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Member Since 21 Dec 2016
Offline Last Active Aug 05 2019 10:47 PM

#1090971 MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

Posted by TeslaCruiser on 20 September 2018 - 06:21 PM

Minermites absolutely need a repair rate nerf, this is a major balance issue that somehow hasn't been addressed yet


Minermites could receive something like 30% more health and a proportional reduction on how fast they can heal each other (and other units)

This way, they can retain the behavior while being easier to kill by focus firing (which means already an advantage for minermites by forcing suboptimal firepower usage)


I also think minermites should be destroyed by jets besides harriers... it would be fun and encourage more air play which is kinda niche ATM specially when it comes to epsilon planes, also kinghtframes are a powerful AA unit so it would be ok to have this dynamic.



#1085760 MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

Posted by TeslaCruiser on 30 June 2018 - 08:07 PM

Cyberkernel 1.25   Loom 1.2   Cloud Piercer 1.25   foehn power plant 0.9   Radar Spire 1.25   Field boureau 1.25 (3.3.4)   Nuclear reactor 1.25 (3.3.4)   Allied Air Force 1.25   Experimental Warpshop 0.8  Repair Crane 1.25 Aerodome 1.25 Tank bunker 1.4 Plasmerizer 1.25  Mines in general 1.2    

#1085673 Patch 3.3.4 Proposed Changelog

Posted by TeslaCruiser on 29 June 2018 - 02:59 AM

The 3 tesla reactor tech rush will still be a thing for China
Atomeheart power requirements needs to be increased to add another tesla reactor at least
I mean, increasing centurion construction by 33% is a huge change but will not be that significative since CHINA can bypass the noclear reactor and build it after the lab

BTW, how about adding this 33% multiplier to all epic units? It would help to improve balance and enrich gameplay options

Slowest tech (T3 acces) goes to foehn, not to allies
supers and extra tech unlock is also faster to allies (against foehn), but not by a signifficant amount

Epsilon T3 rush will be now more notorius, when compared to soviets obviously, but was pasively nerfed when compared to Allies and Foehn due to build time tweaks

Rhan´s range needs to be nerfed, his ranga and damage means he can one shot a lot of stuff including some heroes, as an indicator of his power I can mention his ability to counter Volkov (wich is rightfuly considered op) and to 1 shot fin/alize

would also suggest a range nerf for Morales (primary weapon)

additional suggestion:
I think foehn needs the ability to build an empty refinery (without minermite) from armory tab, this construction option should be unlocked around mid game (either from loom/cyberkernel (?) or from full tier 3)

#1085613 Patch 3.3.4 Proposed Changelog

Posted by TeslaCruiser on 28 June 2018 - 01:09 AM

please remove AI ability to train spies early, thx

#1083777 MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

Posted by TeslaCruiser on 21 May 2018 - 04:28 PM


50 + power for Allies Wind Turbine would be nice. 


A little Price increase and power output decrease for Nuclear Reactor would be nice too. Right now it's at 1.33 price to power efficiency. No other powerplant come close to 1.0 efficiency. 


+50 turbine and a proportional turbine price increase is what allies need. Also their problems start after reaching T3 since they have zero power problems before that.


I'm against touching nuclear reactor price since soviets already have the expensier tech 3 path, and that is considering a technical rush not an actual build order.
A standard 2 refs build means soviets get an even worse number thanks to having the worst t1 power.

Now, let's take a look to the most common missconceptions about this matter

a) Soviet T3 rush is 2 fast:
That is false, all factions can rush their T3 in a comparable time (differences are not very noticeable) and the fasttest tech rush belongs to epsilon.
So why is this idea so popular? because people tech rush a lot on this game and soviet strong mid game makes them the ideal faction for a fast T2 army + hero push.

b) Soviet super weapons rush is 2 fast:
This is a partial truth. Both epsilon and soviets can get supers in a comparable amount of time and both Allies and Foehn can protect themselfs against this thanks to cudas + widow and inhibator. What people see as a balance problem I consider to be part of game balance otherwise why would the developers put this kind of mechanics in the first place?
I mean, an identical cost and build time to reach super weapons would made inibator and barracudas unbalanced additions to an already simetrical field.

c) Soviet power is 2 safe:
Ok, this is an interesting point. Nuclear reactor means a lot of power into one building so we all know there is a risk. But this downside can be negated by building multiple nuclear reactors. And at this point (building way more than you need cause roll safe) the power efficency discussion becomes kinda irrelevant


d) Soviet late game power issue
Finally the one point that makes some sense. Considering the high amount of power a nuclear reactor provides, things like industro plant and T3 deffences should demand more power. An alternative approach is to reduce the amount of power a nuclear reactor provides.

