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Everything posted by [CC] RaVaGe
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Alting in Yuri's Revenge Competitive Games, how effective is it still?
[CC] RaVaGe replied to Grant's topic in CnCNet Ladder
ALT effectiveness comes from it's main objective of adding splash [even from machine gun fire (which mind doesn't splash in any other RTS)]. Especially in the case of lamer players, you'd build sentry / pillboxes to defend your factory against engineers, which then can be taken advantage of by ALTing. The only time unit blocking was useful was when people would rush and ALT with their first tank, both the blocking and bonus damage is what makes ALT so powerful in these 'special' circumstances. Yet in the above described scenario of 'unit blocking' with a single tank it's a lot more viable to just make engineers and keep fixing your factory, while in the case of multiple units adding splash damage you don't really get the chance to react. All you can do is shout "mother*****" and sell your factory, which leaves your opponent with a tank count advantage which he can use to destroy your miners while you're there waiting for that 'new' factory to build up, which is another 2 tank advantage in production. Back in the day even a 1 tank advantage was 'huge' in competitive games. -
Please Remove Yuri Rebalance Patch (Community) option
[CC] RaVaGe replied to ᅚᅚᅚ's topic in Red Alert 2
Mutliengineer & Dog No Eat Engineer were not part of the original game! They are mods too. -
This is just childish.
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I agree, eating engies is just as lame as soviets rushing against other soviets with 1 drone and 1 rhino and killing that one miner a lot of the time it's so easy to pull off that at one point I just started doing it to my opponent while they did it to me. Then we can both rebuild from 1, 0 miner, which just turns the games boring.
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The other player who got lucky with the dog can also make mistakes during the game and you can get your advantage back, reducing risk is the way to go and @reflexion explained it better than I ever could. I've always frowned at the idea of no eat on XWIS QM as after months of consistent playing my dogs were winning more fights than others. The positioning and angle of attack all had an effect at least on RA2, I haven't played YR competitive consistently enough to 'prove it' to everyone who blindly insists that it's 100% luck based. Due to the fact that the game code / programming that underlies the dog mechanic is logic based there are patterns to these lucky circumstances.
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Please Remove Yuri Rebalance Patch (Community) option
[CC] RaVaGe replied to ᅚᅚᅚ's topic in Red Alert 2
I haven't been on the game during this week, as I've been playing Resident Evil HD Remaster... -
Please Remove Yuri Rebalance Patch (Community) option
[CC] RaVaGe replied to ᅚᅚᅚ's topic in Red Alert 2
I mean that if gattling tank could transport 1 infantry, with it's current speed, one could easily sneak a Yuri Prime in a Gattling tank behind some one's base and sell it all in a few seconds. -
Please Remove Yuri Rebalance Patch (Community) option
[CC] RaVaGe replied to ᅚᅚᅚ's topic in Red Alert 2
Sneaky Yuri Primes. This. Problem solved. -
Yuri Rebalance Patch (Community) Changelog
[CC] RaVaGe replied to [CC] RaVaGe's topic in Red Alert 2
You certainly should, I'd be happy to demonstrate to everyone how even after such so called 'MAJOR' nerfs Yuri is still very powerful. -
This, everyone wants to get there first and when their opponent does, it's suddenly unfair. Again with your flawed stats which are affected by the # of players of each faction.
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Please Remove Yuri Rebalance Patch (Community) option
[CC] RaVaGe replied to ᅚᅚᅚ's topic in Red Alert 2
You're welcome to play me or watch me play as Yuri with those changes, I have no problem displaying how the changes simply change the Yuri meta as opposed to making it weak. All of it is against towards the Yuri army and none of the other factions. -
Multi engi + Yuri Rebalance!
