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Everything posted by ReaperAA
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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.
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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.
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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)
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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.
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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.
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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.
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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.
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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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Changes to the game that everyone will agree with.
ReaperAA replied to CCCP84's topic in Red Alert 2
Another change I have in mind is having elite Mirage Tanks actually using their elite weapon (of course with elite weapon readjusted and have the range reduced from 9 to 7). I know not everyone will agree with this change (Ezer_2000 will probably throw Nuclear Missiles at me for this). But the reason why I think they should use the elite weapon is because: AFAIK, they are the only tanks in the game that don't use an elite weapon when becoming elite. The elite weapon exists in the ini file, and even allocated to the mirage tank in the form of EliteSecondary=MirageGunE. However, the mirage tank never uses the Elite Secondary weapon. I suspect it might be because WW changed the mirage disguise logic at one point, but then forgot to update the Elite weapon, as shown in the ini code. Primary=MirageGun DisguiseWhenStill=yes;gs I can no longer pick a disguise nor deploy ;Primary=TankMakeupKit ;Secondary=MirageGun ;IsSimpleDeployer=yes ;gs yeah for alpha date rewrite! ;OmniFire=yes . . . EliteSecondary=MirageGunE At one point in development, the Secondary weapon was Mirage Tank's "firing" weapon and the primary (TankMakeupKit at that time) was used for the tree disguising. But then they changed the tree disguising logic and the firing weapon was made primary (and probably forgot to update the EliteSecondary to ElitePrimary) With that being said though, I do think the elite weapon should be adjusted and made less powerful before assigning it to the Mirage Tank. [MirageGunE] Damage=150 ROF=80 Range=9 Projectile=InvisibleLow Speed=100 Warhead=MirageWH DisguiseFireOnly=no ; SJM: design change, tank can fire always Report=MirageTankAttack Bright=yes DisguiseFakeBlinkTime=5 ; when a mirage fires, its disguise blinks for this long for VISUAL ONLY, not a logic blink RevealOnFire=no ; Doesn't clear shroud when fired I feel that the Range should be reduced from 9 to 7 (same as non-elite) and the DisguiseFakeBlinkTime should also be changed from 5 to 15 (again same as non-elite). In addition, the line Anim=VTMUZZLE should be added to give the tank a muzzle flash. -
Changes to the game that everyone will agree with.
ReaperAA replied to CCCP84's topic in Red Alert 2
More assumptions. Please continue making yourself look like a fool -
Changes to the game that everyone will agree with.
ReaperAA replied to CCCP84's topic in Red Alert 2
Nice of you to assume I am taking side of Allies here when I am actually a Soviet player. Continue making yourself look like an ass. -
Changes to the game that everyone will agree with.
ReaperAA replied to CCCP84's topic in Red Alert 2
I think increase in damage from 8 to 20 (while retaining burst=2) for elite would be reasonable. I say this because most units have their weapon firepower doubled when going from non-elite to elite. I don't necessarily think it was meant to be inverted. I think that Westwood meant to make both non-elite and elite shoot through walls, but they forgot to update the elite weapon. -
Oops. Me is dumb ? Well, yeah the nuclear power plant provides wayyy too much power for its cost. I agree here. I think that it's cost increased to 1500+ or power output reduced would be a good start.
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I still think that IC itself is the bigger problem. Because while Nuke is very power no doubt (as in it more potent than the weather storm and the psychic dominator), it is also the easiest to avoid (you can shield the buildings where Nuke is about to land by listening to where the siren sound is loudest). Whereas IC having only a 5 min timer means that IC gets recharged again while the enemy only just recovered from the previous IC attack.
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The "great ideas" being discussed are just suggestions at this point until the developers actually implement them. The fear of lack of adoption is why I am in favor of having the changes introduced slowly and few pieces at a time. So that people can get used to the changes.
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I guess you are right about Gattlings not needing much tweak. Although I will say that Gattling tanks should also have their HP reduced from 210 to 200. This would allow Black Eagles to be able to 1-shot them as they can 1-shot IFVs and Flaks. For Magentrons, I think doubling the delay of changing targets would probably be a good start. Probably a build limit of 2 cannons (or 3 at the very most) would be a good start.
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I think that most pro players choosing Soviet in vanilla YR tells otherwise ? Only if the Soviet player is bad at micromanagement. At equal skill level, the Soviet player (Rhino with infantry support) will beat an Allied player (Grizzly with infantry support) majority of the time. Flaks are also much better at anti-air than IFVs are. A couple Flaks are enough to make the rocketeers and harriers look like a waste of cash. Okay this I agree. The flak troopers are pretty useless and flak track do the AA job much better. I am okay with flak troopers getting buffed. I agree that Prisms should not auto fire (and given where things are going, there is a good chance that prisms will hopefully get changed back to vanilla). As far as BFs are concerned, yes they are very powerful. But the balance patch actually nerfed their firepower by 10%. So if anything, they are less painful than they are in vanilla YR. Also I personally proposed earlier to have the infantry range bonus reduced from 2 to 1.5 Literally almost a non-issue at high-level play. Good players are able to avoid spy infiltration quite easily. Soviets only need to have a couple deso ready to be deployed whenever an IFV spy comes. Spies are a big issue in causal games, which is why I proposed to have a "no spies" option in the client. The "extreme bais" is nowhere near as extreme as you are making it seem like. While I agree that Soviet's late-game units are weak, this is more than compensated by the Iron Curtain being pretty OP. Which is why in order to balance the SW as well as non-SW play, I am in favor of Apocs and Siege Choppers getting buffed and IC getting nerfed. Apocs could use a speed increase from 4 to 5 and Choppers could use a bit faster deploying/undeploying to make them more agile. IC is OP because it only has a 5 minute timer (as opposed to Chronosphere's 7 min) and it lasts for enough time to seriously dismantle enemy forces with it. IC either needs to have the timer increased, or have the invulnerability duration decreased. Also I personally feel that All factions should be roughly balanced at all stages. I know you may say that this isn't "intended" by Westwood, but we all know that Westwood was never very great at balancing factions like other developers such as Blizzard.
