
a1nthony
Ladder Tester-
Posts
191 -
Joined
-
Last visited
Everything posted by a1nthony
-
Would be a tough fix, you can’t really make walls unsellable, I guess you can make the sellable units give u 0 money. I just wonder how that would effect the yuri grinder?
-
This was a super old glitch, i thought would’ve been patched out by now. Didn’t know about the miner one but the wall behind Kirov was pretty common knowledge at one point. Craziness!
-
Is Rhino vs Grizzly (or Lasher) situation balanced?
a1nthony replied to ReaperAA's topic in Red Alert 2
Soviets are easier to play and stronger. Allies rely on misdirection and speed. Rhinos are almost a tier better than grizzlies in my opinion. For example, I feel pretty safe splitting 3 rhinos to attack parts of an enemies base, but if I’m not pressuring hard with other units or something I wouldn’t dare split 3 grizzlies by themselves. Now I understand allied infantry counter this but the main OP is the desolator. I suppose what I’m getting at is it’s hard to just compare rhino to grizzly without bringing up other units from their faction, so I wouldn’t balance them based on tank vs tank unless you do that for every unit 1by1 on the tech tree. I don’t have an answer how to balance it, but I do have an idea that may spark creativity. What if a gi in yellow/red health spawns after each grizzly is destroyed? Just random thoughts -
Are these units of any use in competitive/pro games
a1nthony replied to ReaperAA's topic in Red Alert 2
That’s fair, I don’t think they are anything special. There were some pretty oddball build orders/rushes that took advantage of how fast tank destroyers are built In Yuris revenge, like going 2-3 miners then quickly getting td’s for Defense to supplement.. or when using in rushes, Seal Ifvs To kill infantry/drones and blow up buildings. edit: I didn’t watch the video -
Is It worth it to spam Yuri Brutes vs Prism Tanks?
a1nthony replied to XGalaxyZ's topic in Red Alert 2
I’d argue if you ctrl*shift backwards you have a higher chance of winning with prism tanks as well; unit control favors the prism tanks. Also if you manage to get elite prism tanks I think the brutes are done for regardless -
Are these units of any use in competitive/pro games
a1nthony replied to ReaperAA's topic in Red Alert 2
Ivan’s are good, flak troopers aren’t bad, robot tanks are average against Yuri and useful on water maps sometimes. Tank destroyers are ok since the build speed is quick... America/Korea are just better. -
Here are some initial thoughts -Can’t be mind controlled, I’ve thought about this and maybe it’s a bit op. Maybe they can’t be mind controlled by yuris and they take up 2-3 slots on a mastermind? -maybe give them an ability for Boris to ride in them as an extra gun(anti infantry, more damage to tanks/bfs, Boris apoc can’t be controlled) ...talk about anti Yuri units ^side note, maybe put Tesla troopers into Tesla tanks kinda like Tesla coils? also mustache had some good upgrades in one of his mod modes, but I forget what they were.. I think one was shoot as it moves I think those would be nice features
-
Some cool looking maps!
-
Just thinking with the level of skill modders have these days, what game types would you like to see? I have a few ideas I wonder if anybody else has any. Maybe some of these can be implemented even! 1. Team support game - ideally it would be a 3v3 with two players starting a 1v1 then after one minute an MCV paradrops and two more players are in the game and after another minute the final players would paradrop in. I think this would add a cool team dynamic, and could be pretty fun. I’m sure it would have to be map specific tho. 2. Another team support game- ideally 2v2 but where one player starts with a premade(good) base. And your ally starts with just an mcv! You would have to turn off unallying to stop allies from engiing there allies service depots. Or put the three engi rule on as well. I think this could be fun depending on how the premade bases are designed! what are your thoughts, any ideas??