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Yuri Rebalance Patch (Community) Changelog
[CC] RaVaGe replied to [CC] RaVaGe's topic in Red Alert 2
This makes a lot of sense, because all games were released perfectly balanced and it's not a widely known fact that Westwood didn't have the time to fully refine Yuri's Revenge prior to release, but at this point I'm going to have to stop you and regretfully say... I appreciate your feedback, however it's very clear that you haven't tried none of these changes out against any competent player and are evidently just describing your assumptions based on some fantasy you've concocted in your head. When you get the chance to play at least two handfuls of games on a variety of map sizes against some one of reasonable skill, fell free to reply constructively, until that point I can't take your replies seriously. Also please learn to quote properly, it's exhausting to read posts like that. Yes, I do, I tell them to go learn to play. So that I can watch them struggle as Allied. -
Yuri Rebalance Patch (Community) Changelog
[CC] RaVaGe replied to [CC] RaVaGe's topic in Red Alert 2
I didn't bother wasting time easing the ~5 Yuri players into the new changes and its the same Yuri players who are backlashing. -
Yuri Rebalance Patch (Community) Changelog
[CC] RaVaGe replied to [CC] RaVaGe's topic in Red Alert 2
That's how all those changes came to be, just because they are presented to you in a bunch doesn't mean I just pulled them out of my ... -
Either multi-engi or allow balance changes that move the engi to be available after service depot for example, which was a popular change in the custom 1.007 patch of RA2.
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Yuri Rebalance Patch (Community) Changelog
[CC] RaVaGe replied to [CC] RaVaGe's topic in Red Alert 2
@FlyingMustache ? -
Yuri Rebalance Patch (Community) Changelog
[CC] RaVaGe replied to [CC] RaVaGe's topic in Red Alert 2
Grant was strongly against it, yet MustacheX has been flaunting the fact that Grant basically told him that he can add his MX balance changes to a similar patch in the past. His edits include Soviets, Allied & Yuri, I also did have 'conservative' edits to faction specific units and minor edits to Allied & Soviet, all in line of Westwood's style, keeping the simplicity and fun based gameplay. Most players barely noticed the edits in testing because they were so subtle. This community is so backwards in those terms, that people are more willing to just disagree and plainly just say NO rather than discuss constructively, including the leadership. Also highly toxic individuals are left to roam the community while anyone taking action against them and when I take the initiative I'm punished like some kid. The staff below two of the deciding admins don't get much leeway in decision making, not a lot is explained in the way of reasoning either. I also see a lot of players getting preferential treatment in terms of their bail game stats having removed. When they are meant to lose points for abusing the system. I'll provide refinement updates to this, but I'm out as staff, not dealing with this bullshit. -
Yuri Rebalance Patch (Community) Changelog
[CC] RaVaGe replied to [CC] RaVaGe's topic in Red Alert 2
Yes, they can and it's not always a 100% win rate. You're speaking as if I made Yuri a lot weaker, which is not the case, I've played the new balanced changes against many top players as Yuri and won against both Allied & Soviet. Why is it that Allied vs Allied, Soviet vs Soviet, Soviet vs Allied games usually average around 4-8 minutes? Yet vs Yuri games average above 10 minutes almost always, I mostly see 12-16 minute games against Yuri, that's twice to 3x as long. This factor alone is a clear evidence of Yuri being overpowered. Also each of the players playing as Yuri usually never stand a chance playing as Soviet or Allied, why is that? Iraq is a simple macro side, Allied is a complex macro side, Yuri is a complex micro side. They don't all need to be the same. Playing as either of the mentioned factions changes the opposing faction's play style respectively. The new changes make Yuri less about 2 gats, 1 mag, 1 mm, spam CTRL+SHIFT to auto mag and halt entire armies of 20 units upward. You actually have to think weather you have the time to make a mag or a mm or should you make a chaos drone with a psi tower instead or rather lashers behind a gattling tower with a few brutes or yuri clones all the options are there. Sure, some of the changes need fine-tuning to make sure all the options are viable. Initiates have a stronger walking firepower than all of the other infantry, they don't need to deploy to make use of it either. Infact, initiate rushing is the most powerful infantry rush in the game. The garrison damage is the same as GI now, which is quite high, still. I tested this out, it's quite good until a desolator, seal or Tanya comes along. This keeps the brute useful in late game as