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Everything posted by dude30500

  1. A much easier way to test it is, play without AM and look at turret explosion/dmg dealt and then turn on AM and look at explosion/dmg. On cncnet5 the AM turret is a buffed turret regardless.
  2. The link below has some mathematics on tanks from each faction and then has various math on each tank, comparing each Country's tanks. It compares DPS, cost efficiency and more. Note the formulas used. https://docs.google.com/spreadsheets/d/15qOSzmrSstHXPvnVWkZV_244EhqzsPqET8XpbuXsHN0/pubhtml Cost efficiency: - SQRT(DPS*HP/Cost^2) Effectiveness per unit - SQRT(DPS*HP) Time efficiency - Effectiveness per unit/Build Time [glow=red,2,300]Notes:[/glow] I know France and England normally have weaker stats CnCnet5 Allies have Germany stats The greater efficiency stat (in the table) the better Red Alert ignores decimal values in Damage, ROF, HP, Movespeed [glow=red,2,300]Summary:[/glow] Countries: - France has the highest DPS and cost efficiency (Dividing by ROF 0.9 is a bigger increase than multiplying damage by 1.1) out of the Allied faction. - England is second place, where they have HP/0.9 which would allow their tanks to stay in Green HP longer so they don't gain a movespeed penalty which would benefit in Q battles. Also the 10% damage reduction would cause healing to be better (Repair, Medic, Mechanic, or Service Depot) although only the former is used and rarely at that. - Germany is technically the worst Allied faction IF the ROF and Armor values aren't reversed in the rules.ini. The only advantage in this case would be is higher burst damage (when units live long enough to fire only once) or Nukes and Mines. Also the splash damage is slightly larger. - USSR is the most cost efficient late game, but gains no combat stats and the cost is negligible if you can manage your economy. IT DOESN'T AFFECT BUILD SPEED. Mammoth Tank: Slow, cost inefficient and is underpowered against every other tank type. It can target air, but you can build Sams, AA's or rocket soldiers to do the job better. Heavy Tank: Very cost efficient, but not time efficient (Takes longer to make a powerful army) when playing USSR. Outshines in the later game. Medium Tank: Formidable tank, 1 speed faster than the heavy tank, and is more time efficient. Advantageous in Tank battles until Soviets can max speed build heavy tanks. Light Tank: Fastest battle tank, and has slightly more DPS than a medium Tank. Can sometimes take less damage from Tesla's. Isn't more cost effective than Medium Tank's when playing germany, due to the 0.5 damage loss from the game ignoring decimal stats. Slightly more time efficient than the medium tank, and is faster so takes less damage from Q battles than the medium tank, which if you're good enough can outshine medium and heavy tanks. Turret: Is more cost efficient than the Tesla Coil, but can miss Q-dancing tanks where the Tesla gains an advantage. AM Turret: Is extremely strong, has almost as much DPS as a Tesla coil at half the price, and has faster projectiles and frankly is overpowered. Tesla Coil: Cannot miss Q tanks usually, but on certain occasions deals a portion of the game to moving units. (You will notice it doesn't always 1 shot light tanks) Tesla coils are underpowered on paper, but they have the best range and max speed build they destroy enemy bases really fast. In normal games they usually aren't worth the cost.
  3. We could have a ruleset for speedrun i.e. 6/7 gamespeed so its not too slow and boring but the play time would be fair.
  4. I've looked around the forum to see if these were answered but do they have any country bonuses to them? Some people said they're like Germany others said, Turkey/Greece/Spain have Fasterbuild/More range/Stronger Infantry respectively. I wanna know the turth
  5. I'm kind of curious why there is a 500 infantry/tank/building and 100 vessels/aircraft on this game, its annoying in infinite money maps with like 8 players and I'm kinda curious whether it could be changed somehow. I'm assuming its hard coded that the game can only handle 500 units at a time but I'm wonder if it could get unofficially patched so the cap doesn't get reached as easily, especially when someone leaves the game and the AI builds so fast they reach the cap and no one else can build anything.
  6. Yea, I felt that air needed to be powerful because they are expensive and require an ammo system. Plus air is extremely easy to kill.
