Jump to content


Member Since 06 Jun 2014
Offline Last Active Jun 02 2019 06:57 PM

#1075777 Patch 3.3.3 Proposed Changelog

Posted by Bernadiroe on 19 January 2018 - 11:54 AM

I do hope AI M.AD.M.A.N no longer trying to 'attack' walls that is in its pathfinder when there's no other pathways (crowded base), like other units and infantries that always randomly attacking walls inside their own base because that specific wall section is in its pathway.


This usually happens when we send aircraft over the crowded base (or spawn an offensive support skill in the middle of their base), and the mobile AA units/infantries trying to follow and end up covering the M.A.D.M.A.N as it tries to wriggle out of the crowd.


Maybe make it so that AI will sell that specific wall that blocked their way, instead of trying to attack them? And if they cant sell it (different owner), then command them to attack. (Except M.A.D.M.A.N, maybe just put them to stop instead of forcing its way thru the walls).


Or just make M.A.D.M.A.N capable of crushing thru walls.

#1066735 MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

Posted by Bernadiroe on 14 September 2017 - 03:30 PM

well but I want only a special infantry to russira

But it cannot be a flying unit, and my suggestion to that is Voltmortar (I remember the name), with removed stealth utility and re-balancing its damage.


It lobbed a tesla bomb when deployed to enemies. It fits Russia since it's using tesla tech.

And the reason why I agree to the addition of new infantry to Russia is just to be fair on the amount of infantry options, I guess.


Russia: Chitzkoi (considering all sub-factions except Haihead only has 1 Hero) + Voltmortar

China: Eradicator + Gyrocopter

Confed: Arsonist + Mortar Quad


So each Sub-faction of Soviet now has 2 unique infantries.


Oh and by the way, I never used Chitzkoi myself so I can't be sure but, what would happen if Chitzkoi-infected unit got repaired with a repair IFV/Drone? Is it gone or forced out of the unit?

#1066725 MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

Posted by Bernadiroe on 14 September 2017 - 01:37 PM

I really like wolfhounds I almost complete all Russian missions with it and chitzkoi it is a little bet rushy Iam not surprised that they told me that chitzkoi killed in action

I really want some flying infantry to Russian (maybe cosmonaut with tesla technology  :shiftee:  :shiftee:)

I think in Russian's part, Wolfhound is the flying unit they got, whilst China only get Gyrocopter and Confed has Vultures.


So probably won't be allowed to add another flying unit to Russia.

#1066707 MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

Posted by Bernadiroe on 14 September 2017 - 10:48 AM






I see that Russia doesn't have a special infantry(not a hero) like Latin Confadration's arsonist and Chinese gyrocopter.
so I have suggestion that you can add cosmonaut as a special infantry to Russia 

Probably better if Russia has an enhanced Tesla Trooper since their tech is Tesla-focused.












Russia has two hero's and better vehicle product


I think that russia doesn't need a vehcile product and chitzoki I didn't like it.it looks like terror drones but a little bit stronger


What do you mean doesn't need a vehicle product?? Dude their Wolfhounds is a blessing!


And just because you didn't like Chitzkoi, doesn't mean it's bad and need a new one (unless the majority of players actually have the same complaints against Chitzkoi)

Never use "I didn't like it" as a reason for wanting to have a new/better unit.


Since China has Eradicator and Gyrocopter, Confed has Arsonist and Mortar Quad, I guess it would be fair if we add 1 more unique infantry for Russia beside Chitzkoi.

Maybe something that lobbed a Tesla grenade? (I remember a stolen infantry from 3.0 that is stealthed when deployed and lobbing Tesla grenades) Remove his stealth function and re-balance his damage and voila we have a fitting infantry unit for Russia? :D

#1066505 MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

Posted by Bernadiroe on 11 September 2017 - 11:41 AM

Then is it possible to make Boidblitz projectile to be like Scud Launcher's, but indestructible..? (or cannot be targeted)


Or is it intended to be that way? To compensate its high damage (not really), it has inaccuracy?

#1066090 MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

Posted by Bernadiroe on 06 September 2017 - 10:03 AM

Hmm, I agree if it does make a balance problem in multiplayer (which is why I was suggesting in skirmish only, without knowing that it cannot be done).


Although I would say that coolness, as well as stupid changes, something classified as unnecessary, is relative to ones taste or opinion on the matter.


For one, I think adding voice overs are unnecessary, but of course some people will think otherwise.

I think changing the bit of Clairvoyant death animation is necessary, but others will think it's nothing. (and probably not knowing that it can't be done unless someone says so)

Others think Inferno Tower needs a new visual for its projectile, but I don't think that's necessary (which I believe end up changed in 3.3.3)


I do believe, if you open a public thread for suggestions, which means you want inputs from newbies and non beta testers, you should be ready for those stupid and unnecessary ones. You are not allowed to complain about stupid suggestions being made, otherwise it was a mistake in the first place to make this thread public.


You cannot expect no one will stupidly post a ridiculous suggestion on a public thread. If you want professional suggestions only, make it so that only trusted members who understands how the engine works can suggest in this thread. Problem solved. Less headache. Everyone happy.

#1065968 MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

Posted by Bernadiroe on 04 September 2017 - 06:11 PM

(3) The return of the rejuvenatior. For some reason, I think the rejuvinator would be great as a Foehn+Foehn stolen-tech unit replacement.

The new rejuvinator would also heal nearby infantry like a drakuv with a larger radius and be more durable to attacks.

Perhaps it could also attack infantry like a huntress does, too, to create healing nano-clouds to further its aiding capabilities. 

