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TK3600

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Everything posted by TK3600

  1. My buff is to increase range to 6.5 and damage to buildings and infantry to 5%
  2. That would be terrorist lol.
  3. What about siege chopper? They are slow and vulnerable to HE. Too slow for offensives too. Conscripts too I think can beat them per dollar, with 5 v 1.
  4. I am not much of a PvP pro but I thought deso bomb is a counter to mirage tanks and prism tanks.
  5. Not to say desolator, sniper, virus eat them for dinner and are available before battle lab. By the time base gets large there will be no mobility against tank harassment. By late game tesla trooper is useless unlike Rhino.
  6. The delete version file method worked for me.
  7. You said you have a version that is different from mine that my method worked.
  8. 1) Niche is the key. The entire design of RA2 is asymmetrical. Some unit's niche is way too small, not even close. I believe with enough effort there can be a fairly balanced arsenal. 2) Tesla trooper's speed make it destined to not used offensively. It can only zone tanks out. Right now it is only used when desperate or charge tesla coil. I think with same range of grizzly it will do fine. 3) You are definitely right, nation unique units are competing for each other, not regular one. Just some of us think Tesla tank fully replace Rhino is too much as an upper limit. But you can make a counter argument of Tesla tank's tech requirement and loss of desolator. 4) Right now apoc is mostly used with deso. For a high tier unit it is barely better than Rhino. I agree. You are going to like my mod haha, apocalypse fire on move! 5) No comment, SW is a very intricate balance. 6) With a few exceptions Yuri is alright. Garrisoned initiate deal absurd amount of damage. Mastermind fires 2X faster than GI. I am conflicted on magnetron. It is a one trick, and environmental kill is all or nothing, no nerf is possible without remove it. As a siege weapon it sucks so bad. Mutate slaves is cheesy, but same can be said for chronosphere tanks to water. I fear overnerf can be too much for highest level.
  9. It is bad connection with other players. The game slow down to synchronize.
  10. Yes. If they are not updating to support win10, and user paid for the product, pirating is just using what you paid for.
  11. In that case you are justified to pirate because you paid developers already.
  12. Download link: https://www.dropbox.com/sh/v0cb7wppv5jfl7d/AACojjruADf32B_Xwfw_ij8ja?dl=0 You probably have heard of this mod already, it should be on front page. https://forums.cncnet.org/topic/7959-red-alert-2yr-ai-improvement-mod-update-1180204/ I managed to make it work in CnCnet client. Why do I made a different post? There are some important differences: 1. It uses files of the client! If you delete the mod make sure to grab the backup file included in the folder to restore the original! 2. It may be detected as a cheat online, so delete it before playing online! If this works without causing issues, I will include it in the original topic. Thanks for testing this! (Mods, move this to the right section if this is the wrong section.)
  13. I will update less frequently now life becomes busy. Probably in a biweekly schedule instead of every week.
  14. Update! 1. Soviet AI use Rhino pool unit. When built, they will respond to base attacks. They can be recruited to other attack units, creating a versatile force. 2. Dreadnaught can conduct generic naval strikes. No longer does it have to attack building scripted predictably. 3. Further reduced AI stuck at regrouping. 4. Allied and Yuri will respond to naval bombardment with AA units. 5. Allied AI will respond to squid with Dolphins 6. Improved AI submarine script 7. Soviet has special harassment team against Yuri. 8. Buff medium AI to build units more frequently 9. Yuri AI tanks actually try take down bases instead of only harass units. 10. Larger Yuri attack teams 11. Special rocketeer attack against those who turtle too much. 12. Yuri can now attack amphibiously. 13. Soviet send apocalypse tanks on naval transport. 14. Increased maximum AI defense force. 15. Fixed Soviet Ivan attack stuck at regrouping. 16. Libya follow up apocalypse attack with demo trucks. 17. In rare occasion Soviet use large apocalypse tank attacks. 18. Reduced arbitrary build delay on hard AI 19. Removed default guard area on prism tank because it attack on its on when player controlled. 20. Brutal AI build units more frequently. 21. AI targeting improvement. 22. Fixed Yuri floating disc ignore AA units. 23. Fixed Yuri tanks ignore counter attacks. 24. Yuri will use repair IFV should it capture one. 25. Yuri counter desolator with virus sniper. 26. Yuri boomer will retaliate when fired on. 27. Soviet counter apocalypse tanks with terror drones. 28. AI builds 2nd barrack only after having war factory
