Posted: Fri Apr 28, 2017 8:32 pm
Might have been an oversight, but why was the SAM nerfed really hard? It no longer tracks all the way and it takes 3 missiles to kill an orca.
OpenRA is a GPLv3 real time strategy game engine which recreates the look and feel of the original C&C games.
https://forum.openra.net/
He doesn't need to argue with me, but with the game code. External capturing is currently implemented specifically for RA's behaviour, and if parts of that aren't working properly in TD then that is unexpected, and should not be relied on to stay that way. It would be nice and will be eventually necessary to decouple the capture-disabling effects using conditions, but those code changes will not write themselves.
Neither does RA. However, TD is a lot closer towards CNC95 with the external capture then the double engineer capture.GDave wrote: AoA, I'm opposed to your engineer changes for the following reasons:
1. IMO, your engineer is not in keeping with the primary OpenRA Development Goal as it does not "retain the feel and nostalgia of the older games":
https://github.com/OpenRA/OpenRA/wiki/Development-Goals
It forces you to keep an eye out for engineer rushes. If you go warfactory/airstrip openers then that is your fault. If the player doesnt do anything for the warfactory/airstrip openers then the player doing those builds should get away with it. This is the same mindset with SCBW in doing a proxy barracks.GDave wrote: 2. Your engineer forces a certain build order (early barracks). I tested your engineer (even his slower speed) in a series of 1v1 games versus anjew on Deterring Democracy (a relatively large 1v1 map). I went barrracks (engi) and anjew went refinery then airstrip. My engineer got to anjew's MCV and captured it before his airstrip was built. So, though your goal is to make more tactics and build orders viable (i.e. engineer plays in 1v1s), the effect is the opposite by making build orders unfeasible.
You played on the same map versus Doomsday (in his 3rd ever TD game), knowing that he would try to engineer you. You had to un-deploy your MCV before your war factory was built (losing a total of 61 seconds of build time in the end) and use your harvester to crush the engineer (losing harvesting time). It put you far enough behind that you lost the game despite the game lasting a good while longer, and despite it being Doomsday's third game and you being a TD veteran.
The power plant is a small flaw ive thought about as its linked as a tech structure to the refinery. Something that can be looked into in the future.GDave wrote: 3. It is a $500 'gg'. Capturing or forcing the sell of the MCV, refinery, airstrip or even the power planet early game is significant and would usually result in a victory. Hence, such a high-reward strategy *should* come with significant risk. Players don't seem to like the opportunity for easy wins (hence why we should consider making a Hand of Nod a prerequisite for building recon bikes).
This code is not yet implemented however and will result in a wide array of changes to the units in response.GDave wrote: 4. There are other, less-drastic changes that can be made to make engineers more effective:
(i) Indeed, an upcoming change should address the issue of engineers being crushed or shot as they move towards the building centre, by making the Enter activity use the closest target position:
https://github.com/OpenRA/OpenRA/commit ... d3263512d7
This requires code to fix. (IE: Obelisk fix in itself took awhile for this change.)
This has been mentioned several times and would fix the double engineer requirement HP issue. But still doesn't fix the 1000$ over cost for a capture.GDave wrote: (iii) With the current requirement for 2 engineers to capture a full-health building, it is often possible to begin a repair on the building between the entry of the first and second engi. Making the first engi deal 60% damage (instead of the current 50%) would prevent that from working.
Of course, a few shots from e.g. an APC or some infantry carried along in the chinook/APC or free-ran with the engineer prevents the repair trick from working. The change from the previous point should make this less perilous to do as it should stop the engineer from dying to friendly fire.
Mainly my fear on this change is Mammoth tank captures. Makes them extremely cost efficient and would frustrate the player in response. (This counts with medium tanks as well.)GDave wrote: (iv) Engineers could be made a little cheaper, though I think their current price $500 is fine. I know that you fear that a price reduction would make the capturing of husks too profitable. I would counter that capturing on a battlefield is fraught with danger and the restored vehicle has low health. If engineers were too cheap, though, it would strongly benefit the battle winner.
The games ive played it doesn't exist in 1v1 as its easily stopped. As for the changes you mention above the answers given relate to those topics.
Many players have voiced about it and it is a split agreeance/disagreeance. The choice of going double engineer would remain as it is now which is non-existant use in 1v1 scenarios. (Including balanced teamed 2v2 games.)
AoAGeneral1 wrote: It forces you to keep an eye out for engineer rushes. If you go warfactory/airstrip openers then that is your fault. If the player doesnt do anything for the warfactory/airstrip openers then the player doing those builds should get away with it. This is the same mindset with SCBW in doing a proxy barracks.
Too be honest I haven't seen any players who feel strongly that this is the answer to our alleged engineer woes. Perhaps they could post their views.
This is true however maps like Desert Springs are never played and for good reason. Most of the maps in the Official map pool fall into either Small or medium where this strategy is most effective. The real problem is that by making 1 engineer rather than 2 it is much quicker for a player to get their engineer across the map. (this even includes the speed nerf because the engineer is able to move out 8 seconds earlier than originally with 2 engineers).AoAGeneral1 wrote: This is dependant on map. A larger map you can get away with WF first. Much like Desert Springs where you can get away with aircraft opener. Something like Dead in Motion you never want to open with WF. The difference is medium sized maps you have to play the risk factor. (Unless light support is on.)
Engineer rush is a lot less viable, it hasnt been tested but from experience the scouting potential usually prevents the rush
Im not sure why but it seems to be very unpopular outside of you and I.