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Everything posted by CCCP84
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now Ravage is the most massive author in CnCNet. Taking into account the number of maps the author of which is Ravage, it's time to award him the title of Hero of Labor.
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now in credits it is no longer said so. now the author of the map is just Westwood and Ravage
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The biggest thing I like is when Ravage takes a Westwood studio map and removes a few gold tiles there then writes that this is a Westwood and Ravage map. it looks like a joke, but in the list of official maps in the client, many Westwood maps in the line "author" contain Ravage and Westwood. Imagine a situation when Vasya takes a picture of Mona Lisa and draws her mustache. After that he signs the painting "Vasya and Leonardo da Vinci". We Russians have several irreducible expressions that describe this situation well. I'll just say that it looks quite cheap and shows a low level of culture. I think that you guys should get rid of this silly absurdity. Ravage does this not only with westwood maps but also with maps of other authors too. Apparently at a certain time this was one of the conditions for getting into the official list of maps. earlier in the author line was also indicated that Ravage (proedited Map). Now they got rid of these excesses and there it is written without unnecessary additions: the author is "Ravage and Westwood". I think if this goes on in the future, it will be possible to simply get rid of Westwood and to write that the author of the map is Ravage. I once already created a topic about this:
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Guys, just play RA2 and no problems with useless and disbalanced units.
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I am sure that all players will agree with me because many players have encountered this problem. I understand that there may be technical difficulties because here you need to dig into the game files, but maybe someone from the team will be able to do it. In the final alert 2 there is a function when you pin the units that you place to one place. the parameter is called sticky. this may be the key to solving this problem
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I also noticed a bug. when you press the guard button on the bottom panel then the prism simply stops to react to enemies and does not shoot at them. it would be nice if you would instead have this function pin the prism to one spot. because often I have a problem Like when I leave the prism to guard the dolphin on the cliff. while the enemy Dolphin swims past, Prism tries to chase it and leaves the position. This is very bad. If you guys could replace this useless non-working function on the bottom panel with a function that would pin the Unit to one place and prevent it from moving anywhere it would just be Five Stars. this is exactly what this game really needs. @burg93
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guys, you have to understand that the prism is a special tool against buildings. that is how it was intended. do not try to make it a unit against vehicles. a prism is a narrowly specialized assault weapon. it is perfectly balanced and does not need correction.
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we love to play with spies. it's part of the game. we also place guard dogs. espionage turns into an exciting special operation. it's fun.
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I got it. but, i'm disappointed that it doesn't work. I was hoping to fix the psi sensor
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what make you laugh, dude?
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it doesn't detect anything at all. I checked
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Big problem with CNCNET's RA2 / YR ore grow algorithm.
CCCP84 replied to CCCP84's topic in Red Alert 2
The ore is sometimes spread over a radius of up to 3 tiles. But rarely. Usually 1. Obviously, the mechanism is not working as it should. It would be great if the team could fix it. -
Big problem with CNCNET's RA2 / YR ore grow algorithm.
CCCP84 replied to CCCP84's topic in Red Alert 2
How can you switch the mining logic in the map? I would like to try. Perhaps we played on a server where the admin changed the mining logic in this way in the RA2 version for that server? But it is obviously correct for the ore to accumulate over the time the drill is working. -
Big problem with CNCNET's RA2 / YR ore grow algorithm.
CCCP84 replied to CCCP84's topic in Red Alert 2
It is important to understand that this problem is not related to the speed of ore mining, but is related to the stopping of mining when the nearest 8 tiles are full. So if the miner does not mine near one of the drills for some time, this is a direct loss of money. Obviously it doesn't have to be that way. I checked version 1.006 (not CNCNET). There, the problem also exists. But I remember very well that sometimes we played Tsunami, and ore accumulated, spread and the layer increased, and the island without a player eventually became a desired prey with large deposits of ore. This is how it should be. It was so many years ago. Perhaps we were still playing through Hamachi at that time. -
Do you know what is the best weapon against rocketeers? Rocketeers! ))
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Big problem with CNCNET's RA2 / YR ore grow algorithm.
CCCP84 replied to CCCP84's topic in Red Alert 2
Do the guys have any desire to tackle that problem? It still needs a solution. -
Yes, indeed, planes are rarely used. Black eagles look good though. It might be worth adding armor to them, or lowering the cost. I'm just worried about the question that sometimes noobs will raid 8-12 black eagles to kill your base at the beginning of the game. I often use the inaccuracy of their strike to save the base. If they become accurate, it will become a problem.
