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Posts
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Everything posted by X3M
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Well, I only named some familiar factors. It was an example list. So ehm, everything that has to do with the damage? All factors that can have influence on damage: - durability unit (a whole set of health and armor effects), this is based on the average durability of all units - ammount of damage, (biggest factor when the cooldown of a weapon is very high. V2-launcher as example) - overkill - system of the combat mechanic (armor can be substracted, table usage, or other effects, there is even one mechanic where damage is reduced until it hits the armor ammount) - cooldown or ROF (i prefer cooldown, while most folks here prefer ROF, ROF is often used in a wrong way though) - warm up (obelisk of light) - range - projectile speed - projectile accelaration - homing ability - projectile path (artillery, don't think in just C&C games, in Warzone2100 you actually can shoot over mountains with certain units) - splash (also includes in line of projectile path like the sonic tank) - splash durability (flame artillery from generals) - poison effect (in warcraft 3, units can get poison and take damage over time. This is one of the most useless weapons in my opinion, but remember the fire on C&C structures?) So I think you understand why I only named a few factors The first few games where limited in factors. This because it was to much program work. It should have been possible to add micro to TS. And there is some more than usual. Although people think of these as tricks. The MRLS was supposed to be an micro unit. However the range is simply TOOOOO SHORT!!! (I love you Nyerguds!) However, in overall, TS itself was indeed a bit of a disappointment to me as well. Not necessary on speed, but the lack of micro.
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Balancing RTS. (How many times have I joined that discussion?) TLDR? Skip to end summary. Summary balance points: - Combat Mechanic. - Playability. - Resource management. When one point shifts, the other 2 shift as well. PS spoiler tags don't work. PS 2. The need for balance is to have a feel of fairness to the game.
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I have only one thing to say to this... I laughed when the little zergling was on top. Perhaps you can make Starcraft / C&C3 in the same scale?
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Squishing units has accuracy 100%, I know that I am also aware of every possible factor. The worth of a weapon in most games: [splash average factor] x [Accuracy] x [Damage average unit] x ( 1 + average [Damage]/[Health] ratio x Range ) x [Health]/[Damage] ratio x [ROF]/[ROF average] ratio + ( The first shot effect, which is ) [splash average factor] x [Accuracy] x [Damage average unit] x ( 1 + average [Damage]/[Health] ratio x Range ) For suicide units, they only use the first shot effect. For weapons that need to charge up (Like the obelisk), they actually discard the first shot effect. Now, I have to be honest. I am unaware of the factors that are used when projectiles are: slow moving (thus they might miss) slow moving with homing (a certain hit, but after some time) acid (thus still working while your unit might be dead) If the homing projectile is discarded when the unit dies. The first shot factor is depending on average range when the projectile is not discarded. Please take note of certain averages. It depends on other game mechanics how these are determined. Or they change when rebalancing a game by removing/adding/editing existing units. This is also a fact for the Health/Damage and Damage/Health ratio. You might end up in circles if you do not apply matrix for calculations. Well, I guess that covers the little knowledge that I have. And some descriptions are different than in other countries.
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I once calculated the squishing costs. It never was added to the tanks as a real weapon. But every tank (that can squish) gets an additional estimated (5 squishable infantry x 50 average health cost x 7 average H/D ratio x 0,5?rangezero = ) 825. Just as a joke, someone should mod that. And see what happens? For more accurate numbers, is there a table of the frames needed for one unit killing another? I could derive the average H/D ratio from that.
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The GAP is also very useful to be hiding anti air. When you fly over, it is already to late. But in a skirmish with only tanks, it is indeed rather useless. To bad 90% of the players plays that kind of games.
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Have you any idea how annoying fog of war is? The Mobile Gap Generator is one of the best special units out there. You don't know if the enemy has a lot or almost notching there. Only way to find out is exploring. But if he has a lot, you will be surprised. Be very wary if the MGG is close to water. Because then he has some carriers and destroyers too.
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True, I hate the kind that doesn't even communicate. A simple, hello and a "what are we going to do?" Gets people much further.
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Of course you need to get the chance in playing the map. But hey, you get banned It always surprises me how some "adults" can react so childish. And it isn't just this game.
