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[CC] RaVaGe

Ladder Tester
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Everything posted by [CC] RaVaGe

  1. Great work, works well with Yuri's Revenge, very low latency and lets me use SweetFX post processing shaders.
  2. The medium armor change was to make the gattling tank more hardy so that it would survive scouting and still maintain usefulness on small maps as the damage nerf was aimed mainly at small maps where Yuri can endlessly mag your tanks over a gattling bunker.
  3. Technical information which is best not revealed to keep investigation methods useful. The evidence was inconclusive thus no action was taken.
  4. I like the queue system in RA2 & YR. It's simple, it's effective (especially in YR with shift cancel on a large queue, maybe add shift click to add 5 units to the build queue. ) also the quick structure placement hotkeys for the sidebar are a marvel of convenience. (Q,W for building placement) I really don't like the overly complicated solution from Kampfkekskrieger for unit and structure hotkeys in the sidebar I'd go with the SC2 approach of just assigning letters, depending on which tab is open reuse letters allowing them to be on the left side of the keyboard making hotkeys convenient and fast to use. No one is going to want to hold the mouse down while holding shift and looking for a letter in the middle of an intense game. One mistake and the player would want to trash the keyboard.
  5. What do you think of the latest : https://forums.cncnet.org/topic/9250-yuri-rebalance-patch-changelog/ These are not in the ladder btw.
  6. @cypher Right here : https://forums.cncnet.org/topic/9250-yuri-rebalance-patch-changelog/
  7. Yuri Rebalance Patch (Community) Changelog The Yuri Rebalance Patch is a community effort to rebalance the Yuri side (faction) in C&C Yuri's Revenge so that it's not as overbearing and easy to abuse as in the vanilla game. How can I use it? You can toggle the patch on/off through a checkbox in the Skirmish & Custom game lobbies. This patch is a completely optional feature and is not implemented in the Ladder games. How was the Yuri side changed? Summary: This patch makes Yuri's entire army more micro intensive and forces the Yuri player to put more thought into each action. Changes in version: 1.31 Initiate Reduced Initiate Garrison damage from 63 to 25 (v1.00) Reduced Elite Initiate Garrison damage from 73 to 30 (v1.00) The overwhelming damage of the Initiate made it possible for Yuri to set up an invincible defence on small urban maps. Brute Reduced Brute's cost by $100 to keep it useful through out all stages of the game. (v1.31) Reduced Brute's sell value to $100 to fix the mutator grinding exploit. (v1.00) Virus Increased Virus' weapon range by 2 to make it a viable counter to the Desolator. (v1.00) Bioreactor Reduced base level Bio-Reactor power output by 100. (v1.00) Bioreactor is back at the default base value of 150 as the reduction made it too difficult for Yuri to use defensive structures in the early game.(v1.31) Reduced Bio-Reactor power upgrade output gained by inserted infantry from 100 to 50 to balance the cost to the output.(v1.31) This also affects the price of Yuri's superweapons and defensive structures as Yuri has to build more Bioreactors. Slave Miner Increased Slave Miner cost by $250. (v1.00) Returned Slave Miner cost to default as Yuri was falling too far behind in the early game.(v1.31) Reduced Slave Miner's health from 2000 to 1500, applies to both structure and vehicle modes, this stops Yuri players from expanding too far too fast. (v1.31) Salve miner now builds at the same rate from the structures and vehicles tab which helps reduce Yuri's weakness to rushes. (v1.00) Reduced Slave Miner's damage vs terror drones from 400% to 100%, this makes terror drones more viable against Yuri. (v1.00) Lasher Tank Reduced Lasher Tank Build time by 20% to allow Yuri to harass and fight at a lower tech level. (v1.00) Gattling Tank Increased Gattling Tank's movement speed by 2. (v1.00) Returned Gattling Tank's movement speed to default as this made Gattling Tanks too effective against air units. (v1.31) Change Gattling Tank's armour to medium to make it more durable against flak track spam. (v1.00) Returned armor to default as this made gattling tanks too effective against infantry units. (v1.31) Gattling Cannon Reduced the cost of Gattling Cannon by $500 to keep it useful with reductions done to gattling weapons. (v1.00) Set the cost of the Gattling Cannon to default as it was too easy to build a wall of Gattling cannons at the reduced cost. (v1.31) Gattling Weapons Reduced Gattling weapons damage to infantry armor types by 20% to improve the usefulness of infantry (including the rocketeer) against Yuri. (v1.00) Reduced Gattling weapons damage against terror drones by 75% to make the use of drones a viable option against Yuri. (v1.00) Reduced Gattling weapons damage against heavy armoured vehicles by 5% as Gattling Tank bunkers were too powerful on chokepoints and small maps. (v1.00) Set Gattling weapons damage against light armoured vehicles back to default as the 5% reduction made Mirage and Prism tanks too difficult to combat in the late game. (v1.31) Chaos Drone Increased Chaos Drone's movement speed by 2. This makes it easier to agressively use the Chaos drone. (v1.00) Reduced Chaos Drone's cost by $200, now $800. This makes the chaos drone more cost effective. (v1.31) Reduced Chaos Drone's build time by 10%.