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This is how it should work. The Soviets do not have gap generators, the Soviet side as a whole is heavier and more clumsy and inert. But it has good air defense. In general, the balance is in place. Each side has its pros and cons. Air defense is the strong point of the Soviet. However, the air defense of the alliance is more effective against the Kirovs (land and naval). And besides, do not forget that rocketeers are also air defense, and especially if they are promoted by spies. I am sure there is a complete balance here. By the way, about the ships. Let them try to do the same as they did in video, but so that the aeges float away from the rocketeers. The result will surprise you (here again, the skill of the player is important). And flak boats cannot shoot in motion. It is also quite balanced.
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I checked flack troopers. Yes, the problem was confirmed. Guys, we need to fix this. I'll fix it for my maps anyway. But that must be fixed for the whole game. It have to be: [FlakGuyAAGunE] Damage=20
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In general, maybe we should create and pin a topic where we will discuss various bugs and make joint decisions on fixing them? There are many bugs and some of them can be easily fixed. Guys from the team, what do you think about this? I could provide a whole list at once.
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As for the flak guy should be checked additionally. It looks really weird. But that's not what the guys changed in the rebalance patch. [FlakGuyAAGun] ; Separate from Flak Cannon weapon so that stats may be tweaked Damage=20 ROF=25 Range=8 Projectile=FlakProj ; AA bullet shared with Flak Cannon Speed=100 Report=FlakTrackAttackAir Warhead=FlakGuyWH Anim=GUNFIRE [FlakGuyAAGunE] ; Separate from Flak Cannon weapon so that stats may be tweaked Damage=8 ROF=25 Range=8 Projectile=FlakProj ; AA bullet shared with Flak Cannon Speed=100 Report=FlakTrackAttackAir Warhead=FlakGuyWH Anim=GUNFIRE Burst=2 (?) If the problem is confirmed - it should be fixed for the whole game.
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Apparently, this is another fail of YR mod. in RA2 everything is fine. [NeutronRifle] Damage=8 ROF=120 Range=5 Speed=100 Projectile=InvisibleLow Warhead=ChronoBeam Report=ChronoLegionAttack IsRadBeam=yes [NeutronRifleE] Damage=16 ROF=120 Range=5 Speed=100 Projectile=InvisibleLow Warhead=ChronoBeam Report=ChronoLegionAttack IsRadBeam=yes
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I will repeat it again. The purpose of my criticism is not to offend someone, or just to grumble without any meaning. I am a big fan of the game RA2. This is my favorite game. I always admire her well-balanced troops. For me, this game is like chess, which is valuable for its accuracy. I see the negative experience of using the YR mod, and some other changes that killed the previously working functions, for example, Ore Spreading, or PsiSensor. And I want to warn you against making ill-considered changes. However, there is a long list of changes that need to be made to fix bugs and harmful things. About some I have created topics on the forum. I see some activity in the CNCNET team, this gives hope that the improvement of the game will be more active. Let's think together about what needs to be changed to fix bugs and other things. But in general, of course, CNCNET is a very progressive and wonderful thing with which RA2 has become much better. Great multiplayer platform! Simply the best.
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About a few modded units on my maps. As you may have noticed, I am extremely careful about any changes to the game. Therefore, each change to any unit was carefully thought out, tested many times and its parameters were carefully selected to the conditions of my particular map. In fact, of the significant changes there are only V3 rocket and Kirov. The rocket, because in the conditions of that map it was absolutely useless. I made it able to reach the small island close to the big one. It's the same with Kirov. On a naval map, it is extremely vulnerable to a very powerful ship's air defense, and given the large expanses of water, some minor changes will slightly facilitate the use of Kirov. In general, I think that this 2 units - Kirov and V3 should be individually tuned for each map separately (first of all, it concerns naval maps). Regarding the Grand Cannon on the Black Sea - I returned it at Burg's request, but I still think it's a mistake. This cannon is harmful on this very small map, where checkpoints play one of the most important roles. This cannon destroys them and completely disrupts the intended gameplay on this map. This cannon looks like an elephant in a china shop on this map. Once again I urge you to think about it. It is extremely harmful there. All my changes are very carefully checked and made taking into account the gaming experience on a particular map, but, of course, they cannot be applied to the entire game.