  7. This was just a little idea I had to create a map with some RA1 changes I think are needed [glow=red,2,300]Notes:[/glow] - THIS DOESNT CHANGE ANY GAME FILES!!! - Tanks are NOT changed, I think Q'ing takes skill and shouldn't be changed - Some units have changed sides - the 500/unit type cap is REMOVED [glow=red,2,300]Patch Notes:[/glow] Economy - Ore growth per minute changed to 0.8 from 2 [its faster] ; Ore regenerated WAY TOO SLOW Movement - Wheel movement (MGG, Ranger, MCV, Demotruck) increased +10% on all terrain types ; Basically rangers were slower than tnaks yet were a scout unit which didnt make much sense [glow=red,2,300]Both factions[/glow] Service Depot - Service depot repair rate doubled - Service depot repair cost reduced to 1% (basically free) Ore Refinery - Cost increased to 2500 from 2000 ; This change allows more option to use infantry tactics before tanks ; Later in the game, it incentivises players to build ore trucks while halting tank production to increase economy instead of spamming refineries Rocket Solider - Movespeed increased to 4 from 3 - Health points increased to 75 from 45 - Attack range increased to 5.5 from 5 - Projectile speed increased to 35 from 25 ; Makes them less prone to being crushed, and fragile to area attacks ; They can deal with vehicles much better and makes them more viable when mixed with your tank army Missile Silo - Health increased to 1000 from 400 - Nuke deals 50% more damage ; Makes them less vulnerable, and nukes should be strong to kill more than just powerplants Demo-Truck - Speed reduced to 6 from 8 ; Makes up for wheel changes - Cost reduced to 1600 from 2400 ; - They are weaker than nukes, and should cost less in that regard Conyard - no longer has sand below it ; It's easier to wall/or protect it with other buildings Airfield is double sided - Paratroops drop 8 infantry instead of 5 Spy is double sided (soviets get different effects in certain cases) [glow=red,2,300]Allies[/glow] Thief - Costs 400 - No longer requires tech center - Speed changed to 4 from 3 ; If you properly escort Thieves, you can cheese over enemy economy and gain an early advantage Medic - Cost reduced to 250 from 800 - Heal range increased to 3 from 1.83 ; Makes them easier to heal and can be used in infantry rushes much better Mechanic - Cost reduced to 500 from 950 - Repair range increased to 3 from 1.83 ; They can better heal tanks in battle from further away Ranger - Cost reduced to 500 - Damage increased to 20 from 15 & fires 2 shots at once ; They are less bad and can protentially harass power plants and ore trucks APC replaced by Phase Transport Phase Transport - Cost increased to 900 - Fires rocket soldier weapon - has 5 passenger seats - retains stealth (which can be detected by defenses, APC's and rangers) - Moves at same speed as medium tank Artillery - Health increased to 125 from 75 - Range increased to 9.5 from 6 - Projectile speed doubled - No longer inaccurate at long range - Note: Since cruiser uses same weapon, Artillery weapon is different so cruiser is still inaccurate Radar Jammer - still suck, give ideas Mobile Gap Gen. - still suck Longbow - fires 33% faster - deals 50% more damage ; they took too long too deal their damage, and are more threatening to undefended bases Yak moved from Soviet to Allies - cost increased to 1100 - fires 10 missles really fast (400 damage total) - deals fire damage ; two of these can kill power plants ; three can kill all wood armored buildings ; Although they seem overpowered, it requires 1700$ to build 1 Yak, so spending 3400$ to kill adv powerplants should make sense and spending 5100$ makes sense to kill all wood buildings ; Scout bases and building SOME AA! Pillbox & Camo - Damage increase by 50% ; They are better compared to flametower, and building them around important buildings can stop Q dancing better Grenadier moved from Soviet to Allies Chrono Tank - cost reduced to 2000 from 2400 ; they're a little easier to afford Chrono Sphere - Cost reduced to 2000 - Vortex chance Removed - no longer kills cargo - health increased to 1000 ; Allows for interesting transport tactics and reason I removed vortex is pretty obvious AA Gun - health increased to 600 from 400 - selection name changed to ZSU-23 [glow=red,2,300]Soviets[/glow] Flame Thrower - can be built from the start - health increased from 40 to 75 - movespeed changed from 3 to 4 Shock Trooper - requires radar dome - costs 600 from 900$ ; They cost effectively own tanks, but have poor range and mobility so kiting is an option, or use Artillery/V2's Attack Dog - Health increased to 50 - Movespeed increased to 5 from 4 - sight range increased to 6 from 3 - selection name: Squirt (named after my dog) ; They are like Red Alert 2 dogs, and useful for scouting Mammoth Tank - Cannon attack damage doubled - Speed increased to 5 from 4 ; probably doesn't remedy their problem's but they now aren't trash Iron Curation - Cost Reduced to 1500 - Health increased to 1000 - Effect duration doubled ; Iron curtain sucks and probably always will ; With mammoth tank damage doubled, you can iron curtain one and OMG! its a threat SAM site - health increased to 600 from 400 Mig - deals a total of 320 damage - cost reduced to 1100 ; 2 hit kills any defense building, 1 hit kills light tanks Hind - Fires 6 fireballs for 70 damage each (420 damage total) ; Basically a nice damage improvement for harassing 304_beta_Balance_Patch.rar
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