It's been fixed? Where does it say that?
Speeder said it himself:
http://forums.revora...tions/?p=961307
Posted 26 June 2015 - 04:29 AM
It's been fixed? Where does it say that?
Speeder said it himself:
http://forums.revora...tions/?p=961307
Posted 26 June 2015 - 06:04 AM
Posted 27 June 2015 - 10:31 PM
Can Virus by Frank Klepacki be added to the Allied soundtrack?
Also, could the Allied watch tower be made buildable on T2 for stealth detection (if not also able to garrison a few infantry like the guard tower in MO1)? Personally I find it frustrating to disrupt my unit build queue just because I suddenly spot a lone shadow tank, especially when neither SEALs nor Robot Tanks alone are particularly effective against those. It's also nice to feel that my base is at least moderately prepared for these events, and leaving SEALs and Robot Tanks around the base perimeter they tend to get accidentally moved or killed in combat. The watch tower could have a considerably smaller detection radius (like, the range of a prism tower) than the Soviet sensor tower, which I'm guessing is fairly substantial given its size. Then perhaps the Epsilon mind-reader could serve a similar function. Maybe it's just me, but I find using units to defend my base against stealth/infiltration a bit clumsy.
Are the menu buttons going to be recoloured metallic green instead of purple for the next release? That might look cool.
Edited by Asylum, 27 June 2015 - 10:35 PM.
Posted 28 June 2015 - 12:37 AM
Apparently Russian cosmonauts wielded TP 82 pistol shotguns for taking down mother effing bears.
http://www.cracked.c...ory-boo_p2.html
Posted 30 June 2015 - 08:01 AM
I haven't played in a while, but isn't the Tesla Reactor also cheaper? Also, I'm 99% sure what your suggesting isn't feasible with the Tesla Troopers powering the reactor.
Posted 30 June 2015 - 08:09 AM
Nuclear Reactor is no longer latetech, because the other sides can get more power early while the Soviets can't. As a compensation Nuclear Reactor can be built early.
Tesla Trooper charged reactor wouldn't work, because Tesla Troopers are quite expensive compared to the other reactor upgrades (Bio Reactor can be filled with the cheapest infantries and Power Plant's upgrade doesn't cost that much per Power Plant).
Furthermore, the Nuclear Reactor's power output is reduced, so it doesn't give that much power as it did in RA2. Your opponents can still destroy rendering your base powerless.
Posted 30 June 2015 - 08:29 AM
Posted 30 June 2015 - 08:46 AM
info about warpshop can be found in one of the News Bulletins
Posted 01 July 2015 - 06:54 AM
Could you guys add a voiced mission briefing for your campaign missions. It would add a lot of personality to the story/factions.
Posted 03 July 2015 - 05:30 PM
It would be cool if every faction had some kind of Bulldozer type thing to clear rubble left over after a civilian building was destroyed. It could be used much like the upgrade for the allied power plant.
Posted 06 July 2015 - 01:52 AM
A game mode without Heroes or Heroines... Eaahh?...
Infinitive absence.
Posted 07 July 2015 - 06:08 PM
Random idea from me: (not really expecting to get in the game tho)
Abomination
Replaces Brute for Scorpion Cell
The Scorpion Cell run secret human experimentation to create their own "Brute". These experiments were failure, because they only created weak creatures. However they saw that it wasn't a big failure at all, because one such creature was special. While it didn't have big muscle mass and rock hard skin, its abilities made it very unique. The nicknamed this creature as "Abomination" because of its ugliness and vile nature. The Abomination was filled with corrosive bile and toxic gas. The bile can eat through even the thickest armor. Its stomach was transformed into a secondary mouth to devour enemy infantry while its original mouth was transformed into a short range bile launcher. Whenever it receives damage, it releases its gas, poisoning nearby enemies. They also recorded that the gas heals the abomination. The brain suffered major damage so the creature cannot really think. It just needs to eat.
Abilities:
Immune to mind control, dogs and crush
Heals in toxins
Upon damage, releases toxin clouds
Enemy infantry kill restores 5% of its hitpoints
Corrosive bile decreases armor on units
Posted 07 July 2015 - 07:20 PM
Need more of North Sea map type, something similar/closer in structure... Please.
