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IronCurtain

Member Since 18 Jul 2009
Offline Last Active Aug 04 2009 11:11 AM

Posts I've Made

In Topic: MO+Hamachi=?

01 August 2009 - 12:37 PM

:p
Does he have wsock32.dll?

By Speeder: woodman, did you receive my PM?


The problem was fixed by installing an older version of Hamachi.

In Topic: MO 2.0 // Strategy

30 July 2009 - 10:21 AM

My point with the stong but weak artillary is strong firepower weak armor. Mainly pointing to the original V3. Obvilously you haven't been around for RA1, Soviets are all about strength, not nessesarily slow from what you pointed out but firepower and armor are their statements, mobility is a factor for Allies not Soviets. On a last note FYI Seige Choppers are a vinilla YR unit. Battleships for the most part were from my info suppose to be a rule the water but still can attack land heavy destroyer (not that the destroyer rules the water). Anyhow it's Speeder's mod so we should get off this topic and let him mod what he wants.


V3?

In MO, there's Scud Launcher. A great unit.

V3 was a really bad unit in vanilla YR.

Siege Chopper, I was talking about the one in MO.

In MO, this "soviets is all about strength" is wrong.

In Topic: MO 2.0 // Strategy

29 July 2009 - 04:27 PM

It's fixed in next version.


Cool.

Now a bit offtopic, because I couldn't find a thread with suggestions to the next version (feel free to ignore the list :facepalm:)

- The AI should be more dependant on money. Just by looking that it can build so many units with just 1-3 harvesters is a bit bizzare :rolleyes: The difficulty should be the same, I like how the AI tries to sneak attack from the places you'd least expect.

- The AI should use the country's special units more frequently. I have never seen AI using Aeroblazes for one, or Tesla Tanks...

- Also it would be nice if the AI would use ships more frequently/smarter. By smarter I mean not just going for the shipyard and then cyrcling around, but actually taking down defenses/power or whatnot. Moar challange FTW! :rolleyes:

- Infantry size...I've seen that you will be rescaling them back the orignal size, which is..just...meh :/ I got used to the size in this version, thought it was pretty good...

That's it so far, thanks for the great mod anyway :rolleyes:

In Topic: MO 2.0 // Strategy

29 July 2009 - 02:58 PM

Kill me for I'm removing the Battleship from skirmish game. :rolleyes:


Actually, thanks a bunch! I really disliked that unit, to be honest. :rolleyes:

By the way, do you know what's causing Battlefortresses/Apocalypse tanks move so slow? I even tried shooting them from pretty much everything I could with, but no success :rolleyes:

In Topic: MO 2.0 // Strategy

29 July 2009 - 07:49 AM

The point I was making is that the soviets weren't totally out of the skies, and in a related note barracudas need to be the only building destroyer aircraft, the harrier and black eagle are vehicle destroyers the mig and starflare should be too. Each of the teams have their own unique combat doctrines. Allies use air and sea support coupled with fast mobile, versitile units, with high technology. The soviets rely on a variation of Blitzkrieg tactics minus the air and infantry, The use heavy, slow, yet powerful units with strong yet weak artillary, and of course their tesla tech. Yuri is the strangest, he uses a combo of underhanded technologies to gain the advantage such as Chaos, Toxins, Mind Control technology, Floating Disk technology, Cloaking, and Railgun/Lasers. (Railguns and Cloaking is a new thing in MO but seem to fit yuri's doctrine well) To heavily deviate from this breaks the balance, now a soviet aircraft that is relativly strong is ok but the allies need a stronger one and at the same or lower tech level and at a similar cost. (not that they need to be the same price but the allies should be more cost effective)


1. Yes, soviets were totally out of skies. In original YR and RA2. In MO 2.0, with the MiGs and Siege Choppers, allies and yuri's now actually need to deploy AA units against soviets. Lot's of them. Which what I think the "balance" should be about.

2. "The use heavy, slow, yet powerful units with strong yet weak artillary"

This doesn't make much sense.

When you say "heavy, slow yet powerful units", I think you mean the apocalypse tank, which to my recollection, is the most useless tank in the games. Especially in MO. They become VERY slow after some time (which I think it's a bug of some sort, because battlefortress is doing the same). But at least battlefortress have better armour and more fire power.

"Strong yet weak artillary"

How can it be strong when it's weak?

In YR, siege choppers had the best artillery capabilities. The grand canon was a stational weapon and it didn't do much damage while siege choppers weren't stational and did a hell more damage when used against all ground units. But Westwood just had to ruin everything about USSR by adding that crappy battlefortress to the allies. As if prism tanks with mirages weren't enough to deal with, noooo....

In MO, the best artillery unit is the allied battleship, no doubt. 1 battleship can sometimes kill the AI without a problem...

So, back to the point about the doctorine. No, I think soviets use pretty fast and well armed and armoured units, not slow and heavy.

Slow and heavy = apocalypse tank, which only has this "popularity" of being the best because Westwood portrayed it to be "badass" in the starting movie of RA2. But in the game(s), it's beyond crap.

It's even worse in MO as I mentioned.

But if you combine Tesla tanks + Rhinos + Siege Choppers + Terror Drones (optimal, depends on money and good micro-managing skills), and by that I mean a lot of them (which isn't a big deal to produce), I guarantee no AI's will defend their bases successfully. Even a player will have a hard time dealing with that.

And those aren't "slow and heavy" units.

About allied doctorine, there's not much of it. They try to stay out from the range of fire. No defenses (expect for the grand canon, which is allied and I see no point for it belonging to them) can reach prism tanks. Allied are the most overpowered side in the game.

Mirages are camoflaging as trees and it makes it tedious to aim at them with your tanks (you have to hold Ctrl while doing that)
Prism tank is the best tank in the game. Does tremendous damage against buildings and infantry+spalsh damage while staying out from the range of fire. It works great against terror drones too. Also in MO, they are all veteran when you build them + 15% more armour if you pick UK.
Battlefortress. No comment. Really uninspired idea to make allies even more overpowered as it is.
Grizzly tanks are bad, yes, but if you combine them with german tank destroyers, good luck to the soviet player/yuri player.
IFVs. Much useful than Soviet apcs.

And if you add MO units such as mobile artillery, then pretty much any player is ****ed from the moment the game has started.

Also allies have better fleet and air assets. What kind of "doctorines" could be applied to them since they are the most overpowered?

And Yuri..Yuri is a copy-cat :rolleyes: Fun to play as though. And can be defeaten as well.