  15. You mean if I keep a folder of my mod as back up, which is not used in game, it is still detected as cheat?
  16. I use windows 10 and the campaign runs fine after a few tweak. You need to change 4 files: game.exe; gamemd.exe; Ra2.exe; RA2MD.exe. 1. Run as administrator 2. Compatibility mode: Windows 98 3. Disable display scaling.
  17. Which will hopefully overwrite all files being checked?
  18. Is there a purge file option? Like a reset.
  19. I changed theme.ini, I hope that is not considered a cheat...
  20. I always get "file different from host" and get kicked as cheater. Is there a way to check which file was changed?
  21. Another thing is why was RA2 popular in the first place? It was before esport was a thing and most people are just enjoying building bases and command a cool army. That is why you see "no noob rush" and money and camp map, because these facilitate building a large base and have a large army. It is cool and fun. As soon as you go competitive the game change drastically, which can be said for all RTS. You have to put constant attention to all front, micro manage low HP unit, keeping track of production, while paying attention to enemy and find their weakness. It is very exhausting, and I am saying this as a very competitive player from games like Overwatch.
  22. I can tell you are very experienced! I am just trying to discuss rationally. I may come across as pedantic, but you are dealing with a STEM student here. See my updated post. Tesla tank is basically same damage efficiency as rhino. While projectile speed plays a minor role, we need to think about 3 bigger difference, HP, range, and tech requirement. Range basically cancel out projectile speed difference, both hit each other around same time. HP is huge difference, 33%! Wait, there is cost! hp/cost 300/1200=0.25 400/900=0.44 That is a huge difference! Same amount of money, a pure Rhino tank team will have 77% more HP over pure Tesla tank. Tesla tank definitely cannot replace Rhino tank unlike in old days. The only real use is to mix a few Tesla tank to fire support Rhino attacks to clear the fodders. With range 4 > 5, and fire on move, Tesla tank can fill that role better than before. Edit: Correct me if I am wrong, TankBolt use an invisible projectile at speed of 100 vs Rhino's 40. TankBolt is not hitscan.
  23. Then with notable exception of infantry they are near identical with AP, Rhino warhead. Dps/cost is identical with Rhino if not less. Yes it fires slower than Rhino. Edit: AP: 25%,25%,25%,75%,100%,100%,65%,45%,60%,60%,100% formula=damage/rof/cost Rhino: 90/65/900=0.001538 Tesla: 135/75/1200=0.0015 Tesla tank is lower damage per cost, with shorter range and 3/4 of Rhino's HP. The only notable armor difference is vs infantry. Rhino is slightly better at killing building, Tesla tank is better at killing light armor, evens out. Same amount of money, pure Tesla tank is less effective than Rhino as a whole unless infantry is involved. Note higher rof number means slower reload. Conscript's rof is 25.
  24. [Electric] Verses=100%,100%,100%,85%,100%,100%,50%,50%,50%,200%,100% InfDeath=5 Wood=yes ; SJM: No piff-piff animation -- electric bolts now spawn spark systems instead. Wall=yes ; SJM: This allows Tesla Coils to destroy bridges (approved by DB) ;CellSpread=.3 ;PercentAtMax=.5 AnimList=TSTIMPCT It should be 50% against all buildings. I've never done maps before, see if it works. Otherwise my mod is on the main page. deathai.mpr
  25. It only works for other terrorists. It will certainly blow other friendly units/buildings up. I think it is fair to lift a highly restricting barrier for an already underpowered unit. Compare it's power to desolator, how can it be unfair? What if desolator melt each other deployed how useful is desolator?
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