-
Forgive me, because I haven’t played in a long time so I may miss somethings, also I will only focus on things that seem to be a bit overpowered from yuri and not the counters: 1.Infinite money -in a long grinding game against Soviets yuri can simply just outlast the opponent until there is no money in the map with their grinder+mutator combo keeping infinite money. 2.quick boomer sub-being able to gain a quick undetectable naval unit that quickly kills bases is extremely overpowered. 3.magnetron-a magnetron can lift an ore miner and kill a refinery very easily 4. wave tactics- yuri can attack allies in waves that with one mistake can cause the allied player to lose. Even defending accurately puts a lot of strain on the allied players economy . The allied player needed to be an extremely skilled talent in order to survive these.. with the ending wave usually two discs splitting. Pressure yuri at its finest. yuri has a lot of other strengths and I have a topic on there weaknesses. But Iirc these are the most dominant strengths of yuri making them deemed overpowered and unfair. I may have missed some but yuri definitely has more advantages than other factions
-
Is It worth it to spam Yuri Brutes vs Prism Tanks?
a1nthony replied to XGalaxyZ's topic in Red Alert 2
Answer is not in any practical situation. 95% of the time prism wanks will win, especially in mass. -
Big problem with CNCNET's RA2 / YR ore grow algorithm.
a1nthony replied to CCCP84's topic in Red Alert 2
Hiiiiiiii -
Big problem with CNCNET's RA2 / YR ore grow algorithm.
a1nthony replied to CCCP84's topic in Red Alert 2
I can tell you on Xwis, I would always have my miners mine around the ore regenerator so you could have more money in long game, and you could physically see the ore regenerating throughout gameplay. It was slow, but Not epically slow. -
People who don’t wall are the people who complain about engi rush
-
If your conyard is walled they can’t engi rush you right? Its pretty simple actually, people usually don’t use walls because most top players don’t choose to engi rush...
-
Just wall your conyard and other major buildings every game.
-
Anyone ever try using a cronosphere on a kirov?
a1nthony replied to aWarNoob1's topic in Red Alert 2
Yes, in xwis we used to chrono+ic kirovs in 3v3 lol. -
I was part of that Xwis community.. guess I’m pretty old. Also because people can make something like this now easier than before and I guess it would be pretty fun to play? Expanding naval for all sides would be a fun game type for “naval battle”. And what’s the harm in a little conversation? Don’t post in the topic if you don’t have anything to contribute to the OP....
-
I didn’t mean to kill the topic lol, sometimes I thoroughly enjoy talking about stuff like this, and I’m not one minded I do suppose I can get a little passionate. But I agree about adding a Yuri navy, I always thought that the most this game could expand on would be, Expanding the naval aspect. The problem is Yuri is just so unique in its army that it’s tough adding another super cool unit.
-
So I guess I can show you how I analyze things, and I know I’m far from the best, but maybe you can see where I’m coming from and why I think the way I do. I start by analyzing strengths and weaknesses of the unit itself, what is it’s purpose? Than it’s how to achieve this purpose?-my guess is a naval unit compared to allied sovs that is meant to damage the structure of buildings and replace the overpowered boomer. if this is not the case then what’s the purpose? We can compare this ship to the magnetron and ask other questions: Is this effective for its purpose-magnetrons do not compare in killing structures but it can use other units for this-keeping in my mind the abuse that a magnetron unit can be used for we then ask would this magnetron ship have a lot of armor? What would it’s range be? How fast? How much damage would we allow it to do to structures on its own? Like a magnetron can I just rapidly click on units and render 5 of my opponents units with one of mine? Etc... and asking all these questions you have to take the Yuri army into account, discs are very good, when mangetrons get combined with discs and they juggle.. its deadly. Would discs and this unit be way to overpowered? And then you would have to look at the rest of the Yuri army.. Honestly, from fighting top Yuri players I’m just hesitant introducing a better magnetron unit when I’ve been abused and have been abused by this thing. Those are my initial thoughts
-
I think a longer range magnetron ship would be op honestly, against other naval units and such, especially combined with discs. But isn’t magnetron pretty weak against structures? Have you tried to kill a war factory with one magnetron before?
-
I think you should just make a naval Yuri bunker ship without the walls or something, and make boomer at battlelab. Then you can have diverse naval for Yuri, Although maybe it being a transport ship would make it OP But I think your ideas are good, my only concern is without a naval unit to attack buildings there is no incentive to really attack with navy