#1082952 MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

Posted by TeslaCruiser on 03 May 2018 - 01:11 AM


I did not know whether to post this in #Campaign, Cooperative & Challenge Discussion or or if I should do it here.


I have a complaint with the origin story...


It's interesting that Yunru is taking center stage in the story, but I do not like the way he is doing it. There is no real justification for why part of the chinese forces are following him, what makes them follow his leadership? Only because she is right? If the one who really leads the forces that follow Yunru is the chinese general who appears in "Dragonstorm", it would make more sense, his soldiers follow his general, but the general trusts Yunru's plan and that is why he mobilizes his forces in favor of she, betraying her country in favor of a good for all. Not only does it justify why they follow her, but also enriches Yunru's character, lately it seems that she is a Mary Sue.

Another point that I would like to comment, I do not know what plans they have for Rashidi, but if they do not have big plans for him, I would like to see his participation in the revolt. he is a very important character, Yuri owes his arsenal to Rashidi's ingenuity, if not, it just would simply use technology stolen from Soviet and Allied. One idea I came up with is that both Yunru and Rashidi are on their way to the meeting point in the sea of ​​Bering, so the origin missions can focus on both trips, from two different points on the map, while Yunru travels to Japan To recover Kanegawa's technology, Rashidi may try to recover his investigations of a secret technology in his old workshop.
I know that the campaign is not over and there are still many questions to answer, but I can not help feeling that Yunru is transforming into a Mary Sue just to justify why there is a fourth side...
I believe that a revolution should not have a single leader. Yunru is intelligent, but he can not master all the skills that come with directing a revolution (she is a scientist, not a politician or a military strategist), she should be the brain but Rashidi is the one who gives the face for the revolt, is say the diplomat (Malver and his blade to negotiate) and Xiu Rong Wu brings experience military experience.
*Also you can replace the the Huntress with a Hijacker in "kill the messenger" and have justification with the participation of Rashidi.
finally some constructive criticism about this nonesense
my aproach tho this issue is to ignore lore all together since it does not make any sense, i´m not a big fan of singlepayer missions so it is easy for me


finally some constructive criticism about this nonesense
my aproach tho this issue is to ignore lore all together since it does not make any sense, hope developers try some more mature ideas since ra2 does not belongs to them to degenerate it like this, at least ra2 was funny


#1082465 MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

Posted by TeslaCruiser on 23 April 2018 - 04:29 AM

does EA lacks anti infantry damage? No
snipers aren`t great but they are a good defensive unit + looong range wich means free shots, they are supposed to be used in shockpoints, behind other stuff and so
also why you guys haven`t realise by now that rocketeers are just scouts? and, why is that bad?
My guess: we have run out of important balance issues and people start now to create balance issues due to inercy and community habits


I've said this many times: the community will not stop until we get another 3.3 virus because "it is a sniper and snipers should 1 shot because they are snipers" :popcorn:



#1080512 We need to talk about Pacific Front.

