In red alert 3, future tank only does 50% of the damage to friendly units under force fire, doesn't seem to be the case here.
Edited by flack, 16 July 2020 - 02:11 AM.
Posted 16 July 2020 - 02:11 AM
In red alert 3, future tank only does 50% of the damage to friendly units under force fire, doesn't seem to be the case here.
Edited by flack, 16 July 2020 - 02:11 AM.
Posted 16 July 2020 - 09:15 AM
Who's saying that they're copying from RA3 right to the letter tho
Edited by Handepsilon, 16 July 2020 - 09:15 AM.
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Posted 17 July 2020 - 10:50 AM
Can RA2 differentiate friendly units damage reduction wise anyway?
I mean there are armor types and their different damage reductions bur are there "friendly armor type units" and "hostile armor type units"?
I don't think this is possible to a unit to deal X amount of damage less to a friendly unit. It can attack it or can not.
Posted 21 July 2020 - 07:47 AM
there were times that you just lost a fight and realized you forgot to build units and floating on 20k.
there were times that your economy was so good that your cash not going down even you never leave the queue empty sure you could put that cash onto infantry but there are some situation that you need more armour and fragile fresh not gonna cut it
here is suggestion. MBTs are so obsolete in late game in MO, they might be some of useful in situation I mentioned above if..
build time. yes make MBTs especially gain more benefit from Multiple War Factory. example just an example imagine you could have 50 Bulldogs (lol just for the obvious picture) out of WFs instead of 1 Abrams by 10 seconds. it is obvious to choose 50 Bulldogs over 1 Abrams if you happen to face the said situation. sure it's extremely cost ineffective but it undoubtedly gonna help you in that situation. we definitely gonna see them more that way.
with this we might even get more strats like build more WF instead of rushing tech meta in MO.
also personally I think this is very convincing feature for MBTs to have.
I think you can do this with BuildTime.MultipleFactory= ? oh another idea I came up while ago. I think Hero buildtime shouldnt get boost from multiple barracks.
hope this make your brain spins a bit
Edited by FELITH, 21 July 2020 - 06:52 PM.
Posted 26 July 2020 - 06:26 PM
Is it possible to give the Sentry guns/pill boxes the same building logic as walls/mines? It would give them more utility to have a "wall" of sentries/pills to shred enemy attacks, heavily differentiate t1 defences from t2&3 defences and pressure the attacking player to invest in siege units.
Considering the amount of damage sentry guns and pill boxes do to infantries at early game, that just screams 'turtling' and 'remove early game rush' for me
Also, TS Engine damage logic makes 1 cell wide buildings to be a lot more resilient against splash damage than say... a building the size of War Factory or Barracks
Nothing wrong with either a rush or turtle. Especially if you win against both of them by strategically sound and loyal defense shattering all on coming tides (contra a rusher) or strategically outmaneuver with grace and skill the Great Wall of China (contra a turtler).
Posted 26 July 2020 - 06:28 PM
Is it possible to give the Sentry guns/pill boxes the same building logic as walls/mines? It would give them more utility to have a "wall" of sentries/pills to shred enemy attacks, heavily differentiate t1 defences from t2&3 defences and pressure the attacking player to invest in siege units.
Considering the amount of damage sentry guns and pill boxes do to infantries at early game, that just screams 'turtling' and 'remove early game rush' for me
Also, TS Engine damage logic makes 1 cell wide buildings to be a lot more resilient against splash damage than say... a building the size of War Factory or Barracks
Personally removing (not entirely though) early rush "tactics" would be great.
But I'm curious what could the wall-type buildings look/act like. You couldn't repair them, only buy a new "one" and replace the damaged ones, and the building cost would be higher to compensate their huge advantage early on when you have limited money.
People should strategically think in real time on the viability or non-viability of both rushing and turtling.
Posted 26 July 2020 - 08:52 PM
I do not think turtling is ever viable in PvP, unless you opponent is either... well, not exactly the cream of PvP players, or the maps is specifically designed to make it viable.
Posted 27 July 2020 - 03:33 PM
Why Gehenna Platforms have to reload after only finishing one target? Groups of platforms be offline after they try to kill single Rocketeer. Can limited ammo be back like the drone in Shrike Nest?
Edited by Kscsai890, 27 July 2020 - 11:45 PM.
