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Posts
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Everything posted by Ford (retired)
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Lol you serious? All I said was clan ORA is easy to beat because I was trying to introduce a new player to the game. And as for that wiki, I have no idea who made that; anyone can make a wiki, but yes I did post it in chat because I was trying to dispute claims of wins and losses. I didn't know people can get so butthurt over playful trash talk/ trolling considering everyone trolls the chat anyhow. First ban, yes I was overboard, swearing, using racial slurs and being vulgar but this time I just issued challenges to people in the chat. What kind of Nazism is this?
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Uhm, Am I actually banned because all I've been doing was some playful trash talk e.g. wanting competition or is the servers messed?
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Gotta include Mobile Gap Generator and Rajar Jammer
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I played since October, and when I started playing I had no problem with cussing. I have no idea what you're talking about tbh. Also the majority of players play RA1 and not RA2, because RA2 community is worse and theres a little chance a new players can become good like the veterans.
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The issues I have with the balance are that certain country units get sidelined by Desolators on the soviet side, and the soviets arsenal is limited. Please tell me a top tier game where sovs weren't Iraq, and they actually used tesla troopers in their tank mix. The issue isn't the amount of faction use, the issue is the unit viability. V3's suck, Robot Tanks are weak, Tesla Troopers too slow and bad range, Tank Destroyers are sluggish, slow, and lose Tank battles anyways. No one uses Crazy Ivans competitively.
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I'm planning on making some standard maps, with modded rules for increase diversity for unwhelming units without nerfing core strategies ppl know. Such examples include, robot tanks, Terrorists, Demo trucks, Tank destroyers.
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I agree. I'm working on some changes to units that are considered trash or only viable against casuals. Maybe we can play and do some testing once I feel good about the changes. (I'll post them later) Some cool Soviet things you can try is Terror Drone + Desolators vs Yuri as Yuri has no way to repair units, and Desolators will Melt Gattling Tanks/ Lashers that try to take out the Terror Drones. It's kinda lame though as other units have a harder time. Another cool strategy is Flak Track, Ivan plus conscripts/Terrorists. Heres what you do: Place bomb on conscripts and load them up into the Flak Track, they won't explode until they exit the vehicle so if you escort your Flak Track next to valuable buildings....BOOM!!! Can even kill a conyard.
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Hey guys I am wondering what are the biggest or most common concerns with Yuris Revenge? Mine are, Boomer Subs are crazy strong considering they don't need a battlelab Garrison Initiates are too powerful (Even one in a building is powerful)
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The fast paced action of KotG (Keep off the Grass) from Red Alert 1 is remade for RA2 YR. I will upload the file soon once I iron out some kinks but for now, you can take a look at the gameplay video of my friend playing the map in a link that I posted below. https://www.youtube.com/watch?v=u3hfWN0ri7k&feature=youtu.be - Basic strategy, build towards the Entrances so your Refinery is as close to the gems as possible. Break open the wall by attacking the Barrels - Capture the Oil Derrick, and hold your ground. You can place some defenses in the middle and control that Area of the map. - Apply constant pressure with your Infantry in this close quarters map. - You have two directions to build your base, and you may find you built your bases towards each other. PS. Feel free to watch my other RA1 and RA2 videos.
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Basically ORA-Break is immune to getting banned for some odd reason as he just beaks me every single day and nothing happens. It's good to know there are politics in a 20 year old game, and its really pathetic to be honest.
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Basically I gave my friends a link to download RA and YR, the problem is that some of them could download and play and some couldnt get their game to start via cncnet 5 lobby. It shows NO error message and from my point of view the players loading bar is at 0%. http://xwis.net/forums/index.php/topic/177134-downloads/ I'm wondering what can fix this because I want the YR community to grow and have people not frustrated with getting their game to start. I understand that some people use Origin to play RA and YR, and that apparently isn't even the issue despite some peoples claims. I'm wondering if it has something to do with peoples firewall, but it shouldn't be the case.
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I don't feel like Infantry are underpowered. The reasons for this is that you can mix infantry with tanks and its effective in Q battles if you can properly block the tanks from crushing your infantry. Infantry can also destroy a base before tanks can be spammed, quite easily. Also, you can use Ctrl Groups plus formation so escort infantry to a base faster. Just because you see people spam tanks, doesn't mean its overpowered.
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The price reduction doesn't affect build speed, so Allied armies can build a stronger army in a given time frame because of the 10% damage bonus. The price reduction only applies when you actually run out of cash, other than that Russia has no advantage until later in the game where players are low on resources. Russia has a better late game. I am going to make the changes, once I get some feedback and implement them into maps.
