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About ReaperAA

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  • Birthday 01/10/1995

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  1. I am not Burg, Kireeek or Mustache, but I assume Yuri clones are made to not shoot because the Yuri BFs are a pain to deal with in casual team games. I could be wrong here. The problem is that it is impossible to give Yuri clone have something like GI or Initiate weapon in BF without actually giving them the same weapon outside a BF as well. Can you please stop spreading this misinformation. Allies have always been the underpowered faction. Especially against Yuri. In fact there is a Yuri vs Allied tournament going on which acts as an experiment to see if the Allies are balanced against Yuri without SWs (With SWs, Allied get rekt by Yuri and you can ask pro-players). And so far, even without SWs, Allied are not looking so hot after the Burg vs LeOwNzAll match. (Allied faction having 1 win vs Yuri faction having 5 wins atm) Twitch Stream of Burg vs LeOwNzAll. https://www.twitch.tv/videos/1082534183 B.S. First of all, they don't outrange everything. Magnetrons (range 12 for the MagneticBeam weapon) have same range as Elite Psi commando inside BF (Elite Psi has range 10 + 2 range bonus from BF = 12) Secondly, do you realize what it takes to get those? You need to infiltrate a Yuri Battle Lab and then somehow get the Psi commando to elite status before using it for BF. Good luck doing all that against even a semi decent Yuri player (let alone a pro player). Meanwhile, Yuri just needs to spam Magnetrons, Gatlings and MMs to deal with that. More B.S. It's true that their "basic" (and the only in case of Allied) power plant provides more power for same cost now. But Yuri's power plant is still better as you can fill infantry in it and then Yuri's power becomes more efficient And Soviets? They have the Nuclear Power Plant which gives TEN TIMES as much power as the Allied power plant for less than twice the cost of an Allied pp.
  2. If Ares has better anti-cheat, then I am all in for adding it in cncnet.
  3. Agreed with this. In a well balanced RTS, all factions are fairly even at all stages of the game. With one faction being stronger in early game and other being stronger in late game, you end up in a situation where one faction dominates on smaller maps (usually one with the better early game) and the other dominates on larger maps. Also funny thing about Allied vs Soviet is that if SWs are enabled, Soviets are slightly stronger than Allied even in late game because of how OP the IC. Hence why I nerfed the IC time from 5 min to 6 min. I actually thought about this at one point by nerfing Rhino HP from 400 to 380 (thus allowing Grizzlies/Lashers to kill them in one less shot). But ultimately, I decided not to nerf Rhinos. Why? Because of Yuri. They are crucial against Yuri because no matter how much I buff Apocs, they would still suck against Yuri (outside of doing something controversial like giving them mind control immunity). Siege Choppers are also very situational and dependent on terrain (they shine on maps with many cliffs while are a waste of cash on plain maps).
  4. Firstly, I am not trying to play Allies in Soviet style. I only increased the range of Grizzlies. With my modification, Rhinos still beat Grizzlies cost to cost (7 Rhinos with cost of 6300 will still beat 9 Grizziles). I buffed Rocketeer armor to slow the early game Rhino spam and allow Rocketeers to harass more effectively. If I was playing Allied in Soviet style, I wouldn't have buffed Rocketeers and instead just buffed Grizziles even more to make them equal cost for cost. Secondly, GGI IFV is usually not worth it against Rhinos for the amount of micro required. GGI IFV are only really useful against Yuri (when dealing with Floating Disc)
  5. I partially disagree with not putting a dent in the core balance. It's true that Soviets are still a bit strong in early game and the Allied vs Yuri is still imbalanced. But I have noticed some Allied players doing really well in the ladder. StrategyMST (the current 1st ranked player in the ladder as of this date) has been lately using America as his main faction. The power plant change cost reduction is probably the biggest improvement as it allows Allies to reach War Factory, Rader, Battle Lab at the same time as Soviets and Yuri while also saving resources. Tank Destroyers are actually pretty good now in YRR (a fair bit better than Grizzles when dealing with Rhino spam) and they are also pretty decent in late game when combined with prism tanks. Well, actually I had been working on a private custom balance mod where apart from all the changes present in YRR, I also added some more changes like I gave Grizzlies range of 5.75 (same as Rhinos). This brings Grizzlies a bit closer to Rhino level while still keeping Rhinos slightly better. I also changed Rocketeer armor from none to flak, which means that no longer a dozen Rocketeers would get annihilated by a single flak track and Soviets would have to invest slightly more in AA. I feel that these changes make Allies pretty much almost on par with Soviets in early game. Another change I did is bringing IC and Chronosphere balance closer. Chronosphere and IC have same timer in my mod (6 minutes in game) instead of 7 mins for Chrono and 5 mins for IC. Also I increased cost of Nuclear Power Plant from 1000 to 1500 so that Allied and Soviet reach their respective SWs at roughly the same time. These changes I feel balance the SW late game very well. As for Allied vs Yuri, I increased Robot Tanks health from 180 to 200 (just enough to allow them to survive 1 more hit from Lashers) and also reduced Gattling Tank health from 210 to 200 (allows Black Eagles to 1-shot them and mirage tanks to 2-shot them). Also I have kept Lasher's range at 5.0 which means that Grizzlies have a range advantage over them. These changes probably won't make Allied vs Yuri completely balanced, but I feel that they would really help improve balance without disrupting the core feel of the game. There are some more changes in it but I haven't listed all of them. If you want, I can post the current version of my balance mod (along with the changes) here.
