then we shoulden't be adding cobra, because it was not in the original
and thread should "If game would returned to original..." , and we would need to discuss APC and flak truck
then we shoulden't be adding cobra, because it was not in the original
And tanya and demo truck to both factions. Also if you wanted true authenticity then Soviets don't get rockets like the campaign? Also minelayers need to be anti personal for soviets and anti-tank for Allies (unsure if this has been touched or not because I don't think I've ever bothered with that unit. Also the reintroduction of the theif to allies.Jur wrote:then we shoulden't be adding cobra, because it was not in the original
and thread should "If game would returned to original..." , and we would need to discuss APC and flak truck
One possible problem, (speculating), would be giving Soviets hinds when they also happen to have a mobile counter to the enemy helicopters with the flak truck. Maybe Allies could counter the flak trucks in practice with other units; or maybe giving Soviets both would result in them often having air supremacy, at least where two mobile armies engage.Blackened wrote:For allies yes, but for soviets airfield and helipad were unlocked after radar tech.avalach21 wrote: Just adding another random thought too.. instead of assuming the Hind would get unlocked at tier 2 with a radar dome for Soviets as it currently is for Allies, for balancing would it help at all to push it back to tier 3 and require a tech center? Out of curiosity is that how it was in the original RA?
If I remember correctly I don't think the helipad could even be built with out a tech center..
I agree completely. We have no clue either way without doing some testing. On that same note I hope you would keep an open mind to the possibility that the game could actually get better by moving the Hind to the Soviets, not just for "muh red alerts" but also in gameplay dynamics. I would gladly contribute to testing but I assume we would need the highest caliber players such as Happy, Smitty etc. and apparently yourself doing balance testing for it to be of any value.barf_openra wrote:"Maybe" it would, "Maybe" it would be awful, but for sure we will never know because id wager none of the people who think this is a good idea would ever put in the required effort and time to test it. This zombie thread will rightly die in the very near future and hopefully you all go back to the naval balance thread where you can do no actual harm to the game.
I agree, after the discussion in this thread I am now leaning more towards the Apache / Longbow as 2 separate unit solution as it makes logical sense and both units would look and function as they did in the early C&C games.Jur wrote:then we shoulden't be adding cobra, because it was not in the original
and thread should "If game would returned to original..." , and we would need to discuss APC and flak truck
Lol I mean I'm not quite sure if you are being facetious but yes I agree with trying a lot of if not most of what you mention. I think all of these things should be looked into and considered if they can feasibly be balanced. For example... why not have thieves? The spy should show you your opponents current Cash reserves/cash flow like the original and the thief should steal the credits.. I don't think that's such a ridiculous idea.Happy wrote:And tanya and demo truck to both factions. Also if you wanted true authenticity then Soviets don't get rockets like the campaign? Also minelayers need to be anti personal for soviets and anti-tank for Allies (unsure if this has been touched or not because I don't think I've ever bothered with that unit. Also the reintroduction of the theif to allies.
Tanya was Allies only after Aftermath's introduction of the shock trooper.zinc wrote: Actually thinking of what Westwood did with Tanya, (Tanya to both factions), is that they were willing to artificially double-up units for the sake of multiplayer balance. That's distinct from artificially switching units for the sake of multiplayer balance.
So rocket troops to both sides would be in keeping with that principle. (Can't remember if the original multiplayer actually did so.) And so I guess replicating a helicopter so both sides can have it would be in keeping with that principle.
Giving everyone the same units is a poorman's solution for balancing stuff. Imagine how the games like StarCraft, WarCraft, Dawn of War and Company of Heroes looked like if they followed this route.they were willing to artificially double-up units for the sake of multiplayer balance. That's distinct from artificially switching units for the sake of multiplayer balance.
It may be a terrible idea if you did it with all units, or most units, but not a big deal in particular cases. Is it really a problem that both Allies and Soviet have rocket troops in OpenRA?netnazgul wrote:Giving everyone the same units is a poorman's solution for balancing stuff. Imagine how the games like StarCraft, WarCraft, Dawn of War and Company of Heroes looked like if they followed this route.they were willing to artificially double-up units for the sake of multiplayer balance. That's distinct from artificially switching units for the sake of multiplayer balance.
Allies Hinds is the current reality and one that works. I have stated on many occasions in this thread why and so have others. It's not just "muh balance". How about explaining why we should ditch a tried and tested and reliable change for other reasons than nostalgia. So far as a result of this thread there has been one playtest map made (which already invalidated itself by giving hinds to Russia only and removing tesla tech - no data or evidence to support or disprove anything). Can we have some actual playtests and data to work with before this kicks off again.
There have been a lot of new innovations in the build orders and playstyles. However, to create new playstyles you must fully understand the game and why things are done to change an existing reality. For example the wave of tech rushers in the past few months.CatGirls420 wrote: And, building the game around the top players, as well as certain strategies, effectively eliminates any creativity and diversity. It's like, okay, follow one of 10 build orders, then do this, then that, and win. Every other possible strategy can go f*** itself.
The game overall needs to spread it's wings a bit more to allow more creative and newer playstyles, as well as bringing back some old ones. Players should be able to make different strategies work in different situations. Adaptability needs to be more present.
Well, first, it is very pointless to says this, because it's the current balance situation and it is your duty to prove giving Hinds to soviet will work ok and won't break the game, provide multiple examples of that and do a thorough testing. Current situation does not need proofs because it's already proven by practice.
The game definitely benefits from being balanced for both 1v1s and teamgames, but first there needs to be a good example of what exactly is broken. Comparing casual teamgames against competitive 1v1 is not correct because you're swapping 2 variables at once here. Recent team tournament has a good chance to provide some evidence, but just saying "my no rush 30 min 3v3 teamgames are shit so game is unbalanced" doesn't really have a firm ground.CatGirls420 wrote: Second, each unit may have a distinct role, but that's exactly the problem with the game's overall balance. The game is balanced around "the top players" which is great, I guess, if you have your own game. Because that balance, get's broken, in team games, which is the bulk of games that are played.
A happy-medium needs to be implemented to balance the game for 1v1 and team battles.
You mix up the cause and the consequence here. It's not the game built around the top players and top strategies, but top players tending to adhere to certain strategies because they provide a higher chance of winning in current balance situation.
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