If you have any thoughts regarding the balance of the game, for example how well various units perform in different situations, or any thoughts on what could be improved or reworked, please provide your feedback below.
YR Red-Resurrection 2.2 FEEDBACK
#2
Posted 26 April 2018 - 02:05 PM
Kirovs seem a tad overpowered, IMHO. Maybe a health/speed nerf is needed to even things out? One Kirov tends to be able to steamroll bases rather easily.
Also, I humbly think that Russia's New Soviet Man ability could use a bit of a price/cooldown hike. Players like me could easily abuse it and turn a huge number of cheap infantry into a nigh-unstoppable cyborg meatball. While there are many ways that they can be countered, a rolling wave of them could easily ruin anybody's day.
Just my two cents.
EDIT: Any way I can update RR now that the site is down?
Edited by hxazgalor, 26 April 2018 - 02:05 PM.
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#3
Posted 27 April 2018 - 12:30 PM
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#4
Posted 28 April 2018 - 05:11 PM
They still get easily stopped if there is antiair though. Now at least if they manage to get into a base they can do some good damage to make them worth it.Kirovs seem a tad overpowered, IMHO. Maybe a health/speed nerf is needed to even things out? One Kirov tends to be able to steamroll bases rather easily.
Well, either "players like you" do it to people repeatedly or its not a real issue. No point in conjecture. From all the testing that gets constantly done, I haven't seen it happen. Theyre not a dominating force in games, though are still integral to playing Russia.Also, I humbly think that Russia's New Soviet Man ability could use a bit of a price/cooldown hike. Players like me could easily abuse it and turn a huge number of cheap infantry into a nigh-unstoppable cyborg meatball. While there are many ways that they can be countered, a rolling wave of them could easily ruin anybody's day.
#5
Posted 07 May 2018 - 05:45 PM
Hello!
Nice mod. One thing I have in mind is a little suggestion to add one more naval unit, exclusive for the British faction, namely the Cruiser Battleship that fits them,. which means they equally get six naval units each (Soviet & Allies).
As we already know Russia has Akula Sub so it would be fair in this case to put it in.... An idea is to make them similiar of what they are in Mental Omega, but with something extra like light anti-air capability (not as effective compared to Aegis Cruiser)or maybe some other good thing? They are of course a little different siege unit specialist vs. Aircraft Carrier as their attacks cannot be shot down, thou in lesser accuracy & maybe smaller damage output vs. buildings but with greater efficiency vs. units.
What do you think, and is it possible, or is it a bad thought?
#6
Posted 10 May 2018 - 05:53 AM
They still get easily stopped if there is antiair though. Now at least if they manage to get into a base they can do some good damage to make them worth it.Kirovs seem a tad overpowered, IMHO. Maybe a health/speed nerf is needed to even things out? One Kirov tends to be able to steamroll bases rather easily.
Well, either "players like you" do it to people repeatedly or its not a real issue. No point in conjecture. From all the testing that gets constantly done, I haven't seen it happen. Theyre not a dominating force in games, though are still integral to playing Russia.Also, I humbly think that Russia's New Soviet Man ability could use a bit of a price/cooldown hike. Players like me could easily abuse it and turn a huge number of cheap infantry into a nigh-unstoppable cyborg meatball. While there are many ways that they can be countered, a rolling wave of them could easily ruin anybody's day.
Moot points I tend to play mostly offline (I don't really like online gaming that much, preference I guess), so I tend to think up of a host of ways to win a game. And that means randomizing tactics as much as possible. Makes things rather fun haha.
On another note, I also like how you incorporated VOs from Company of Heroes (the Vulture and Harrier)
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#7
Posted 10 May 2018 - 05:54 PM
There might be some kind of naval update in future but haven't figured out good ideas for the units that aren't just the same as the land units in most ways. I don't think I'd ever add a cruiser with projectiles that couldn't be shot down, at least not one with remotely the range like a the Dreadnought or Aircraft Carrier, as it feels pretty unfair.Nice mod. One thing I have in mind is a little suggestion to add one more naval unit, exclusive for the British faction, namely the Cruiser Battleship that fits them,. which means they equally get six naval units each (Soviet & Allies).
As we already know Russia has Akula Sub so it would be fair in this case to put it in.... An idea is to make them similiar of what they are in Mental Omega, but with something extra like light anti-air capability (not as effective compared to Aegis Cruiser)or maybe some other good thing? They are of course a little different siege unit specialist vs. Aircraft Carrier as their attacks cannot be shot down, thou in lesser accuracy & maybe smaller damage output vs. buildings but with greater efficiency vs. units.
What do you think, and is it possible, or is it a bad thought?
Lamia's VO is too.On another note, I also like how you incorporated VOs from Company of Heroes (the Vulture and Harrier)
#8
Posted 24 June 2018 - 07:30 AM
I noticed that the Soviet arsenal in the campaign, esp the last mission, seems a lot more restricted than the Allied one in the last Allied mission. Any reason for this?
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#10
Posted 12 July 2018 - 08:59 AM
Sorry for the late, late reply.
I've only tested the last missions for both Allied and Soviet campaigns, and for the Allied one, there's a wider selection of units available to the player, from Penguin Artillery units to Prism Tanks. Meanwhile, the Soviet one only has the Russian arsenal available to the player, and most of these units are rather ineffective against the more well-entrenched Allied forces.
I Write Stuff. Sorta.
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