  6. Another suggestion and this time regarding the Rocketeers. Rocketeers are fairly strong in AvA, okayish in AvY and pretty weak in AvS. The suggestion is to change Rocketeer armor from none to flak. This change in armor makes zero difference in AvA (as all Allied AA weapon warheads deal equal damage to none and flak armor), a slight difference in AvY and makes the most difference in AvS (no longer a single flak track destroying a dozen rocketeer with ease). But even with this change, the Soviet AA is still generally the strongest AA against Rocketeers (only that the difference isn't as huge anymore).
  7. Another suggestion I have is regarding the lack of transport capability of Yuri. Allies have IFVs/Nighthawks and Soviets have Flak Tracks for transporting infantry (especially engineers to distant tech buildings). My suggestion is to have Gattling Tanks be able to have one passenger slot. This would also open up more strategic options for Yuri by having and unloading Yuri clones near enemy forces Although, with that being said, in order to balance things out, I would also suggest to slightly reduce the strength of Gattlings from 210 to 200 and test the Gattling+Yuri combo to see if it isn't too powerful.
  8. Also just realized now that you guys didn't mention that you removed the half soylent/resell value change for vehicles. Honestly I am..... not a fan of that. I actually think that half soylent change was good and prevented Yuri from making terror drone attacks useless. EDIT: And I think you guys should also mention that BFs, Desos, Gap Generator and Psychic Towers got reverted to vanilla.
  9. Nice changes to YRR overall. I am glad to see auto prisms removed and TDs getting buffed (though I wish they did full damage to miners too). The elite tesla using yellow bolt and walls having more adjacency are neat. As for the robot tanks, It is nice to see them not requiring power and robot control centre to function. Although the health revert from 200 to 180 I feel wasn't needed. I feel that the health buff could have been kept as well as they are still very very easy to counter with Lashers and Automags. Also I should mention that you guys still forgot to update the elite flak trooper's weapon range [FlakGuyGunE] from 5 to 6 and also didn't mention that Desos got reverted to vanilla.
  10. Allies are underpowered in RA2, but in RA3, Allies are the OP faction (at least that is how I felt from little of what I played RA3 many years ago)
  11. And that's pretty much the main changes I did. The difference is that I gave it very slightly more range (only because TDs lack a turret. If they had a turret, I would have given them same 5.75 range as the Rhino) and gave them 100% damage against drones and miners to allow them to be used more aggressively and make enemy rely on infantry/fodder to deal with them.
  12. That's it? I think you should go one step further and suggest devs to remove Battle fortress, Magnetrons and Masterminds, so that nothing from the Allied and Yuri's side should stand in the way of Rhino Spam.
  13. Late reply. Yeah I saw your ini file the other day and noticed that your changes for the Apoc are pretty similar to mine. However, I noticed that you didn't buff TDs at all. Why is that? Almost everyone agrees that TDs need some buff. The argument is usually "how much" should the TDs be buffed. The vanilla TDs are so weak that even Rhinos (a unit that TD is supposed to counter) can beat them due to better range, speed and turret. Heck, even when going head-to-head in a 1 vs 1 tank fight, the TD "barely" wins against a Rhino. And this not count how bad the TDs are against everything else. Also choosing Germany means that we can't use paradrops or black eagles. The vanilla TDs just don't feel worth it. It's true that Apocs are still are "very late game" type of unit. But I do think that they are definitely pretty good in SvS now at the very least. And if SWs are enabled, they can probably also be used for base destruction (Apocs do 100% damage to structures and you can IC 9 Apocs) Also to @burg93, I noticed some mistakes in the ini file. The [FlakGuyGun] has range of 6, but you guys forgot to update [FlakGuyGunE]. Also some minor syntax mistakes like incorrect Apocalypse spellings and having Tank Destroyers code in the "Allied" section instead of having them in the country specific(Germany) section.
  14. Unfortunately no. The AI in CnCNet version is the same as vanilla AI. There does exist a "Brutal AI" option in the skirmish/MP options that makes the AI build taskforces slightly faster but that's pretty much it. I do wish that the CnCNet devs expand on the Brutal AI option to make the AI better. About CnCNet Basically, CnCNet is a multiplayer platform for the older C&C games (like TD, RA1, TS and RA2). The main purpose of CnCNet is not to change the gameplay (although there do exist optional gameplay changing options like the YR Rebalance patch) but the main purpose is to provide quality of life improvements to make the MP experience better. Some of the QoL stuff include new renderers for better performance/compatibility, Graphics patching for allowing higher resolutions and reducing lag, better anti-cheat, more options in skirmish lobby, ability to have 8 players in a multiplayer match as opposed to 6 and much more.
  15. I had been recently tinkering with stats of Apocs and Tank Destroyers (with a bit of experimenting with myself by using 2 laptops) and I have come up with some changes that make them feel really good to me now. For Apocs: Fire on the move (already in YRR) Speed increased from 4 to 5 Range increased from 5.75 to around 6.25 AA damage increased from 50 to 65 (makes them kill a rocketeer in 1-burst) and missile speed increased to 40. [optional] Apocs immune to mind control. For Tank Destroyers: Range increased from 5 to around 6.25 (range is 5.75 in YRR). Though I would suggest Grizzlies to have range increased to around 5.75 to make Grizzlies vs TDs more fair. Speed increased from 5 to 6 (already in YRR) ROT increased from 5 to 7. Full 100% warhead damage to miners and terror drones
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