well. Actually no, the deso walks, takes one shot, deso is half hp, virus is at the edge of the radiation, gets low health and goes back, deso auto heals and the sovs have their super easy deso comfort. Refineries sell for 300, because you pay for the miner too. Also slave miners move and you won't need to keep making them for new ore patches as you expand, you just move them, that's a very good deal! Both the Allied & Soviet miners have 1000 health and the same armour type, the Soviet War Miner has high storage capacity compared to the Chrono Miner. Before Yuri players would 'mindlessly' send their Slave miners across the map to gem patches, knowing that the opponents won't make so many tanks against Yuri. The slave miner is moving refinery and already has 250hp more than other miners. You'll find that making an early chaos drone or a few Brutes will easily counter that and that most Allied & Soviet players are faced with this same dilemma when making a miner from factory. You're going to need to practice your brutes and chaos drones, which you can make in advance before making miners actually, they are that good. Then you should not send or allow your miners to go too far, the Soviet and Allied need to manage their miners at all times for same reason, but Yuri shouldn't? You can use Initiates, gattling tanks, disks, gattling cannons (really good value now) to counter drones, from my testing it was obvious that drones are only slightly more effective against Yuri now. Lasher Tank Reduced Lasher Tank Build time by 20%. Actually the rate of fire is exactly the same except the grizzly bullet flies slower. Which is more likely to make it miss shots against fast moving units. You'll find that GI backing up grizzly tear through lashers quite easily. The damage against heavy armour is now more comparable to a sentry gun now. Yes it can be! BUT, the drones will infect the IFV and other units slowly, which makes repairing infected units slow, so if some one is attacking at the same time with tanks the drones will still be able to do their job. Yet as Yuri, 1 gattling tank can destroy 20 terror drones in a matter of 1-3 seconds. Making 2-3 gattling tanks will allow Yuri players to achieve the same effect however. The chaos drone is prone to stopping to shoot, which means units moving away from the drone are highly likely to kill it. The Yuri player will need to decide the right time to send in the chaos drone or risk losing it and the fight. You can shoot up those cliffs with Disks and MM instead. Increased Magnetron's anti structure weapon rate of fire by 10. Just to keep things consistent and help Yuri attack better. Previously Yuri would just make gattling tanks, disks or use his genetic mutator to kill your fodder. Now Yuri can do the same and use Viruses to counter fodder too. This fodder mechanic was only useful very rarely. Yet in vanilla game the Mirages completely destroy Masterminds. Now Mirages will need to attack MM directly or retreat, not camping. As this made it very difficult for Yuri to attack Allied based in the late game. Also Mirage can out run MM and harass Yuri from other spots, such as economy. Yet Soviets reign almost at all parts of the game thanks to desolators and the iron curtain. Being smarter than an equally skilled top player will be quite difficult to impossible. You'll find that lashers, gattling tanks and chaos drones are quite useful and that disks are still great for taking out enemy defences, structures and also using their special abilities such as draining power. So Yuri players would stop spamming Disk as a counter for absolutely everything in the late game. 1-4 lashers + mm to kill flak tracks, GGI ifvs just miss their shots when disks move, Yuri can just fly into your base, snipe key structures and move out while the countering units just miss their shots and even end up getting taken out... To keep the Disk effective at helping Yuri break through base defences, camping and units on the hill. Then tell every Yuri player to stop spamming them, when all they need is 1 disk to drain the power and the game is over (most of the time). Yet these Yuri players usually run the economy at an average of 10-12K... When desolators are not heavily harassing the enconomy, which mind takes a lot of macro to execute effectively. -
Yuri Rebalance Patch (Community) Changelog
[CC] RaVaGe replied to [CC] RaVaGe's topic in Red Alert 2
You will need to scout Yuri and make anti air in advance. Thanks, you guys should make an optional patch like I did. -
Yuri Rebalance Patch (Community) Changelog
[CC] RaVaGe replied to [CC] RaVaGe's topic in Red Alert 2
https://youtu.be/O-XvZqU9Do8?t=45 Did you realise that one Bio reactor was full of initiates? Chaos drone build speed test is not a great comparison, because you started at different times. The mastermind comparison is pointless, as the health increase is meant to work in conjunction with the overload damage. I would still recommend reading over the video.