-
Posts
1467 -
Joined
-
Last visited
Everything posted by [CC] RaVaGe
-
I suggest you read the thread before posting to avoid reporting the same problem twice. This will be included in a future fix.
-
So just record a quick build to IC on the same map on same spot. Timestamps will prove if there is any difference.
-
The building speed is the same, if you ever play against someone with a good connection speed it's just as fast or even faster. I used to think the same, it's just placebo, try playing 1v1 with just 2 players in lobby on a good tunnel server.
-
I checked the code it's true. The tank build speed must have caused a placebo effect on other things. Also on cncnet the first PP gets ready faster usually due to the connections evening out sooner than on xwis.
-
Exactly what I thought, self heal on all armoured units... Impossible to balance vs that.
-
Buildings have always built at same speed, only tanks have a reduction between 30% - 50%.
-
When were these ever broken? I haven't tested sharing ore to allied ore refinery, but I've never encountered problems defusing Ivan bombs with engineers. I've updated first post with your list.
-
This has already been tested by both myself and ZigZag and functions the same way as in RA2, thus needs fixing.
-
Thanks, I was hoping some one would.
-
Not that difficult to rename and copy a few entries...
-
Lets say the Tesla Tanks Good vs Battle Fortress Good vs Rhino Good vs Grizzly Bad vs Mirage Bad vs Prism Tanks Bad vs Desolator Equal to Tank Destroyer Low damage vs Buildings (like grizzly) Then Russia will have a unique advantage while Desolators, Terrorists, Demo Trucks can still pop Tesla Tanks similar to Prisms if properly controlled (micro).
-
Everyone has an opinion on what and how, but we should consider what will actually work in play and how effectively. Will the change cause more people to play the faction? Will it hold out in pro play? Will it deviate too much from Westwood's original design?
-
Moved content to first post for ease of use. Staff PM me for more info if needed. @ZiGZaG Please add anything I missed. Avoid highly sensitive exploits and PM to Iran/dkeeton instead.
-
Please post any differences that you've noticed between the original RA2 and RA2 mode on cncnet in this thread. Notice: Spam & crap posts will be deleted, this is not a discussion thread. Differences between current RA2 mode and original RA2. First post will be updated with any important details posted in the thread for easy tracking. Staff can mark or PM me to mark items as done. Legend Done To be finished Following does work (Will be released in a future update) Type select does not work on building types. (keyboard shortcut T) (Fixed by dkeeton) Units spawned in factories after the unit ready announcement are not selectable. (Fixed by dkeeton) The psychic sensor does not... Reveal submerged enemy naval units. Reveal disguised mirages. Reveal disguised spies (units or defences nearby can auto engage). It just shows movement psi lines. Show an alert animation on the radar (like a square that glows in the area where something is being revealed). Use Psychic Sensor graphics from RA2, but defaults to Yuri Radar's graphics. Transport pips are incorrectly coloured or placed. RA2 mode uses YR pips.shp rather than RA2's equivalent, which leads to distorted pip displays in some cases. (Fixed by dkeeton) Harrier/Eagle ammo pips are improperly set in art.ini Gameplay & Balance differences Flak weapons seem to be more damaging, from game-play experience they seem more accurate, the flak clouds scatter less when compared to RA2 original. Though I've checked the rules vs rulesmd and the values remain the same, could this be a game-system change in the internal code? Applying Iron Curtain to tanks that are infected by Terror Drones does not remove the Terror Drones, while the tanks don't receive any damage for the duration of the IC effect, the damage returns upon expiration of the IC effect. Dreadnought and Boomer are unable to receive orders after missiles have been fired. (video) Unable to repair units on a friendly/allied repair depot. (Fixed by dkeeton) Exploits that need to be fixed in both RA2 mode and YR * MCV exploits. Selling arial units such as, kirovs, jets, rocketeers. * Chrono miner block. ALT damage transfer (is this still under debate?) * Unlimited Chronosphere. Hiding Harriers & Black Eagles inside buildings. * Landing Harriers & Black Eagles on Service Depot & Naval