Posted 28 July 2020 - 09:18 AM
I do not think turtling is ever viable in PvP, unless you opponent is either... well, not exactly the cream of PvP players, or the maps is specifically designed to make it viable.
Yeah, the meta seems to dissuade from turtling in PvP. I mean if you're LB, you might fare better chance, but overall you seen to be encouraged to be aggressive in general
Why Gehenna Platforms have to reload after only finishing one target? Groups of platforms be offline after they try to kill single Rocketeer. Can limited ammo be back like the drone in Shrike Nest?
I think you can manually target others after one is finished, but I guess that's really just how these remote drones work I guess
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Posted 28 July 2020 - 02:08 PM
I think you can manually target others after one is finished, but I guess that's really just how these remote drones work I guess
iirc, you can only manually target others BEFORE the platform's drone finishing one. It is forced to reload after one is finished or cloaked. But it makes no sense I retarget another when the previous isn't done.
Posted 06 August 2020 - 02:10 AM
Edited by Kscsai890, 06 August 2020 - 11:57 PM.
Posted 07 August 2020 - 03:17 AM
as Russia lacks long range & AOE anti-infantry stuff
Doesn't Volkov count? Guy is pretty long ranged and chains out an anti-everything lightning strike that stuns anyone he shoots. At least I think he still stuns infantry.
And honestly so does Desolator, I suppose... and then we have Wolfhound, which is not a long range shooter.... but aerial status is really its' own protection.
Besides, should Scud Launcher missile be capable of anti-unit&infantry similar to V4 in RA3? Its target accuracy is in lowest tier anyway.
Edited by Handepsilon, 07 August 2020 - 03:19 AM.
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Posted 08 August 2020 - 08:46 AM
Doesn't Volkov count? Guy is pretty long ranged and chains out an anti-everything lightning strike that stuns anyone he shoots. At least I think he still stuns infantry.
And honestly so does Desolator, I suppose... and then we have Wolfhound, which is not a long range shooter.... but aerial status is really its' own protection.
I'm not sure what you meant by its' target accuracy being the lowest tier. It's one of the best artillery units out there, having a godly long range and rocket that's shootable on paper, but in actuality too high and too fast to strike down.
I mean the damage percentage vs Flak, Plate, Medium, Heavy.
Edited by Kscsai890, 08 August 2020 - 08:54 AM.
Posted 08 August 2020 - 02:32 PM
Should Battle Tortoise's own rocket launcher be a turret that fires while moving?
Posted 08 August 2020 - 05:34 PM
Posted 08 August 2020 - 05:34 PM
Posted 09 August 2020 - 02:54 PM
I actually want every faction to have 2nd hero or epic unit. That would really make gameplay fun. Just a suggestion, Don't take it serious...
I actually like this idea. Heroic duos are so much more interesting than lone wolves.
Posted 10 August 2020 - 04:15 AM
Volkov's buildlimit is one
So is Stalin's Fist build limit, which was included in your suggestion
I dunno though, Russian subfaction's simplicity seems to make adding additional weapon to Stalin's Fist a weird thing. I mean, it's not Boidmachine after all. It's a moving War Factory from which you can start chucking units from, which is pretty in-line with their rapid-deployment doctrine.
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Posted 10 August 2020 - 10:48 PM
Dears, Today i started to work on new cameo for "DEMO TRUCK" theres my first homemade version
Lets change that ugly thing
! ofc its just my opinion . Do you think "DEMO TRUCK" Cameo does need rework ?
https://imgupload.pl/zdjecie/1lEPX - uploaded cameo
Edited by Verthunder, 10 August 2020 - 11:08 PM.
Posted 11 August 2020 - 05:52 AM
Volkov's buildlimit is one
So is Stalin's Fist build limit, which was included in your suggestion
I dunno though, Russian subfaction's simplicity seems to make adding additional weapon to Stalin's Fist a weird thing. I mean, it's not Boidmachine after all. It's a moving War Factory from which you can start chucking units from, which is pretty in-line with their rapid-deployment doctrine.
I mentioned SF because I simply thought it need a weapon or sp, radiation missile is just one option. The modified Scud Launcher should cause area of anti-infantry damage (at the expense of accuracy, I guess), which has not buildlimit compared to Volkov.
Edited by Kscsai890, 11 August 2020 - 10:27 AM.
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