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I agree with this. To be fair: The rocketeers are usually meant to attack important stuff like battlelab, power plants or construction yard and usually the enemy would be sending much more that 10 rocketeers for that purpose. While patriots do okay against rocketeers, they are much less appealing when you can just use IFVs instead. Also if the base is large, you would need much much more Patriots to defend your base against rocketeer strike forces. Soviet and Yuri's air defences vastly outclass them when dealing with rocketeers. The purpose of buffing here is to make them more on-par with them. Now you may say that patriot is supposed to be not so great as the Soviet and Yuri's air defences against light units and that they are meant to be better than those against heavy units. But the reality is that Soviet and Yuri's air defences are actually on-par or better against Patriots against pretty much any air threat. Only against Kirovs, the flak cannons are very slightly worse (and Yuri's Gattling guns are better even against Kirovs).
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Firstly, the American paradrops are only an issue if you are not paying attention. A couple IFVs/Flaks/Gattlings are enough to deal with them. Secondly, if the US paradrops HAVE to be nerfed, I would rather prefer to have the number of paradropped GIs reduced from 8 to 6 (same as the regular tech airport paradrop) as opposed to have GIs become weaker. Thirdly, while GIs have more firepower in YR, lets not forget that they have to remain deployed to deal that high damage to tanks. Unlike conscripts and initiates, GIs are much more vulnerable to getting crushed because of remaining stationary.
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Agreed with most of the things you said: Agreed here. I think range of 5.75 is still not enough to make them really good enough at tank vs tank combat. I think increasing their range to something like 6.25 and increasing their ROT (rate of turn) from 5 to 7 would make them less clunky. I also think they should do 100% damage to "medium" armor (to prevent the miners being to good at being meat shields against them) and terror drones (like the elite TDs already do). They already have their HP increased from 180 to 200. This may not seem big, but this means that Grizzly, Lashers and Rhino require 1 more shot to kill them. I agree that their range should also be increased to 5.5 or 5.75. At the same time, I think Grizzlies/Lashers should also have their range increased to 5.5 or 5.75 to give them a better chance against Rhinos. I also agree with @Cicasajt's suggestion about robot tanks not requiring power to work. Either that or slightly reduce the Gattling tanks' 1st and 2nd phase firepower to balance the Gattmag (gattling + magnetron combo). Agreed. Grand cannons should have their range nerfed from 15 to either 12 or 13. While this would still be a higher range than prisms/magnetron/siege choppers, it would atleast give them a better chance to take out the cannons. Optionally, Grand cannons could also use a build limit to prevent abuse in non-SW matches. The build limit would be need experimenting I think. I think slave miners having HP decreased from 2000 to 1500 would be a good starting point. For reference, the chrono and war miners have 1000 HP. Agreed. I think the BFs are in a mostly good shape now that the firepower is reduced by 10%. Maybe it could use a very slight range nerf too (open topped range bonus decreased from 2.0 to 1.5) but that would need testing. I think they are fine in YR for the most part. GIs (in contrast to conscripts and initiates) are meant to be kind of "hold the line" kind of unit. Their only problem is when they are inside a BF (which should hopefully be less of an issue now given that their firepower is slightly reduced). I think that if their firepower is to be nerfed, then their armor should also be upgraded from "none" to "flak" to not make them too weak against conscripts/initiates. The ones in RA2 were a bit too weak as they can't even beat conscripts in equal cost (even when they are deployed). Agreed. Garrisoned Initiates should do same damage as garrisoned GIs as they both are equal valued units. Agreed. An elite auto-firing prism is a nasty unit. If you didn't bring some anti-infantry unit with you (like Flak track or IFV), then it is pretty much your fault. IMHO, the GIs are overall better balanced in YR than in RA2. RA2 GIs feel useless to me.
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Also I agree with @cypher that base defences should be better in their focus area than their mobile counterparts. However..... While I haven't tested it ingame, I do think that the ROT decrease you did would make it too good against slower/larger air units stuff like Kirovs. The vanilla patriot doesn't necessarily need a ROT or damage increase. I would say that just making the projectile faster and slightly increasing splash damage radius would be enough to make them better against rocketeers while not changing their efficiency against heavier units. Because Allies are underpowered, so of course most of the changes would focus on them (although I do agree that auto shooting prism buff is a bit too much) And.... Who said that? And why? I see nothing wrong in Yuri finally becoming somewhat balanced.
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At non-elite, the auto shooting prisms are not so bad. Problem is when they are elite. Elite Auto shooting prisms..... yeah now that is a problem. If prism "have to be" auto-shooting, then I think elite prisms should also have reduced firepower. Also you killed 7 of Kireeek's prisms with 1 Apoc? Then Kireeek probably did a terrible job by not kiting your Apoc.
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I am not against this (as long as it is a separate option and not part of YRR 2.0). Spies are not a problem in pro vs pro games, but they are broken in casual games. They are especially an issue in Allied vs Allied. Veteran rocketeers are just "wonderful" when Allied AA is already not very good against light units. Or God help if the enemy infiltrated your battle lab and has access to chrono commandos.
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Exactly the issue with Allied vs Allied.
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I think the AA deficiency of all Allied AA units/structures can be fixed by making their missiles travel faster and have a small splash radius increase. This change would not have much impact at all in Allied vs Soviet or Allied vs Yuri, but would make a huge difference in Allied vs Allied and put a stop to the rocketeer spamfest.