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Rangers take more damage from Rifle Infantry and Grenadiers than the APC. You'd prioritize Tanks over a ranger 99% of the time, because you can just crush infantry. A rifle Infantry has the same DPS for 100$, and can kill a power plant easily early in the game, hindering a persons production, and can cost effectively take out rangers. In other words DON'T BUILD RANGERS
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I was thinking of just making a bunch of maps with the changed ruleset, so you could just host them on CnCNet as usual. As for the south advantage, truck patterns and such, most of that could be alleviated based on map layout if you make a Left vs Right map, unlike the top corner vs bot corner. For the truck patterns, that may be more difficult, but I can start by balancing what I'm able to balance
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I'm interested in modding, so I've decided to see what the community thinks about the state of the game. What do you guys consider overpowered or underpowered and why? I don't want to hear crying over tanks, or Q'ing because I don't want to make a mod that hurts the competitive game mechanics and viability, but instead allow different options to be used. HOPEFULLY once I start to make the changes, pro players will decide to use them as an alternative and use my patched maps. I'll start Medics are way too expensive, and don't add much benefit in infantry combat for their price (such as on KotG) Yaks are trash, they should either be good vs Wood buildings or large groups of units Mammoth Tanks are slow, and are not worth being built (except max buildspeed p4) [glow=red,2,300]EDIT: [2/13/2015][/glow] I will list my ideas of changes and reasoning behind them, lets hear your opinions too I haven't implemented any changes into maps yet, I want to hear feedback. Medics: Cost reduced to 250 from 800 Reasoning: Makes them useful in Allied infantry combat (especially on KotG). Thief Reduced cost to 400 No longer requires a Tech Center Reasoning: Any good player will not have left over funds to steal, so Thieves can still remain useful and cheese an enemy economy early in the game if the enemy isn't prepared. Artillery Ranged increased to 9 from 6 Health increased to 125 from 75 Reasoning: Very situational (probably only used them once to stop grenadier rush), but they are too fragile and low range to properly mount a siege on an enemy base. Ranger Uses Tracked Movement type (still cannot crush infantry) Weapon damage increased from 15 to 30 (affects APC) Cost reduced to 500 from 600 Reasoning: They were slower than Tanks and were just useless overall. I intend for them to be used as a niche harassment unit against powerplants, if they need more improvements I'll see to it. Pillbox/Camo Pillbox Damage increased to 50 from 40 RoF Increased to 30 from 40 Reasoning: They were a little weak against infantry (Flame Tower 1 shots infantry in an AoE), but I tried not to tweak them too much because they are surprisingly effective against Tank Rushes already, and are more durable against tank shells than Turrets and Teslas (LOL?) Dogs Hp increased to 25 Sight Increased to 6 Reasoning: Makes them more valuable, and won't get instantly killed by anything. Dogs should be a counter to grenadiers/rockets, while Rifle infantry remain a counter to Dogs. Flamethrower RoF increased to 35 from 50 Health increased to 80 from 40 Speed increased to 5 from 3 Range increased to 4 from 3.5 Cost Increased to 400 from 300 Reasoning: When you build a tech center, Flamethrowers should feel powerful in the late game, and a superior choice of infantry compared to the grenadier. Mammoth Tank Damage increased to 60x2 from 40x2 Projectile Speed increased to 50 from 40 Reasoning: As a late game unit, they can now deal with other faster tanks and not be outclassed as easily. Mammoth Tanks aren't only good in p4 maps now. Chinook Cost Reduced to 400 from 1200 Reasoning: As an Air Unit and air being Soviets advantage, they should feel compelled to use them more often with less punishment considering they are easy to counter already. Submarine Armor Changed to Heavy Health Increased to 160 from 120 Reasoning: Cruiser force fire will be less effective against submarines while other naval combat remains unchanged. Missile Sub Armor changed to Heavy Health increased to 200 from 150 Reasoning: Cruiser force fire will be less effective against submarines while other naval combat remains unchanged. Airfield Reduced cost to 500 from 600 Yak Remake Drops 5 bomblets, dealing 400 fire damage each Health increased to 120 Cost increased to 1800 Requires Tech Center Reasoning: Considering that the Cruiser is ridiculously strong end game Naval option, Yak's I felt can be the ridiculous Aerial option late game for soviet. With these changes a few yaks can destroy a base if undefended, 2-3 can kill a refinery, but so can Cruisers. Anti-air is really effective against this attack. MiG's Missile speed halved to better acquire moving targets (moving in the same direction as the mig attack will still dodge missiles) Uses laser-guided projectile type (Rate of Turn improved) Damage increased to 60 from 50 Reasoning: Can be used against Harvesters and Tanks more reliably. Helicopters To be decided, give me ideas?!? Reasoning: I'm think whether to lower the Tech Tree of helicopters to a refinery, cost 800 for helipad, comes with no helicopter; OR Just increase the damage of helicopters by 50% and/or cost to 800. ALL FAKES Cost is 20% of the original Inherits 50% of the original health No longer costs power Reasoning: Can do some cool deceptive tricks against Engi Rushes, Tank Rushes, and also useful for blocking tanks from reaching priority buildings.
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Feel free to check out my youtube account too, I do mostly grudge matches or friendly troll games. RA for life!!! https://www.youtube.com/channel/UCTD5pDErECm9Ia_X9WkEewA
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After I learned from my punishment, I don't feel people should just blindly use racial slurs as many different countries play on here. I want to contribute positively to the community from now on.
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Ok, I accept the punishment for my actions. When I'm unbanned I will reform and change my attitude to a non-toxic behaviour, straight up.
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So other people who start beef with me don't get punished just because they are whiny little rats who feel the need to cry to admins instead of using that ignore button. I had no idea that telling people they're scared is such a ban-able offense, but people using the N word in the chat don't get banned (cNick). If I challenge someone to 1v1 and they duck me, they are (objectively) scared of me. I don't understand these politics.
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It actually sounds like everyone is scared of me. People really need to get a spine.
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I can't use the CnCNet5 chat for no reason, people were starting shit with me because I didn't like TS and then all of a sudden I can't use the chat.
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I have a few questions. Do the new Iran triggers work on CnCNet5? And how would I put these triggers into my map? cnc-comm.com/community/index.php?topic=2598.0