Posted 07 July 2015 - 08:52 PM
How about a D-day-style fortress map? No possibility of air drops or chronoshifting. Only way to the defender is by beach landing.
Posted 08 July 2015 - 09:13 PM
The Slave Miner was very OP in vanilla RA2:YR, in my opinion. Like; a mobile refinery that supplies its own miners! damn, but still, it sort of has a nostalgic affect on me.
I would like to see the Slave Miner returned for the SC faction, but toned down in effectiveness.
Like; you could make it so slaves only carry 1 slot of ore instead of 3, and make it so you're only provided 4 slaves per unit, instead of 5.
Why SC? Well, considering that they're not so "technologically advanced" when it comes to units, I figured it'd be more befitting for them to have The Slave Miner, as opposed to the Ghost Miner.
They're also African which is a third world country, so (as sad as this may sound) slaves fit their theme as well... Those tyrants... o.o
I just want the Slave Miner back If you could make it happen (but of course balance it out), that'd be great!
Edited by BlackAbsence, 08 July 2015 - 09:19 PM.
Infinitive absence.
Posted 08 July 2015 - 09:59 PM
Slave Miners were very unbalanced in Yuri's Revenge and previous Mental Omega versions. Units such as Snipers/SEALs/Desolators/Virus/anything anti-infantry would just make it impossible to gather any ore/gems since the slaves would just be killed in an instant. There is no way to balance that in skirmish/multiplayer. Having them in the campaigns would be nice though.
SC still has technologically advanced units since they are a part of Yuri's army, why do you think they have access to Brute, Invaders, Basilisks, Adepts, etc.
Edited by MrFreeze777, 08 July 2015 - 10:00 PM.
Posted 08 July 2015 - 11:32 PM
Slave Miners were very unbalanced in Yuri's Revenge and previous Mental Omega versions.
Agreed. Which is why I'm proposing that they should be downgraded, so that owning one near an ore field is like owning an oil derrick instead of an equivalent of like 5 miners.
Units such as Snipers/SEALs/Desolators/Virus/anything anti-infantry would just make it impossible to gather any ore/gems since the slaves would just be killed in an instant.
There is no way to balance that in skirmish/multiplayer.
Sure there is.
Having them in the campaigns would be nice though.
Agreed Maybe a whole mission about freeing the Slaves? "Let my people go!"
SC still has technologically advanced units since they are a part of Yuri's army, why do you think they have access to Brute, Invaders, Basilisks, Adepts, etc.
Fair enough. It's just that their faction emphasizes "weak / not so great / spam-able" units, namely; the Mantis Tank, etc.
Edited by BlackAbsence, 09 July 2015 - 02:01 AM.
Infinitive absence.
Posted 09 July 2015 - 01:37 AM
It's more of a "We have the technology... but we don't want to spend a lot of money" thing. Use as much cheap stuff as you can and spread your cash out more.
Posted 09 July 2015 - 06:28 PM
Agreed. Which is why I'm proposing that they should be downgraded, so that owning one near an ore field is like owning an oil derrick instead of an equivalent of like 5 miners.
That still won't cover their slave's fragile weakness.
Snipers (excluding the hero: Morales) Don't exist any more (in multiplayer, at least), and Viruses are stolen-tech. There are still threats though, such as Prism Tanks and such, but It's up to the player to protect their miners, just like any other miner, any time. Slaves are also extreamly expendable at a net value of $0!
I mean units from Yuri's Revenge and previous Mental Omega versions like 2.0 not 3.0 as you are assuming. Not to mention you have even worse threats from the new Mental Omega 3.0 units like the Buratino, Mercury IFV, Siegfired, Thors, Gyrocopters, Plague Splatters(especially since their attack leaves toxins), Duneriders, Basilisks, Borillos, etc.
Ghost/Chrono/War Miners can be easily defended because they are are sturdy vehicles and can be microed to evade threats, Slave Miners are less mobile since they have to delpoy to mine and undeploy to move; their slaves can't be microed to evade threats and since they are considered infantry, they are really fragile, at least Ghost/Chrono/War Miners can take a lot of punishment before going down, slaves on the other hand die instantly along with the ore they gathered. You can't balance that.
Edited by MrFreeze777, 09 July 2015 - 06:41 PM.
Posted 09 July 2015 - 06:58 PM
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