Volkov and Chitzkoi

Discussion about the game and its default mods.

Should Volkov and Chitzkoi be added to Soviets or a Soviet faction?

Yes
7
37%
No
8
42%
Not sure
4
21%
 
Total votes: 19

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Inq
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Post by Inq »

SoScared wrote: When it comes to the game and story I'm generally biased towards the core Red Alert story (take away 'Counterstrike' and 'Aftermath) as they were released to give the fans something more to do. My thoughts above were also more bound to interpretations of what it means to be Allies or Soviets. Ideology, style...

Volkov and Chitzkoi simply doesn't do it for me. Originally cheap add-ons - no cut-scenes, no voice-overs to support the characters.

edit: Wait, when did Soviet have access to Tanya?
Soviet always had access to Tanya in MP in RA 96.
It was the Aftermath expansion that switched her out for Shock troopers. (Their meant to be elite, they originally cost like 900 credits)

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SoScared
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Post by SoScared »

Haha, forgot about that. RA95 multiplayer in a nutshell.

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SoScared
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Post by SoScared »

All in all I wouldn't vehemintly oppose the inclutions of the units. It just goes against my personal idea of the faction identities.

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FiveAces
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Post by FiveAces »

I would actually like to see Volkov implemented, but with a different identity.
The Sovs don't need a carbon-copy of the arguably most iconic infantry unit in the game, but something completely different.

I made a couple testmaps where I implemented Volkov as a camouflaged anti-tank sniper capable of sneaking behind enemy lines,
flanking vulnerable artillery pieces and going on a harvester hunt.

http://resource.openra.net/maps/17172/
http://resource.openra.net/maps/17171/
http://resource.openra.net/maps/17170/

in case you are interested (they also feature a plethora of other gameplay changes,
most notably the introduction of flame mammooths, a Sniper Drop for England and a reworked MAD tank
(can now be activated to stun all vehicles in a large radius while being able to move at a reduced rate)
and Mobile Gap Generator (in addition to the regular effects, now also cloaks all units nearby as long as they are out of combat,
but is really expensive and thus becomes a prime target).)

zinc
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Joined: Sun Feb 09, 2014 3:46 pm

Post by zinc »

FiveAces wrote: I would actually like to see Volkov implemented, but with a different identity.
The Sovs don't need a carbon-copy of the arguably most iconic infantry unit in the game, but something completely different.

I made a couple testmaps where I implemented Volkov as a camouflaged anti-tank sniper capable of sneaking behind enemy lines,
flanking vulnerable artillery pieces and going on a harvester hunt.

http://resource.openra.net/maps/17172/
http://resource.openra.net/maps/17171/
http://resource.openra.net/maps/17170/

in case you are interested (they also feature a plethora of other gameplay changes,
most notably the introduction of flame mammooths, a Sniper Drop for England and a reworked MAD tank
(can now be activated to stun all vehicles in a large radius while being able to move at a reduced rate)
and Mobile Gap Generator (in addition to the regular effects, now also cloaks all units nearby as long as they are out of combat,
but is really expensive and thus becomes a prime target).)
Where did you get the flame mammoths? Taken directly out of the expansion pack mission that used them? Or you, or someone else, created the effect?

I will try them out anyway.

zinc
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Joined: Sun Feb 09, 2014 3:46 pm

Post by zinc »

Murto the Ray wrote: Since when did teching up not benefit soviets?
Iron curtain is excellent in many games, don't get me wrong.

But my experience has made me think, that good player vs good player, soviet vs soviet 1v1, the advantage on pretty much any map favours tank and mass infantry armies. Early teching up will leave you vunerable.

