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Member Since 29 Dec 2013
Offline Last Active Jul 12 2018 09:02 AM

Posts I've Made

In Topic: YR Red-Resurrection 2.2 FEEDBACK

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.

In Topic: YR Red-Resurrection 2.2 FEEDBACK

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?

In Topic: Star Wars fanfic

29 May 2018 - 09:50 AM

Definitely taking your advice to heart, Pasidon.


I've made some minor reworks to the overall story, and so far it does feel kind of satisfying. I'll probably try not to tie myself down too much with placing the story within the EU itself, and instead make it standalone with some references here and there to what happened in the EU. There will still be some crossovers, but the main thing is to make them add flavor to the story and not be crucial aspects that define the story.


If you don't mind running through the chapters, I'd appreciate that as well. I'm also hoping others in Revora would come on by and offer some insight.


We'll see :)

In Topic: YR Red-Resurrection 2.2 FEEDBACK

10 May 2018 - 05:53 AM


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.

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.

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.

Well, either "players like you" do it to people repeatedly or its not a real issue. :p 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.



Moot points :p 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) :D

In Topic: YR Red-Resurrection 2.2 BUG REPORTS

10 May 2018 - 05:47 AM


Kirovs keep dropping bombs even when they are shot down. Bug or feature? XD

Don't think that's even possible in the engine, but since it fires fast its possible it could release a bomb frames before death so some are still falling when it dies.

Some factions seem a lot more aggressive than others. The US, for example, can really push hard and win easily with a wave of Aroostooks and supporting vehicles. Is this just an AI issue?

You mean some AIs are more aggressive? They all have roughly the same amount of triggers to build units, but the AI can't use units efficiently so some are more effective than others. The AI is better at using brute force units than stuff that needs micro or hit and run tactcs etc.



1. It's rather strange how the Kirov thing happens. On numerous occasions where I've seen one shot down, the dying Kirov keeps unloading bombs up until it crashes to the ground. But maybe it's as you've explained.


2. That's true. They can be pretty dumb with their targets, but for the most part they really have a knack when using other units. Many a time a Federal Europe AI has a Vortex Tank easily ripping through an enemy base, and single-handedly wipes out the entire base on its own without suffering from too much damage. British AI tends to focus on an effective THz/Penguin combo; as long as they hit the right targets, or are not blocked by a wall of defenses or enemy forces, almost nothing can stop them on the warpath.


AI power grids tend to be very easily exploitable. A well placed Spy/Saboteur can definitely turn the tide to one's favor, and with the AI's tendency to go all out, most times they can easily steamroll an enemy without much difficulty. But until then, for the most part the AI does well to hold out on its own.