General Discussion / Simple Questions, Simple Answers

Put all your ideas, questions, and suggestions in here

Discussion about the game and its default mods.
User avatar
Doomsday
Posts: 199
Joined: Thu Nov 10, 2016 11:45 am
Location: Helsinki

Post by Doomsday »

I feel adjusting rocket unaccuracy and tracking somehow would be the best way to apply it.
The supreme art of war is to subdue the enemy without fighting.
-Sun Tzu

OMnom
Posts: 255
Joined: Fri Oct 28, 2016 4:04 am

Post by OMnom »

Yeah, that'd be a smarter way to do it. I'm not sure, but if the tank/apc is directly charging towards the rocket, the tracking won't be affected right? Also, I get the feeling that adding inaccuracy to rockets would be moderately difficult to balance correctly.

User avatar
WhoCares
Posts: 312
Joined: Mon Feb 13, 2017 11:28 pm

Post by WhoCares »

Should the mobile gap generator had his ability switchable on/off by f key ?

Example : You want it to reduce vision of enemy but you don't want them to be able to locate your army at any time, so put it off and turn it on when engagement starts.

I was thinking about the mobile generater only generating fog of war but, the shroud is usefull as a decoy as well.

OMnom
Posts: 255
Joined: Fri Oct 28, 2016 4:04 am

Post by OMnom »

Thats an interesting idea.

MGG is kinda useless still because i found out the other day that some units can still auto-shoot into the shroud...

User avatar
WhoCares
Posts: 312
Joined: Mon Feb 13, 2017 11:28 pm

Post by WhoCares »

the psychological effect of not being able to see even the groud helps a lot, it let your brain imagining an awfaull and overpowered army hidden in that dark attacking you. We fear what we can't see !

I'll ask soscared if it can be implemented in the playtest.

User avatar
WhoCares
Posts: 312
Joined: Mon Feb 13, 2017 11:28 pm

Post by WhoCares »

Other suggestion regarding the MGG.

Allows the MGG to reshroud permanently where he goes, forcing the ennemy to scout those area to remove the shroud and making the MGG less "trackable".

Would it be usefull ? would it be OP ?

OMnom
Posts: 255
Joined: Fri Oct 28, 2016 4:04 am

Post by OMnom »

I'm experimenting with a super MGG that takes vision away from buildings and infantry completely. I discovered that this will prevent the shrouded units from attacking first, but if they were fired upon by something within their original RevealsShroud range, they will track that particular unit and return fire (very accurately i might add).

I think making the shroud turn on and off manually is a great idea that i can throw into my next round of experiments. Generating permanent shroud seems rather annoying..

User avatar
Wippie
Posts: 106
Joined: Tue May 31, 2016 12:41 pm

Post by Wippie »

OMnom wrote: I'm experimenting with a super MGG that takes vision away from buildings and infantry completely. I discovered that this will prevent the shrouded units from attacking first, but if they were fired upon by something within their original RevealsShroud range, they will track that particular unit and return fire (very accurately i might add).

I think making the shroud turn on and off manually is a great idea that i can throw into my next round of experiments. Generating permanent shroud seems rather annoying..
Be very carefull with the MGG / GG.

I recently played a 1v1 game vs Toeplitz on a Doomhammer stream on Keep off the Grass.

As my opponent turtled up, I sent in squads of light tanks to kill of his artillery, while the combination of units, GG/MGG and Camo Pillboxes seemed to screw up the pathfinding as well.

OMnom
Posts: 255
Joined: Fri Oct 28, 2016 4:04 am

Post by OMnom »

Wippie wrote:
OMnom wrote: I'm experimenting with a super MGG that takes vision away from buildings and infantry completely. I discovered that this will prevent the shrouded units from attacking first, but if they were fired upon by something within their original RevealsShroud range, they will track that particular unit and return fire (very accurately i might add).

I think making the shroud turn on and off manually is a great idea that i can throw into my next round of experiments. Generating permanent shroud seems rather annoying..
Be very carefull with the MGG / GG.

I recently played a 1v1 game vs Toeplitz on a Doomhammer stream on Keep off the Grass.

As my opponent turtled up, I sent in squads of light tanks to kill of his artillery, while the combination of units, GG/MGG and Camo Pillboxes seemed to screw up the pathfinding as well.
The gap generators are a lot more annoying than they are strategical right now, thats for sure. Perhaps not this patch, but maybe the next one, i'll consider asking the devs to redo the vision system.

User avatar
Blackened
Posts: 347
Joined: Sat May 21, 2016 6:27 pm

Post by Blackened »

I think if Gap gens produced fog instead of shroud that overrid GPS they would be a perfect allies vs allies unit without hurting soviets. But I don't think that is possible with yaml modifications.

Namber1
Posts: 1
Joined: Sun Jul 09, 2017 1:23 pm

Post by Namber1 »

Wanted to ask if it's in a draft Russian text or sound to Tiberian Dawn and Tiberian Sun

User avatar
Blackened
Posts: 347
Joined: Sat May 21, 2016 6:27 pm

Post by Blackened »

Namber1 wrote: Wanted to ask if it's in a draft Russian text or sound to Tiberian Dawn and Tiberian Sun
I don't think either are currently available with russian language if thats what you were asking.

Post Reply