(v1.00) Set to default as it made it too easy to amass Chaos Drones. (v1.31) Reduced Chaos Drone's Berserk effect duration on infantry by 25%. (v1.00) Reduced Chaos Drone's Berserk effect duration on vehicles by 25%. (v1.00) The berserk duration was too long causing the chaos drone to act as a hard counter to most units, when it's intended to be used as a harassing or support unit. Magnetron Magnetron can no longer fire up cliffs. This stops players from picking up miners and units from on top of cliffs. (v1.00) Decreased Magnetron's anti vehicle weapon rate of fire by 90, this slows down auto-mag, previously spamming attack move would immobilize a large armoured army. (v1.00) Increased Magnetron's anti structure weapon rate of fire by 10. (v1.00) Set to default as this change was not needed. (v1.31) Mastermind Mastermind now overloads when controlling above 2 units instead of above 3. This stops masterminds from being completely overwhelming when amassed and forces the Yuri players to micro manage the mind controlled units. (v1.00) Reduced Mastermind's mind-control weapon rate of fire by 50. Set to default as it's better to control the mind control rate through overload damage per original game design. (v1.31) Increased Mastermind's mind-control weapon range by 1 to make Masterminds more effective against Mirage tanks, as they previously had no chance against them. (v1.00) Increased Mastermind's health by 100. Set to default as this was not needed due to returning rate of fire to default. (v1.31) Mastermind can detect disguises of spies and mirage tanks, this makes the Mastermind useful against Allied faction's late game tech. (v1.00) Mastermind's overload damage amount increases faster, before it would wait until 6,10,50 units are mind-controlled by the Mastermind to increase overload damage, now each additional unit increases the damage received. (v1.00) Mastermind's overload damage reduced to match increased rate levels previously 0,50,100,500 per each level now 0,50,50,50 due to increasing the rate not the damage, this makes it harder to kill or grind mind controlled units as more are controlled. (v1.00) Mastermind's overload damage rate set to increase at an incremental rate ((0,70,40,20) lower is faster) on the amount of units controlled, this allows the Yuri player to micro to avoid damage as intended by original game design. (v1.00) Floating Disk Reduced Floating Disk's health by 100. (v1.00) Reduced FLoating Disk's damage to vehicles by 20%. Set to default to keep the disk effective against Allied units in the late game. (v1.31) Increased Floating DIsk's weapon range by 1. Set to default as the longer range was too effective against Soviets and Allied anti air units. (v1.31) Increased Floating Disk's cost by $250 to $2000. (v1.00) Boomer Submarine Reduced Boomer Submarine land based missile count from 2 to 1. Set to default as the boomer now requires a Battle lab to be built. (v1.31) Reduced Boomer Submarine Missile health by 15. Set to default as it made the boomer too ineffective in the late game. (v1.31) Yuri Boomer Submarine now requires a Yuri Battle Lab to be built as it was too easy to rush and overwhelm the opponent. (v1.31) Reduced Boomer Submarine cost by $250 due to being available later in the game. (v1.31) Psychic Tower Increased Psychic Tower's power requirement from 100 to 150, this makes spamming Psychic towers more costly. Tank Bunker Reduced Tank Bunker's health from 1000 to 600. V3 Missiles now deal damage to the units inside tank bunkers as well as the bunker. Dreadnought Missiles now deal damage to the units inside tank bunkers as well as the bunker. Boomer Submarine Missiles now deal damage to the units inside tank bunkers as well as the bunker. Kirov Bombs now deal damage to the units inside tank bunkers as well as the bunker. All of the missile and bomb changes stop the tank inside the bunker from escaping after a good hit. Genetic Mutator Super-weapon Reduced charge time of Genetic Muatator superweapon by 1 minute as it's the weakest of the 3 first level superweapons. Now it behaves like and recharged at the same rate as the American Paradrop special. Other bugs/exploits Reduced Terror Drone sell value to 1 as they stack with the value of a unit they infest when grinded. This caused iron curtained drones to boost Yuri's economy if a droned Yuri's army was sent into the grinder. I don't like it! What should I do? The changes in this patch are dependant on people trying them out (testing) and reporting their experiences in this thread.
  8. Modern RTS controls such found in C&C Red Alert 2 & Yuri's Revenge. I mean waypoints, rally points, control groups with double tap to centre screen on group, keyboard shortcuts for deploying, attack moving, etc.
  9. Correction: Since laming is the most efficient way to win in some cases, you should always expect it, because ladder games are about winning the most efficiently.
