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FlyingMustache

Ladder Tester
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Everything posted by FlyingMustache

  1. Naval War isn't irrelevant. It's a game type. If people want to mod a better Naval war, it's up to them. Game should be balanced around default game rules? There's more than one play style in this game. Game being balanced around one type of play style is simply your opinion. Most people would prefer more. Yet you claim I'm the ignorant one lol.
  2. Yeah, Andrew has a case here. Those units are pretty shit lol. In high level play, it's nothing but dogs, rhinos, desos, rocks, planes.
  3. not sure if its a good idea since gattiling tanks are pretty cheap and they do their job very well. Id rather increase the time when slaves got respawned from miner when they are killed. Have you ever played as yuri in a big naval map like Ultimate Battle? He gets raped on the water. the only units he's able to use on the water are boomers, discs, and two yuri primes. Allies and sovs have quite a large variety. I think a gatling boat would make him more useful on maps like this. However, I do agree that any balance changes or mods should be through maps only. Cncnet is good to stick to the original game.
  4. So what kind of games are we looking at anyway? SW on at all times? Spam maps? camp maps? I think there should be one of each. Otherwise you're just catering to one playstyle for this tourny. Best of 5 with 5 different playstyles I would suggest.
  5. Nah, the light armor has also made them vulnerable to seige damage, such as prism tanks. Sure, a couple tesla tanks will wipe out a few prism tanks. However, in a larger group, the prism tanks beat tesla tanks due to this armor change. Basic tanks like grizzlies and rhinos do deal less damage to them, but many other units deal increased damage to them that it counteracts this issue. Desolators are very effective against them now, as well as terrorist bombs, demo trucks, rocketeers, miners, and infantry. The basic tank issue hasn't even been a problem in recent games. Also, who said tesla tanks are meant to be ineffective against tanks? Hell, the developers gave them 100% damage to heavy armored units.
  6. Yes, agreed. These units do need an upgrade, minus the destroyer. That unit is in a very good spot right now. It's very powerful as it is. It shits on boomers all day and night. However, that's also due to yuri having no anti air on the water. I plan on changing that in my maps. Perhaps a gatling boat is in order. Possibly a mind control boat as well.
  7. This is a continuing process. That's why I'm doing them in the form of "patches" so to speak. After testing the changes with players over the course of a couple months, I make necessary changes to iron out problems. Not to mention these changes are more geared toward non superweapon games, since sw games are less strategic. Tesla tank: it did in fact replace the rhino as basically a superman tank. hence why in 1.2 I changed it's armor to light. Therefore it could still be useful with it's power but not be as heavily armored as a rhino. Seems to be good now in the recent games. Grand cannon: It actually isn't so easy to counter in the right hands. they had range, power, and high defense all in one package. In some cases it was game ending. 900 health? even more than an apoc at tier 2. This nerf was to make them fightable at tier 2. The grand cannon wasn't even killable by 4 eagles. I must admit that I might have trimmed off too much health and I will probably increase it a little later on. I haven't had a good player use them yet however, I'm awaiting further testing. Grizz/lasher: my reasoning for this was the damage to cost ratio. Rhinos had a slightly better ratio in this regard. I feel the other aspects are balanced though. Grizz have less health, but higher speed. They have less range, but more attack speed. Tank destroyer: This health nerf was because after buffing them in 1.0 the late game german army was quite powerful. TD + prisms + bfs were quite unbeatable to tier 3 sovs. The health reduction tackled that issue, without hurting tier 1 battles too much. Magnetron: I didn't want to take this away, I couldn't figure out how I could make it pull units instead of lifting them. This mechanic was heavily abused by yuri players so badly that lashers weren't even built. You could ONE SHOT any tank unit from a range of 12 on many maps. All for 1000 bucks. This is why the mag cannon was changed in RA3. It pulls instead of lifts. I might change it later, but 1.3 is my first attempt at balancing yuri out and the magnetron was far too powerful as it was. Yuri's niche is mind control not juggling tanks, and that's all yuri players did. Yuri is still very powerful even without the magnetron. I think it's fine as a seige unit that deals damage to buildings and miners. I will probably make it cheaper though Gattling tank: the damage reduction only effects the first stage of it's ground attack. This reduction was to reduce it's effectiveness against ground infantry and terror drones. They were so strong that yuri players would not even make a virus. Like with the mag, when yuri players aren't making certain units because other units do their job better, you have a problem. You yourself said it in your blog. I made them carry a passenger because yuri infantry is almost never used by yuri players. Yuri's lack of transport is part of this problem. Lastly, yuri needed some nerfs in certain areas. Nobody plays yuri because everyone BANS him, not because he sucks. My changes have been tested in each update. Currently in 1.3, if you go random, you're not screwed for getting a crappy nation. You can freely go random without fear of this. There are a few problems that still need to be addressed, but I wasn't expecting to get it all right the first time.
  8. I've already done this for many maps, with some of the same changes lol. http://cnc-comm.com/community/index.php?topic=4035.0
  9. You would have to apply your mod to a map and simply host. Some maps get crazy popular. I'm sure you've seen Extra Small floating around. That's a popular one.
  10. I don't think putting limits on units would be a good change for balance. Just making some of the crappier units more useful is the approach I take. So far the factions are quite ironed out. If you're not actively grabbing the critical points on the map, then you deserve to lose. You can't just sit in base and expect to win.
  11. Hi superman! I completely agree with you on the lack of certain units. Cncnet won't be making any balance changes to retain the classic ra2 gameplay everyone loves. I however have been working on balancing the game thru my modding of the official maps which I refer to as the "Stache" maps. Join me and my buds sometime. In game name is MustacheX. Join us and you'll see every nation, unit and strategy being used.
