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Everything posted by cypher
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100 Tesla Trooper vs 200 Tanks - Fun & Experiment
cypher replied to YosefAnan's topic in Red Alert 2
"my truck is loaded" didnt expect them to blow up simultaneously -
Maybe run as admin? Dunno...you gave very little information..
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How to counter Battle Fortress with Guardians + SEAL/Sniper?
cypher replied to Banafrit's topic in Red Alert 2
@Banafrit use rhinos + dogs (dogs will distract GGI's) never click on a single BF, always move your rhinos to a certain point behind the BF use flaktrack + drone try to control the game early as a soviet use flying vehicles/troops to distract GGI's (f.e. kirov) use sentry gun when near base (build it just in time when the BF arrive in the range and time your rhino attack) build 2 rhino squads and sandwich the BF's use V3/Dreadnought to distract GGI's and/or hit BF maybe use mass chopper to get single BF's (just when economic superior) or mass siege chopper deployed can make areas hard to capture for BF -
Good work ! Two points which came to my mind : The players on the right can attack each other via land - dunno, but this might be considered unfair. I also wonder why the pos bottom-right has just a tech power plant, when all others have much better tech-buildings.
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looks like great content!
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Hey folks, I just played a game with RA2 mode. I noticed, that the "ore purifier" was available for the allies. In my memory, ore purifier cam with the industrial plant (as an allied pendant). However, I googled and found my memory to be wrong, but maybe some entries in the database (fandom) are wrong? Is there someone who can remember if there was an ore purifier for the allies before yuris revenge?
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Looks good!! Aesthetics : A. Tech buildings are unfair (north-east is easy to capture, north west hard to carpture). I like that you didn't place buildings like spysat or nuclear reactor this time. Some questions : - are the ressources balanced? - why only 2 players have access to the upper road/island with gems? - do these very near buildings work when garrissoned?
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The State (2-8) Urban City Map for Yuri's Revenge
cypher replied to xXOsMagnusXx's topic in RA2/YR Maps
Well thanks for that detailed explanation It would be helpful to have the positions marked on the images, but I think i could follow you most times. My personal experience with maps is, that players want to have the positions as balanced as possible. The aspects you integrated look like russian roulette to most players ? But I think it can be fun though, esp. if you have several rounds with random pos. I'm just sayin that it'll be hard to get players in cncnet like this "unfairness". I don't get this sentence " outpost to the South is there for its O.P. turret for paratrooper planes flying onto the map "...but whatever...doesn't matter that much. By contested fields i mean sth. different... of course the city is kinda of a contested field, but for the player mainly the oil is rewarding. And every player has it's part of the city, so to say. You don't have the need for expanding, so you can build and defend your city. I'd like to see a place, where people have to expand to in order to get money, f.e. a central gem field or sth. like that. So f.e. campers have disadvantage. -
it looks detailed and well made, but also overloaded....it's like a wimmelpicture, you know? ? Can't tell anything more than that, I don't play survival maps...thanks for the upload anyways!
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The State (2-8) Urban City Map for Yuri's Revenge
cypher replied to xXOsMagnusXx's topic in RA2/YR Maps
First of all - good work! It looks fantastic! One point in general : Certain buildings like a nuclear power plant f.e. destroy the balancing of the game and I don't like to see them on maps at all. But some people like it....so I guess it's a matter of taste in the end.... Can you explain the balancing and tactical thoughts a littlebit? The city seems unbalanced to me, one side has 3 oil, the other 1 etc.. I can't see the thought about some buildings, f.e. the outpost at the bottom. There seems to be no "contested" area where players can expand in order to get more ore or sth. like that ? -
here comes the latest version, it has a better preview which shows the map + balance changes thanks @YosefAnan for his help ! [6] eurasia ffa balanced 1-8.map
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@YosefAnan I tried the pcx file on another map (eurasia), will ping you there
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it's like my map "eurasia", which is mostly europe and partly asia....so in this perspective you're right...but naming it north america would be even more irritating, central america seemed the best choice to me
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what is the max size @RaVaGe ?
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Version 1.8 : better map preview [6] eurasia ffa balanced 1-8.map edit: this version cannot upload to the cncnet database - why @Grant @RaVaGe?
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Here comes a variant of the central america map. It is for 2vs2 or FFA. There are minor balances in this version, so it is more usable in FFA setups (more via git.io/fjafo). [4] central-america-ffa.map
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Here comes a new map for a 3 player ffa setup. I always felt that there are not enough maps for this setup (aka canyon fodderism). And I wanted to have a central america map. So I combined both - a 3 player ffa map in central america. All spots are balanced ressourcewise. I hope you have fun with it. [3] central-america-ffa.map SEE LATEST CHANGELOG UNDER https://git.io/fjafo Balance Changes Soviet changes *Added Spy (T3) *Ivan can swim, throw his bombs in little range and is as fast as a seal *Cuba has desolator (terrorist replaced) Ally changes *Patriot Missile has slower Ägais shots (so it's finally useful against mass rocketeer, but hopefully not imba, time will tell) *weakened Ägais dmg a littlebit *France Grand Cannon has build limit of 3 *German Tank destroyer is invisible to radar (Blitzkrieg) Yuri changes *Virus is T3 *Disks can not drain and are a little weaker *Boomer sub is T3 *No grinding (=no clonelab money cheat) *No Yuri MCV in crates New Units Soviet Spy (Soviet, T3) @Kikematamitos
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a shame people don't hype this in this forum - really great idea and good first implementation! thanks for all your great work yosef
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nice one, the elite IFV is OP IMHO
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good work, as usual
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Here comes a new map variant of Europe FFA 4 Players. There are some little balance changes, as seen below: [4] europe ffa (2).map Changes SEE LATEST CHANGELOG UNDER https://git.io/fjafo Balance Changes Soviet changes *Added Spy (T3) *Ivan can swim, throw his bombs in little range and is as fast as a seal *Cuba has desolator (terrorist replaced) Ally changes *Patriot Missile has slower Ägais shots (so it's finally useful against mass rocketeer, but hopefully not imba, time will tell) *weakened Ägais dmg a littlebit *France Grand Cannon has build limit of 3 *German Tank destroyer is invisible to radar (Blitzkrieg) Yuri changes *Virus is T3 *Disks can not drain and are a little weaker *Boomer sub is T3 *No grinding (=no clonelab money cheat) *No Yuri MCV in crates New Units Soviet Spy (Soviet, T3) [4] europe ffa (2).map
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How did you create these camera angles? The map looks nice from an aesthetic point of view. The fully bridged pathways to the enemy is sth. I dislike, it limits the tactical depth. But in general : nice one!