  10. While Grant has highly opposed any balancing outside of the Yuri Faction due to the community currently lacking a consensus on such things, if a LOT of the community can get onboard which such things I'm certain even he will change his mind. While I think that will be highly unlikely. While developing the balance changes I was aiming to hit the unused factions and the major Allied & Soviet issues as well, but it became evident that most of the community is not interested in those. While there seems to be a huge consensus among all skill levels of players that the Yuri faction is overpowered! You do realise that these stats are affected by the amount of players per faction respectively?
  11. I'm working towards balancing Yuri for QM. I will need more votes from players like you to get it implemented in QM! People lose points when they bail a map. This is also the reason nicknames are hidden, yes we know it affects everything else too such as laming for example, but this is the best option for bailing! @Ferret Can you remove this? He's usually quite alright.
  12. Oils were removed to stop the eat fest that happened on the original, you just added them back.
  13. They have all mentioned the difficulty of beating Yuri at one point or another. Yeah they are good at beating Yuri, but they are the best at the game as well, it shouldn't require the "best players" just to beat some one who plays Yuri, anyone should be able to do it, especially in a competitive scene. Most of the YR community doesn't visit these forums, these discussions have been had on the relevant Discord channels and opinions have been gathered. Also it is very evident from the community that there is a consensus regarding Yuri. There are many mod maps out there made by casual to advanced competitive players that attempt to rebalance Yuri. I'm working towards solving this problem.
  14. The maps are being edited to prevent overwhelming engi eating and also for improving odds against Yuri. Instead of complaining all of the time how about you contribute, you clearly want to see an improvement so help us get there. Yuri balance is finally being looked at. Engi is here to stay, scout better, get faster, counter it. If some one alts you, then why the hell did you let them in your base? Yeah, I reported that ages ago got no reply. I didn't encounter much toxicity at all, the most toxic player in QM right now is Andy. Feel free to report any 'extremely' toxic players to me by PM, I'll send them on a few short holidays.
  15. It's to avoid bailing, rank busting, flaming. Everyone plays their fullest to win & get rank 1. Today I played some on stream and totally lost interest after losing to Yuri a few times in a row. Totally understand all the players asking to ban Yuri. Would you guys be interested in something like a balance patch option that only affects the Yuri faction?
  16. Yes. Staff in charge has been busy with their lives. Hall of fame is Andy's life purpose. To me, personally, its always been meaningless in a competitive sense. Have you been a bad boy? You replied to my thread so seems that you can post there. 3 hours + to wait is an eternity indeed.
  17. Actually I made those points impassable entirely! Which is what I meant under 'compartmentalised', the large water areas, including the middle are split into 5. TL and BR water zones each cover bombardment access to the main base and the last expansion areas.Assuming players expand vertically and not horizontally.
  18. I released the map under impressions that navy was disabled on it, there were too long gaps between working on the maps and release. Instead of disabling navy and leaving all of those water areas useless, teasing any bright strategic minds of their potential I decided to just block the travel routes of any naval units and make it accessible from late game expansions.
  19. Updated "All The Fury LE". Compartmentalised the navy to stop Boomer rushes by Yuri players. Navy can still be used but fits into a late-game role as originally intended. Changes to go live when admins update. Sorry guys, I feel your pain.
  20. Replaced [Pro] Dry Heat with Dry Heat LE Fixed top left ore refinery placement at gems from oils. Added build routes to middle from all spots. Replaced [Pro] Sahara Mirage with Sahara Mirage LE Removed middle gems to make the map more fair against the Yuri faction. Removed fences around middle tech buildings. Replaced Tech Machine Shop with Tech Aiport. Moved top and bottom middle oils closer to the large ore expansions to make the map less mid centric while giving Allied players better odds. Replaced Heck Freezes Over with Heck Freezes Over LE Rebalanced middle gems. Added build obstructions in the form of terrain deformations to middle, to prevent rushes straight to middle. Opened up few new build routes for more BO options in multiple spots. Removed minor annoyances around the map. Upgraded map detailing. Added Dusk Ravine LE Added All The Fury LE A competitive 1v1 conversion of the popular 3v3 map. Compartmentalised the navy to stop Boomer rushes by Yuri players. Navy can still be used but fits into a late-game role as originally intended. All maps are available for S vs Y vs A. LE stands for Ladder Edition, this naming scheme will replace all [pro] maps in the future. Removed the following maps from the pool. Blood Feud II Meat grinder The Path More Travelled by Face Down Paris Revisited Sovereign Land Hidden Valley Official Tournament Map A Credits: @ChallengerX_Pro - Dusk Ravine (original version) BlackSnow - All The Fury (original version) @FlyingMustache - Map Tester @heldro - Map Tester @Blazer - Map Tester @dkeeton - Update development @Grant - Update release
  21. The graphical changes do not affect how the crates are collected in the slightest. Without providing some sort of proof in form of video or another visual method your comment will be taken as a derivative of a 'placebo' effect.
  22. Maybe people should stop playing the infinite money maps then?
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