As much as I love Rejuvenator with its 2 rapid-repair beams with large range, that new ability to heal infantry with aura and even an ability to attack... That's far too OP.


A flying unit that is capable of repairing in rapid succession plus having 2 instead of 1 repair beam (making them not twice but quadruple as effective as repair IFV) and has alot of hitpoints.

Those points already more than enough for a stolen tech. Having 2 or 3 just behind your tank forces means almost guaranteed survival unless enemy is using chrono, mind control or focusing on 1 unit and manage to outdamage the repair (remember, the repair is very rapid with only like 0.25 sec delay each double-repair beam).


Regarding its addition to Foehn+Foehn stolen tech, it seems fitting, seeing their Minermite also raise tank survivability alot with their active repairs. And the design also looks futuristic.

Maybe instead of repair beams, it will use nanomachines to further be unique of Foehn+Foehn tech.

#1065232 MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

Posted by Bernadiroe on 30 August 2017 - 06:16 AM

I guess that's why it's a hard decision to make changes on current, commonly-used units...


Since then you need to re-tweak the missions everytime something changed, or at east checked, just to make sure nothing is broken.


By the way does Scavenger already at the limit for adaptation slots?


1. Pink Laser                         - both

2. Bigger original weapon     - ground

3. Double-barreled cannon   - ground

4. Single-barreled cannon     - ground

5. Machine gun                      - both

6. Mastodon weapon             - ground


These are the only ones I know. Oh by the way, why AI in skirmish never use stolen tech..?


EDIT: A suggestion for skirmish, how about adding an option for a random sub-faction from a selected faction? So that the system will choose one of the 3 sub-faction of the selected faction, instead of choosing randomly from every sub-faction.


I do want surprises but most of the time the game start with multiple of sub-factions from the same faction. I would like it more if every AI is different. (hopefully the coding for this is easy enough...)

#1064928 MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

Posted by Bernadiroe on 26 August 2017 - 07:36 AM

isn't just better to play against people tho?

Not everyone is as brave as you. Cowards like me prefer a non-stressful, mostly predictable scenario where I'm able to put my units and structures symmetrically with the map just to make it look good.


I'm really bad at pvp because I would always have adrenaline rush, resulting in sweaty palms, shivering fingers and inability to take action once panicked.

I far prefer co-op with other players/AI or just against AI rather than against other players.

#1054528 MO 3.3 // Campaign, Cooperative & Challenge Discussion

Posted by Bernadiroe on 18 March 2017 - 02:47 PM

something tells me that the paradox engine isnt going to make it through the end,like yuri is going to screw with them and then suddenly the allies are fighting communist dinosaurs.

....talking about dinosaur, maybe that's partly how Foehn was created...


You know, they're using dinosaur names...



#1054288 MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

Posted by Bernadiroe on 15 March 2017 - 05:12 PM

just a fast idea, why don't we have more colors to play as? i mean, the colors are clearly there and heck, would be kinda nice for making fancy screenshots


How about a color wheel to freely choose any color? :D

#1051258 MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

Posted by Bernadiroe on 17 February 2017 - 06:43 PM

I'm not sure if this is the right place for it, but here's a question that I've been wondering the whole time (since I started RA2)...
Why can't we build structures on top of ruins? (Especially when some campaign maps starts off with a structure on top of ruins, like the soviet mission "The Raven")

Oh gosh I've been wanting for this rubble that blocks off building structures on it to go away a long time ago...


Unless I'm using Allies that I can delete the building entirely with C.Legionnaire, and thus allowing me to build on it (or just for the sake of making the map look clean), I have to deal with the leftover unremoveable rubbles...

If we won't get those function which engineer can reconstruct a destroyed building, can we have those destroyed building  rubbles removed in 3.3.1...?

#1033961 Mental Omega 3.0 TRAINER

Posted by Bernadiroe on 12 July 2016 - 12:51 PM

I do think Freeman's english is bad because it's not his native language, but using font effects and colors too much do make you look childish.


And about the trainer, I'm not quite understand why CLAIstar seems really sensitive about it xD

My guess would be because the existing trainers CLAIstar know are the ones that can be used in online game too, and despite Freeman saying he won't use it there, he's just avoiding the risk of that happening I think.


Personally I think cheats and trainers are okay as long as you never use them in online games. Sometimes ppl just need them because they're not as good as the devs expecting but still want to play the game at ease.

#1032469 I need a Good Army Composition for the PsiCorps

Posted by Bernadiroe on 19 June 2016 - 09:22 AM

For quick win, use basilisks to bombard their MCV (maneuver yourself to the path with the least AA structures), then target their war factories. (15 basilisks probably enough)

Once they have no MCV and WF, you can take your time to slowly torture them or just send another batch of basilisks to finish everything :)


To defend yourself whilst waiting for the basilisks (or progress as you unlock basilisk) defend yourself with Mastermind to avoid tanks and infantries, and 8~10 gehenna platforms to counter Kirovs.

#1032208 MO3.0 Feedback // SUGGESTIONS

Posted by Bernadiroe on 15 June 2016 - 09:48 AM

You're forgetting about one thing. Clairvoyant cant disguise himself, while allied spy can, so CV have to rely on wave infiltration attacks.

At first he did compare Allied spy wih CV, but then he wants Allied spy to be on par with other spy except Foehn's, thus the suggestions he made. He clearly remembers about CV can't disguise since he use the word "disguisable".

Although I think at this point no more suggestion will be taken..? (At least for the upcoming public release)