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Don't forget, each Tesla Trooper actually protects 4 other infantry units from being squashed. Rockets soldiers + Tesla Troopers > Tanks. (Except artillery and V2)
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I never said that what I explained is applied to red alert It only applies if the balance is good. Red alert lacks in balance to an extreme case if you ask me.
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The only effect that rock-paper-scissors would have is that you have "3" types of weapons and "3" types of armor in combinations. Thus 9 different types of units. These 9 groups have to be commanded separately so, that they target the right opponents. For this, one needs skill and a good overview of the game. The lesser skill means that your own rock-paper-scissor group will fail in defeating the other rock-paper-scissor group. There is absolutely no randomness in this. And with fog of war. Well, you can take a gamble. Or you explore, which is also a skill to be learned. And indeed, you don't need RPS for getting strategy in a game. With simple meat/support units, you already have your first tier of army design deployment into the battle. Example: Tanks with V2 Launchers. Then you have the fast units for hit (and run) tactics. Example: a group of humm-vees that go around defence for taking out a building in the back. Tier 2. A bonus against a certain target with + ## % as example, will only mean that you add a third tier of complexness to a game.
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You are welcome. The chrono tank is rather weak against mass. Unless used in groups with their purpose in mind. Any way, the Chrono tank requires a lot of micro. If you want to warp in a group. You have to select them 1 by one and then warp them to another place. Now, with 10 chrono tanks, this can be easily done within 10 seconds if you know how. Can someone explain this with the correct keyboard numbers? Because I forgot
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Cussed out by being your ass kicked in the game? Or cussed out by being your ass kicked out of the room? Because if it is the latter, than it is also my reason why I reduced my time here.
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http://www.youtube.com/watch?v=PcYbfmSSVpo http://www.youtube.com/watch?v=hWrw4ORIkr8 I just love these video's.
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I know that there are different civilians. But I didn't know they would also have different names?
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Technicians are cool!!! Having one of those after a battle is well worth the money. Just 1, and 20 (medium) damaged tanks are repaired. That outweighs a repair pad workings in costs. Compare 950 with the costs you need to repairing the units on a pad. Sure the technician should be a bit cheaper for multi player. Like 600. How about giving the camo pillbox stealth instead of just "camo" . So when you attack a player, suddenly he has more defence than expected. PS. For all I know, RA IS a tank game. Where infantry only can be support.
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In a sense, he is yelling he doesn't want to play your maps. Yet he keeps joining them? And if someone copied your map and changed it. It isn't your fault. Yet he blames you. This starts to become really pathetic.
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I meant that the APC can be faster than other tracked units. If a tank has 8, the APC would get 12. But on road, the Ranger should be able to beat the APC. So once again, the Ranger should have something like 16 if on road. Something like that. If possible, make some sort of wide road. So the ranger has more going for.
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The engines of RA and TD aren't sufficient enough to allow something like 10%? Because climbing infantry is a really cool idea. I still find it stupid that the Ranger is "slower" than the APC. Even if you manage to make it faster on road. How many maps out there actually have a road between bases? Depending on the map, I would suggest that the APC is +50% compared to tanks off road. And the Ranger is +50% than the APC on road.
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Some games have each race after each other. Warcraft 3 is such example where you play 1 race at a time. The next race follows up on the cannon of the first.
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There is a structure build limit in Red Alert.
X3M replied to LastPanda's topic in General Discussion
First things first. Remove your guro picture that you have for your avatar. There are children on this forum. Second, when you have like 10 construction yards. You can build and cancel constantly. Thus removing the ore from the silo's. And turning this into cash. This way, 2 million is easy. My record is 20 million. That took me about 4 hours of clicking. -
Deceptive is when a map is a mod map, while you don't know. Deceptive is when a map is a different map while carnying the same name as a map you are used to play. Mod maps are different, when you are new to it. Expect to be butchered. You still need to learn the new map. When you join a mod map and loose, please, do not complain. When you join a deceptive map, please show screen-shots or video's of the deceptions. Don't just blame someone, compare them with someone else, or frame someone (yes, framing often happens as well ).
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I know this feel. I always got accused for cheating. Even if I was only observing a room filled with new guys to my (starcraft) maps.
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You miss other strategies when playing on high speed. Yet doing 1 to 3 unit micro is really only possible on low speed if you ask me. I often play on 5. Since 4 seems to slow for me. Yet in 6 it gets me spamming already.