov 13, 2015 2:13 am

Post by dzine »

The Tesla tank 'as is' does one special thing, it gives the player a themed artistic choice. Its statline and in battle performance different enough 'as is'

The Mammoth tank is the mainline 'super tank' of the game and it should remain that way.



If i could alter the stats, and im in no rush to do so right now i would probably do the following.

Speed to = slower infantry , so it acts as a support vehicle (less micro)
Increase in armour ( a compensation for lower speed)




Player choice is important. I dont want to have to always use unit X in situation Y

Players should be given as much unit choice as is practical. The Tesla Tank 'as is' fills this role quite well. Remember, too much paper scissor stone is bad for gameplay.

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SMIFFGIG
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Post by SMIFFGIG »

Alot of these forum posts regarding gameplay changes, seem much more attributed to mods rather than the core OpenRA gameplay. (Which IMO should not deviate 'too much' from the original RA gameplay).
Otherwise it's at risk of turning OpenRA into a strategy game using RA gfx. As opposed to a 'reimagining' for which it currently is.
The un-offical addon for Tiberian Sun
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dzine
Posts: 73
Joined: Fri Nov 13, 2015 2:13 am

Post by dzine »

The original redalert has so many things right

IMHO openRA should primarily be about polishing and tweaking the original game to a high sheen. Sticking to the key design principles that work so well and not getting carried away on endless journeys of design exploration.

There is still a lot of basic stuff which needs fixing and tweaking

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Murto the Ray
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Post by Murto the Ray »

I like the deploy-able idea, it would be pretty different to everything else in the game and is something i would definitely use. Individual units lack the capabilities to control ground.

I have a question however; what would the tesla tank be when undeployed? would it assume an agile role or would it be incapable of firing? Do you propose a price increase? in any case; its an exciting addition and would add depth to Russia.

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