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Materianer
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Post by Materianer »

I give this a yes please!
Bring Volkov back to openra with a buildlimit he will be not so much overpowered this time.
Also i think a new Soviet faction should be added for him.
If you just add him to the existing factions would power them too much.
You have 3 allied and 3 Soviet then finally :D
Also with his dog sourrounding and protecting him would be nice.
This dog should act for its own just protecting Volkov.
Hmm i should make a map with this.
But creating the dog is not so easy then
Trigger on idle. Follow Volkov or so :D

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Norman_
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Post by Norman_ »

new soviet faction with sniper and aa migs would be nice. maybe the same mig shp just a bit different that player can see the difference between normal and aa mig or a complete new mig with aa. migs are still useless - coolest unit of the game but not worth building it. the small changes on the mig in current release havent changed that and aa structures are still op. :? :shifty: :\
Image

zinc
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Post by zinc »

Norman_ wrote: new soviet faction with sniper and aa migs would be nice. maybe the same mig shp just a bit different that player can see the difference between normal and aa mig or a complete new mig with aa. migs are still useless - coolest unit of the game but not worth building it. the small changes on the mig in current release havent changed that and aa structures are still op. :? :shifty: :\
I agree about the aa migs being a good thing to try.

zinc
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Post by zinc »

FiveAces wrote: I would actually like to see Volkov implemented, but with a different identity.
The Sovs don't need a carbon-copy of the arguably most iconic infantry unit in the game, but something completely different.

I made a couple testmaps where I implemented Volkov as a camouflaged anti-tank sniper capable of sneaking behind enemy lines,
flanking vulnerable artillery pieces and going on a harvester hunt.
I agree that you don't want a carbon copy of Tanya, although your thinking may be more radical than mine. Volkov would't need to have the Tanya style automatic gunning down of troops. And I guess you could even have no C4 ability, if you really buffed Volkov's grenade launcher in terms of power and range. Also of course Volkov would be a much tougher unit if the cyborg thing is to make sense.

Tried out one of your maps. The flame mammoths were working pretty good.

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MustaphaTR
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Location: Kastamonu, Turkey

Post by MustaphaTR »

I feel something is wrong with making Volkov cloakable but not sure what.

Volkov unit in my mind is able to fire Infantry but suck, meh against structures and good vs Vehicles and Aircraft, using a similar weapon to one in Soviet Soldier Volkov and Chitzkoi. Also has Tank armour rather than Infantry so AT weapons are better vs him than AP weapons.

I'm not sure about how to implement Chitzkoi. Current dog mechanics suck so bad that i couldn't make Chitzkoi in my maps really worth. Has a higher cloak/disguise detection range than normal dogs. Same armour thing goes for him too.

Also i was thinking making Tanya able to swim too so it makes this:

Tanya:
Good vs Infantry, Structures, Vessels
Bad vs Tanks, Aircraft

Volkov:
Good vs Tanks, Aircraft
Bad vs Infantry, Structures, Vessels

Chitzkoi:
Good vs Infantry
Bad vs Rest

Which sounds pretty balanced to me.

zinc
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Joined: Sun Feb 09, 2014 3:46 pm

Post by zinc »

Ok poll results are close.

zinc
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Joined: Sun Feb 09, 2014 3:46 pm

Post by zinc »

zinc wrote:
FiveAces wrote: I would actually like to see Volkov implemented, but with a different identity.
The Sovs don't need a carbon-copy of the arguably most iconic infantry unit in the game, but something completely different.

I made a couple testmaps where I implemented Volkov as a camouflaged anti-tank sniper capable of sneaking behind enemy lines,
flanking vulnerable artillery pieces and going on a harvester hunt.
I agree that you don't want a carbon copy of Tanya, although your thinking may be more radical than mine. Volkov would't need to have the Tanya style automatic gunning down of troops. And I guess you could even have no C4 ability, if you really buffed Volkov's grenade launcher in terms of power and range. Also of course Volkov would be a much tougher unit if the cyborg thing is to make sense.

Tried out one of your maps. The flame mammoths were working pretty good.
Or you could have C4 activated only against enemy vehicles, and not buildings.

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