[RA] Playtest v1.6b - Still an experimental phase.

From alpha to beta!

Discussion about the game and its default mods.
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Smitty
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Post by Smitty »

WhoCares wrote: the effect on base push would be too limited compare to the fact to be annoyed to not have enought radius to build your own base.

Base push strenght is not crawling to the heart of the opponent main base, it's mainly be able to pop a rax and a def when you engage whichever is an army, or a base.

If you want to kill base push, put a delay of 10 sec coldown for a mcv freslhy deployed before it can place a structure. (diden't say we should do that, just saying it would be the way)
https://github.com/OpenRA/OpenRA/issues/12948 is another proposed solution out there.

I actually have reduced construction radius in my playtest but it targets the strength of bases in general rather than just the base crawler.
"Do not trust the balance tzars (Smitty, Orb). They are making the changes either for the wrong reasons, for no reason at all, or just because they can and it makes them feel good." - Alex Jones

OMnom
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Post by OMnom »

WhoCares wrote: the effect on base push would be too limited compare to the fact to be annoyed to not have enought radius to build your own base.

Base push strenght is not crawling to the heart of the opponent main base, it's mainly be able to pop a rax and a def when you engage whichever is an army, or a base.

If you want to kill base push, put a delay of 10 sec coldown for a mcv freslhy deployed before it can place a structure. (diden't say we should do that, just saying it would be the way)
Doesn't work either. You can ask juicebox how that one turned out

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SoScared
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Post by SoScared »

@Printer: Agreed that $250 spies can be abused. The super-weapon resets is very interesting but it's hard to imagine players bothering with Germany and France with such a versatile unit for $400. The use of a duplicate unit (spies vs British spies) is giving the devs a headache so suggestions on this is highly welcomed (e.g. Smitty's Allies faction special units thread).

In general I'm very much opposed to restrictive over-reach solutions such as a build range nerf or a build cool-down. TD uses a cooldown for placing structures to prevent build spam and although effective imo. it brings down the experience, spamming the left-mouse button until an arbitrary time-interval has passed.

@OMnom: I think it would be more prudent if you cared to explain your reasoning.

OMnom
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Post by OMnom »

SoScared wrote:
@OMnom: I think it would be more prudent if you cared to explain your reasoning.
I didn't want to sidetrack your thread, so I will make a different thread for this. My MCV thread is too cluttered for that.

Printer
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Post by Printer »

@SoScared: Tbh, in most games $400 is not a huge investment, Spys are still well worth it. Consider power down- for example- far stronger than Ukraine's bombing runs at dealing with base defenses, delays production and wrecks the "flow" of the game as you're playing.

Another thing that seems OP is AA gun's insane damage. Just seems ridiculous that (1) AA gun can kill 8 yaks. They are the most cost efficient build-able thing, in the game, imo. Wouldn't be a bad thing if their range went down 1, damage and if they cost $200 less. The fact a single pocket aa can end a $5-7,000 air strikeforce is kinda of imba.

I liked Smitty's idea and the SNPR maps and felt they gave England a more unique feel, especially as no other Ally power has a stealth units or paradropable ones. Can you roll that into SOS1.1c for more testing? Devs could rest easy then. 8)

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SoScared
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Post by SoScared »

v1.6a had $400 spies for all factions with the British spy having the veterancy infiltration exclusively. The pricing was nice but the faction specific solution wasn't that interesting for most players. Perhaps with an exclusive super-power reset, the solution could be revisited. The British Spy would truly be James Bondesque and the combination with the Phase Transport that much more potent.

Someone mentioned somewhere about a toggle (deploy) option for the French MGG to activate/deactivate the gap shroud (you can unpower the stationary Gap Generator). I'm unsure of it's impact but sounds worth bringing aboard with the next playtest version.

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WhoCares
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Post by WhoCares »

SoScared wrote: Someone mentioned somewhere about a toggle (deploy) option for the French MGG to activate/deactivate the gap shroud (you can unpower the stationary Gap Generator). I'm unsure of it's impact but sounds worth bringing aboard with the next playtest version.
I did and "yay" to that. I have a last game of RAGL this week and diden't want to get too confortable with the playtest changes. Once it's done I'll only play the playtest map and test as much crap as i can.

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WhoCares
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Post by WhoCares »

Is the map pack up to date ?

I have several version of the same map and i'd like to delete all and replace by the lastversion.

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SoScared
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Post by SoScared »

I've been complaining about outdated versions being circulated so I hope it is! I'll have a look. You can ofc also find the latest revisions of all maps through the resource center.

*Agenda wasn't updated properly in the map pack. fixed

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WhoCares
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Post by WhoCares »

I'd like to ask you about a balance idea to implement in your playtest :

People are still complaining about how strong is the aa gun and lack of mobile allied anti air.

Find a way do nerf the aa gun (range/damage/accuracy whatever you find adequate) and putting chrono and phase with aa missile.

Soviet have 2 aa mobile ; the agile flak and the late game armored mammoth wich can be pretty dissuasive for air unit. Why not giving the 2 late game allies unit that cappability and see how it goes. After all, we are talking about expensive late game unit, they should matter a bit more.

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Clockwork
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Post by Clockwork »

.. Longbows

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WhoCares
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Post by WhoCares »

-- playtest ..

(And for the % of game you see those 2 units popping, i don't thing it should be gamebreaking from the beggining)

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Clockwork
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Post by Clockwork »

It was for when you said there was no allied mobile anti air. I think chronotanks with AA would be good but no phase transports I think invisicrushes are powerfull already.

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Clockwork
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Post by Clockwork »

It was for when you said there was no allied mobile anti air. I think chronotanks with AA would be good but no phase transports I think invisicrushes are powerfull already.

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SoScared
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Post by SoScared »

I've thought about adding a small delay between aim/fire for the AA Gun (e.g. 100ms-300ms) that'd make it slightly less punishing vs air blobs (and would look pretty cool) but overall I'm very hesitant to take away the strength of the AA Gun at this time.

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