Yard. Parking/hovering Harriers & Black Eagles above buildings keeps them from crashing without AFC in some circumstances. * Tech Oil Derrick exploit. * Unlimited V3 & Dreadnought range. * Chrono Legionaire promotion. Bugs in both RA2 mode and YR Factory type buildings can get glitched and unable to produce anything until rebuilt or redeployed. Usually happens when a prerequisite structure is lost while producing an item that requires the prerequisite. In rare cases, it can happen at game start when building the factory structure the first time. (Factory type buildings are Conyard, Warfactory, barracks, naval yard, air force.) A rare bug where units cannot exit a Warfactory, usually happens at the game start, units can be bought in the sidebar, however, once the unit is ready the player is refunded the cost of the unit & no unit exits the factory. (This is usually remedied by rebuilding the war factory.) Minor Differences The loading theme on RA2 mode is still the theme of YR (Bully Kit), not RA2 (Jank). Ore Purifier still animates regardless of low power or not in RA2, while in RA2 Mode it does not. When you have something mind controlled of a player that is defeated, the unit explodes in RA2. In YR you will keep it and if the mind controlled Yuri dies, the unit becomes neutral hostile. When an uncaptured (civilian) oil derrick is half destroyed in YR, it's working animation is played, this is not the case in RA2. Neutral vehicles scatter when fired upon in RA2, while in YR they don't. Some mind-controlled civilian vehicles are automatically attacked in RA2 mode while in the original RA2 they are treated as insignificant. Propaganda trucks don't use their audio effects for propaganda speech in multiplayer maps on RA2 mode. In the original RA2 neutral/civilian controlled units are allied to any Ai players, on maps like City Under Siege the neutral gates open for the Ai. @Grant @dkeeton @Iran
-
I have mine work in a way that keeps it damaging against vehicles and base defences, but with reduced damage to normal structures. It's meant as a defence buster.
-
Don't care. You don't even try to manage to learn the unit's new meta, but just want another grizzly tank that's stronger.
-
That's completely changing the meta for the entire game and is going far into modding territory, I've seen a few people attempt and finish making that type of mods. While they certainly are interesting, we should consider the base game. For example, while Lucifer is dissing my changes to Germany, it does change the meta when playing vs Germany as Soviet or Allied. Tank destroyers are capable of defending off early rhino rushing and also deter late game armour offerings like Apocs & Battle Fortresses. While being weak against infantry lets the Soviets use the Tesla Trooper and Conscript more effectively in the early game not to mention air units.
-
So, based on your input I've re-worked it a bit. ;> Increased Tank Destroyer health by 100. ;> Increased Tank Destroyer price by 100. ;> Increased Tank Destroyer firing range by 1.75. ;> Increased Tank Destroyer movement speed by 1. ;> Increased Tank Destroyer's Rate of Turn by 2. [TNKD] Cost=1000 Strength=600 Speed=6 ROT=7 [SABOT] Range=6.75 [SABOTE] Range=6.75 These changes make it a good defensive unit that's more micro able and gives Germany a good counter against armour. Increasing damage against buildings and infantry would just make it too OP.
-
Yeah, let's ignore the other changed completely!
-
Some good ideas. Though I don't see why you changed the weapon so much, even boosted the anti v3 verse. xD
-
+100 health +1 movement speed + $100 cost
-
That's how discussions work, we explain our thoughts to each other.
-
It's just a quick bunch of tweaks to... Try & nerf Yuri in a way that leaves it feel very similar to Yuri players, while allowing a more RA2esque meta to be used against it. Boost or nerf country specific units so they are useful in multiplayer scenarios, while making them OP in their own way, though I feel they must be to maintain the feel of the game and give a unique advantage to each country.
-
It is, however it doesn't see as much use in YR as it does in RA2, due to most players making a seal and GGI Battle Fortress.
-
Yet in my balancing of the Tesla Tank it takes out Battle Fortresses with ease and most other Yuri units with 1 hit, which makes Russia more preferable as the Desolator does not see much use against Allied due to the addition of the Seal.