The final build before release playtesting. Pretty much a polish.
Adjustments from 2.1:
- MCV Speed set to 71 (originally 85).
- Stripped price increase of Helipad/Aircraft.
- Harvesters ore scan radius lowered to 10 from 15, softening Harvester behavior of jumping over from one ore source over to another.
Downloads ( just download, unzip and start playing ):
Windows: https://www.dropbox.com/s/z73ct5a9ho72m ... 2.zip?dl=0
OSX: https://dl.dropboxusercontent.com/u/105 ... .2-OSX.zip
Debian GNU/Linux: https://cloud.luon.net/index.php/s/CTlKPTFFpZCbD7n
GitHub repository:
https://github.com/SoScared/OpenRA/tree ... ental_v2.2
RA Experimental v2.1
Before producing a ton of playtest maps for the release I'll do another run with the Experimental build because it was tons of fun and I got a few things to tweak in beforehand. I'll be running this through the next Monday stream but please feel free to download, play and give feedback on it as you see fit. There might be some public servers provided for the build but otherwise you'll likely have to host your own server in order to play the build online.
Adjustments from 2.0:
- Reverted range nerf of Allied Destroyers AA (9 vs 7.5)
- Spy Plane charge buff to 2:30 from 2:00 (originally 3:00)
- MAD Tank unit kill triggers detonate (not including charge-up)
- MCV speed nerfed from 85 to 56
Downloads ( just download, unzip and start playing ):
Windows: https://www.dropbox.com/s/vq7ss98c1yn3q ... 1.zip?dl=0
Debian GNU/Linux: https://cloud.luon.net/index.php/s/NA4r60rRuawy09B
GitHub repository:
https://github.com/SoScared/OpenRA/tree ... ental_v2.1
Previous Experimental versions:
RA Experimental v2.0
We're finally back with another playtest build! This time adding another layer on to the previous balance changes tested out on various batches of playtest maps by various authors including Frame Limiter's test maps and the previous playtest build. The foundation of the previous build rests on extensive playtesting over a 6 month period.
For the most part what was carried over to this build ought to be familiar like altered defensive structures, vehicles and structures and also Gap Generator effect values taking advantage of the new Gap feature present in the bleed. Some values has been altered further from the previous build. On top of that Experimental 2.0 includes a slight buildtime reduction to virtually all late-tier units in order to make them more accessible during late-game in addition to an increase of build time for the MCV itself. Not neccessarily gamechanging but hopefully enough to widen the options a bit more for both casual and competetive play.
You'll find a .txt file with all the changes below.
Enjoy!
GitHub repository: https://github.com/SoScared/OpenRA/tree/Experimental_v2
Jazz_KCS has provided 3 public servers for the build found in the multiplayer lobby.
Disclaimer - none of the changes presented in this build represents future inclusions to the official game. Essentially the sum of all balance changes in this build represents the whims of one author. Streams featuring balance testing are considered showcasing (with added flair) and not neccessarily a proof of consept.
Feedback and discussions are encouraged.