I would say Psycorps and EA shouldn't have much problems, as they either MC the enemy's army or crush it with a combination of Prism Tanks, Mirage Tanks, Thors and Siegfried. LC also have the rather hefty Catastrophe Tanks which can also go head-on vs most armies. As with SC: unless you have another SC or USA as enemy, you are not so lucky if they hit tier 3
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Dutchygamer
Member Since 10 Sep 2008Offline Last Active Feb 02 2014 05:18 PM
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- Age 34 years old
- Birthday February 2, 1990
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Frontline Chaos mod leader, Twisted Insurrection AI coder
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Creating TS and RA2 AI, modding TS, RA2, Generals and TW...
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In Topic: Some tips for late game online.
21 January 2014 - 06:14 PM
In Topic: MO3.0 Feedback // BALANCING
21 January 2014 - 06:10 PM
For now, the method is to increase power requirement of War Factories, Radar and Tech Lab.
I can foresee the effects to:
- Nerf Turtling strategies, since tech buildings compete for power with base defences.
- Slow down Tech Rushes by ~a minute (but will not slow down reteching if the lab is taken out but the power plants remain standing)
- Increase the value of taking out power plants.
- Slow down Steamrollers since more War Factories = more Power consumption.
All in all, this will promote Early Rushers. Scorpion Cell and the United States might benefit quite a lot from this.
Miners and refineries are unchanged. Feel free to discuss them anyway.
Keep the Refineries/Miners as they are. I always hated the fact that KW made them so goddamn expensive, combined with the extremely low sell value. Loosing a Miner (or even worse, Refinery) in that game was pretty much gg.
If you are going to increase power requirements, I may suggest applying it only to Radar and Tech Center, and not War Factory. Soviets can just run a Barracks, Refinery and WF on 1 Tesla Reactor + CY. Something extra (beside secondary Barracks) puts them in low power afaik. If you'd make it so that you need a second Tesla Reactor for Radar, but are then again close to low power (requiring a third Tesla Reactor, or take the low power), then it would be balanced for the Sovs as well. Allies and especially Epsilon would suffer less from this as their PP produce more power.
Besides the extra power requirements, I'd still suggest adding a slight buildtime multiplier to Tech Centers.
In Topic: Skirmish/MP maps
21 January 2014 - 06:03 PM
Doesn't matter, take your time. I'm not that much of a mapper anyway, I just wondered where some of the maps are and if they might return in one way or another
In Topic: MO3.0 Feedback // BALANCING
20 January 2014 - 08:44 PM
How exactly will you make teching harder? Making Tech Centers more expensive? Or applying a buildtime multiplier on them (same as on walls, but slower)?
Anyway, it sounds good to let teching be harder. Currently, some people tech so fast other players barely have their radar up when the enemy comes in with the first Commando/T3 units (don't ask, I've seen this happening). Especially with very hard-hitting units like Nuwas and Volkov this can be a pain. Makes it also more fun to fight with just T1/T2 units instead of having to worry your enemy hasn't out-teched you.
In Topic: Skirmish/MP maps
20 January 2014 - 08:24 PM
But we can still extract vRA2 maps and add (and possible edit) those to MO I know all MO mixes are locked currently (either due to copyright or due to still being in development).
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