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burg93

Yuri's Revenge Rebalanced 2.0

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Posted (edited)

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

Edited by CCCP84

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On 5/10/2021 at 5:02 PM, bbglas007 said:

And it's ok to you that allieds have significantly worse anti air? I'm not saying allieds have mildy worse anti air, i could speculate that allieds only retain 20% effectiveness of soviet or Yuri anti air capability

If you want insight, here it is: Anti air naval

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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On 5/10/2021 at 5:02 PM, bbglas007 said:

Westwood really failed when thinking of planes - how often are they built in competitive matches?  PAF is the only player who really knows how to use planes well to begin with, but the skill level to use them effectively at their bloated price of $1200 per plane, their weak HP, insane vulnerability to flak and unbeknownst to many their cost to repair (yes they do cost money to repair when they land) is hard to match.

They only have 1 shot, and the 1 shot doesn't even do much damage, i think it's fair that the missiles are more accurate. I don't think they should have 100% success rate, but as it is against pro players, it is feasible to speculate they only have 45% accuracy

I have not play tested this mod yet, but if the planes had 80% accuracy, that would be great. It's too easy to make a plane misfire as it is. It's also not like they serve anything representable like real life harriers either, they do not serve any anti air functions, not can they 1 hit tanks like i'm sure a real aircraft could (look up the A-10 Warthog)

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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1 hour ago, CCCP84 said:

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.

And those players will no longer become noobs...

 

Maybe hahahahaha

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Only was a matter of time.... Also shows just why Spies are broken beyond all fuck. Easy 12k with no effort whatsoever.

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On 5/10/2021 at 7:02 PM, bbglas007 said:

And it's ok to you that allieds have significantly worse anti air? I'm not saying allieds have mildy worse anti air, i could speculate that allieds only retain 20% effectiveness of soviet or Yuri anti air capability

If you want insight, here it is: Anti air naval

You need to remember that ra2 does not support true multi targeting
An aegis may fire 10 rockets at 1 rocketeer, however it will wait until that rocketeer dies or moves out of range until firing at the next rocketeer. It will also overfire at it's target. It may only require 2-3 rockets to kill a rocketeer, but it will still shoot 10+ perhaps. I don't need to explain to you how flak works. It's ridiculous to compare

 Also I didn't see you comment on terrorists or demolition trucks, so i suppose you are happy with them as they are not used as much in competitive games

 

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.

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47 minutes ago, ReaperAA said:

 

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.

Do you know what is the best weapon against rocketeers? Rocketeers! ))

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28 minutes ago, CCCP84 said:

Do you know what is the best weapon against rocketeers? Rocketeers! ))

Exactly the issue with Allied vs Allied. :D

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7 hours ago, xe3 said:

Only was a matter of time.... Also shows just why Spies are broken beyond all fuck. Easy 12k with no effort whatsoever.

Not really, that player was afk and not producing any units. In a pro game this would not work as good players are always spending their money as fast as they can

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On 5/12/2021 at 10:28 PM, bbglas007 said:

Not really, that player was afk and not producing any units. In a pro game this would not work as good players are always spending their money as fast as they can

The "pr0 pliar" argument again....

Name me one unit that doesn't belong to Allied that can give you the same benefits while demanding balls all. If he was Soviet or Yuri, he wouldn't have free 12k in the same exact situation.

This unit demands exactly 0 effort, costs nothing and can either give you free Veterans, free money, the most broken units if you spy a lab, or just sap power for 30 seconds. Step 1: Build IFV. Step 2: abuse waypoint. Step 3: Send to a building of your choice, 99% success rate. Step 4(optional): shoot dogs/drones from IFV, because for some genius reason, Spy inside IFV can still use the MG.

It's too good, most nations bar Iraq have balls all as a response to this, and even then they have to be careful deploying the base Desos as it'll damage his units that are leaving the factories. Ironically Allied are the worst when it comes to countering Spies. The lame Spies are especially powerful on games that are not "pr0 pliar dune walk", 3x3 or 4x4 games are basically Spy games.

Why have a toggle for Multi-Engineer, who are no where as dangerous as Spies? That's why I suggested making a toggle for No Spies as well. If you're a "pro pliar", more power to you, play with Spies. CNCNet is all about options, right?

If you meant the newly buffed Prisms then just LOL. Just about everyone agrees that the buff was unnecessary.

Edited by xe3
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43 minutes ago, xe3 said:

Why have a toggle for Multi-Engineer, who are no where as dangerous as Spies? That's why I suggested making a toggle for No Spies as well. If you're a "pro pliar", more power to you, play with Spies. CNCNet is all about options, right?

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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changes sound good.

I made a rebalance in my maps too.

There are two changes which I think should be applied here :

  1.  Patriot missle has weakened agais shots, which make them good against mass-rocketeer (must have IMHO)
  2.  Grand Cannon build limit 2
  3. ( if possible, let Crazy-Ivan swim)

 

 

I also have some alternative unique units which are pretty good IMHO, but I think not for everyone :

  • Russia has russian paradrop instead of tesla-tank
  • Libya has Slave Miner
  • Cuba has Vehicle-Hijacker
  • Germany has Chronotank (build limit 5)

 

 

Edited by cypher

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Right, so Tesla tanks not only detect Mirages... but also Spies. Effortlessly kill an effortless unit. Brilliant.

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