Posted by TeslaCruiser on 18 March 2018 - 11:39 PM

As early as 3.3.3 changelog was made public I did a comment about problems coming due to blizzard new powers. And I still think hailstorms are 2 good, at least fire on the move -auto targetting- should be removed to this units considering it does splash damage+good anti-infantry+long range+target pursuit.
That said, 3.3.3 PF is waaaay more balanced than before. A PF late blob still costly AF and in any circumstance you are supposed to avoid frontal combat against those, just like when facing LB late blobs.
Instead, try to bait them and aim for buildings and miners. Probably not in that order.
Also, SW can be very devastating against slow armies, and both Chronosphere and IC can be used to bypass the main army and kill tech.
If all these fail, then ask you this questions:
Am I using a good SF to play against PF in this scenario? For a short comment about the last: all "balanced" Sub-factions can counter PF due to extra mobility and decent armor in most circumstances. -PC, RU, EA, idk who is the "balanced" foehn WoC? + USA and LC are good options in open maps and can break through PF lines using raw power and speed + debuffers
Finally, if it happens to be an extremely shokepointy 3v3... why those maps exist? lel

#1079133 Patch 3.3.3 Proposed Changelog

Posted by TeslaCruiser on 05 March 2018 - 03:02 PM

different conventions, depends on the country



#1078612 MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

Posted by TeslaCruiser on 27 February 2018 - 01:21 AM

I hope we can get the windows 10 error fix soon -so we can have those players back- that and the balance notes from 3.3.3.
It seems the development of some mission keeps the patch from release. If this is true I find it very unfortunate, but I understand.
Hope we can have good news this month. Or some info about what is left to be done :good:

#1078462 Patch 3.3.3 Proposed Changelog

Posted by TeslaCruiser on 25 February 2018 - 02:29 AM

G.I./Conscript/Initiate IFV mode weapon ROF increased from 10 to 18
I think this nerf is a bit extreme, something around 14 or 16 should be enough. -AFAIK it is a linear parameter so increasing ROF by 80% will result in an ingame damage output just a bit better than Soviet counterparts -not counting armor/cost/range differences- and that doesn't make a lot of sense.

In 3.3.3 we will get a proper nerf to jets by making them bad against structures + tech structures more durable. So, any chance to make jets better? Something like making them more responsive and less likely to fly around the target multiple times before attacking?

#1078153 Patch 3.3.3 Proposed Changelog

Posted by TeslaCruiser on 19 February 2018 - 05:42 PM

something to add anti-infantry power early

#1078067 Patch 3.3.3 Proposed Changelog

Posted by TeslaCruiser on 18 February 2018 - 04:51 PM

In my mind, there is room to tweak the ptera because sync infantry and roadrunners exist so you can rely on those in smaller maps, which even now is a smart thing to do. Some ideas sound very interesting I hope we get something from this debate.
Also, I'd made this spreadsheet to show the relations between map size/time and sub-factions. The higher the number a SF gets doesn't mean they are op but, in most situations, how versatile they are. Sadly google docs isn't my thing so it is a dumb spreadsheet, hope this can help.





#1077962 Patch 3.3.3 Proposed Changelog

Posted by TeslaCruiser on 17 February 2018 - 12:38 AM

But thors do have anti ground splash.

At critical mass any kind of unit can win even vs their counters. Welcome to the game.


Not to mention most of the "ptera op" complaints i hear after A) long games B) team games C) both. Coronia is just better at snowballing than other factions.

What? who is massing thors? Even if you mass wolfhounds they are not capable of doing what the pteras do, not even close. What else? Invaders? Yeah invader spam happen all the time don't you see it guys? This is fine


Why it is ok for a faction to reach a point were counters stop working? Why this can't be addressed like previous spam problems were?

#1077924 Patch 3.3.3 Proposed Changelog

Posted by TeslaCruiser on 16 February 2018 - 04:07 PM

The whole "big map= foehn advantage" thing is not really a balance problem but the way foehn was designed so they win in big maps and any situation where they have enough time. Or what is the same: use foehn in big maps and team games, enjoy playing foehn and those awkward and sluggish engagements. Alternatively, you can play allies and snipe tech -wosh wosh or try to get stolentech.
Meanwhile not enough early game weaknesses has been added to foehn, I still think all jets should rekt minermites both D-A and Foxtrot need an upgrade to deal with foehn eco memes early, right now all you need to do as foehn to denied damage is to move minermites away from the planes flying trajectory and the damage goes full retard because weird 20 years old game.
So we have the big map=foehn but not enough of small map=no foehn. That is all.



and just to be clear, this is not a personal opinion on how mo balance should work but my conclusions based on how the actual game works and how the community has learned to use the factions.