  12. I'm down to participate. MustacheX Any prizes?
  13. I am a "top pro" and I say that Allied > Soviet on RA2. That's assuming that you have two equally skilled players. Of course a "top pro" Soviet player will always defeat a "noob" Allied player on RA2, but when it's two "top pro" players versing each other, then the Allied player has the edge. And again, you're forgetting about the price. What does a Battle Fortress cost, $ 2000? I can tell you that 5 Rhinos cost a whooping $ 4500. So you're going to pit an empty fort against 5 rhinos? gg ez no re A full bf is 4000 if it's ggs. Usually people go with a seal or a chrono as the last slot, which would put it at 4600 and 5100 respectively. Five rhinos will beat a single bf with good control. The chrono bf might win, it could go either way in regards to that particular setup.
  14. Do you have any new update concerning this issue? Me and some buds are trying to play on some mod maps that I haven't been able to transfer.
  15. My installer won't seem to install the cncnet files intot he directory. The installer proceeds normally as if it was installed, and it even opens the lobby. However, when I close the lobby I have to reinstall cncnet because it never truly installed in the first place. I'm on Windows 8, but I'm not sure if that's the problem since it installed correctly on my desktop windows 8. If anyone knows the problem, help would be greatly appreciated.
  16. For those that play on my maps. The MX maps. The mod list is revised for 1.96 Anything that is no longer listed means that the value was returned to the vanilla value. Soviets Tesla Tank: range increased to 6 from 4. Can attack while moving. Can also detect cloak. However, damage to heavy armor tanks reduced by 50%. Build timer reduced to 1.0 from 1.2. Given area of effect damage, 3 total targets. Each fragment has 30 base damage. Terrorists: speed increased to 7 from 6. Can also no longer be crushed. Blast radius increased to 2 from 1.5. Demolition truck: speed increased to 7 from 5. Apocalypse tank: can now attack while moving. Can no longer be crushed by the battlefort. Tesla trooper: cost reduced to 400 from 500; range increased to 5 from 3; fearless. Flak trooper: cost reduced to 200 from 300. Elite troopers deal 20 damage per cannon ball instead of 8. Elite troopers were dealing less damage than normal troopers. Kirov: Will drop bombs on passerby units. Terror Drone: Will now grind for 1 dollar instead of 500. This is to prevent Yuri from benefiting from his droned units. Nuclear Reactor: cost increased to 1500 from 1000. Power reduced to 1500 from 2000. Adjacent reduced by 1 from 2. Health reduced to 750 from 1000. Allies Tank destroyer: speed increased to 6 from 5. Range increased to 5.75 from 5. HP reduced to 350 from 400. GGI: movement speed increased to 4 from 3. Missiles deal 20% less damage to steel buildings. HP increased to 125 from 100. Tanya: speed increased to 7 from 6; fearless Grizzly: range increased to 6 from 5. Build time modifier reduced to 1.4 from 1.5 Grand Cannon: Health dropped down to 500 from 900; also a hostile unit. Power cost is 150 now instead of 100 Harrier: cost reduced to 1000 from 1200 Black Eagle: cost reduced to 1000 from 1200 Tesla IFV: damage increased to 80 from 60, but attack speed reduced by 11% IFV: Elite ifvs shoot two less missiles, but these missiles deal increased damage to retain original damage per second. This prevents bug abuse on buildings. Power Plant: cost reduced to 600 from 800 American Airforce: cost increasted to 1500 from 1000. Build timer decreased to 0.66 from 1.0 to keep build time equal. Seal ifv: damage to drones reduced by 60% Spies: can no longer enter barracks or war factories; but cost reduced to 800 Robot tanks: health increased to 200 from 180 Sniper Ifv: attack speed reduced by 20% BattleFortress: damage bonus given to infantry reduced to 10% from 20% Prism Tank: Can now shoot while moving. Chrono Legionnaire: cost reduced to 1200 from 1500 Yuri Lashers: cost reduced to 650 from 700. Build time modifier reduced to 1.4 from 1.5 Virus: range increased to 12 from 10 Tank bunker: health reduced to 600 from 1000 Gatling tank: health reduced to 200 from 210; can carry a passenger; stage 1 ground weapon reduced to range of 5 from 6; stage 1 ground damage decreased to 15 from 25 Boomer: Calling card added. Chaos drone: Build timer reduced to 1.0 from 1.1 Grinder: cost increased to 800. health of grinder also reduced to 500 from 900 Yuri clone: disabled inside bf Magnetron: Reduced the size of lifting to 5 from 5000. Units above size 5 are too heavy to lift for level 1 magnetrons. Rate of Fire units increased to 200 units up from 20 units (attack speed reduced.) Secondary weapon range increased to 11 from 10. (can damage miners). Damage increased to 100 from 80. Cannot attack up hills with primary weapon. Brute: cost reduced to 400 from 500 Mastermind: overload damage doubled. Overload count changed to 3,4,5,6 instead of 3,6,10,50 Bio Reactor: power each infantry gives reduced to 25 from 100. Neutral Dogs: attack speed reduced by 50% Walls: Can be built 4 more grids away from base, and the segments are increased to 10 from 5 Crates: Yuri mcv removed from crates; crate radius increased to 5 from 3; upgrade crates (armor,firepower,speed,promotion) now have a 25% chance to spawn up from 10%; the healing crate has been removed Also, keep in mind that movement speed is different depending on the unit. There's infantry movement speed, tank movement speed, and flying movement speed. For example, the terrorist is not as fast as the demolition truck even though they have the same value for speed. I must give thanks to those that have contributed with their constructive critique. This has been a group effort. Your inquiry is greatly appreciated! Namely: Kireeek; KinKys3x; Zerostrike; Korc; AndrewFord; ZiGZaG
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