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Reshy

Member Since 12 Aug 2021
Offline Last Active Apr 07 2023 03:02 PM

Posts I've Made

In Topic: Vanilla damage scaling?

02 September 2021 - 05:50 AM

This mod is not RA2/YR, and the point of making units less effective against certain targets was to prevent One-Unit-To-Win-Them-All scenarios (although i guess one could argue that certain units for certain factions still fall into that role). I also disagree on basic infantry being bad, they are used thorough the entire game in multiplayer, unlike RA2/YR. Especially anti-tank/air infantry. Only Soviets tend to have "bad infantry" problems.

 

If you want to know what is good against what kind of target, unit profiles on MO web page roughly (although not perfectly) provides that information.

Are you talking the advanced infantry or the basic infantry?  Because the basic infantry (esp soviets) are nigh unusable.  Regarding the one unit to win them all scenario, pretty much any unit could be used to win a mission in red alert 2/YR, that is not the case in this game.  Units in general feel far weaker and less effective on the whole.  They go from trading poorly to trading at a massive negative exponent.  It's bad enough that it can even bug the AI with how little units do, causing them to spaz out trying to attack too many units at once.  It's just a bit much.  Most units tend to only be effective against one other type of unit, and then they load foam darts versus everything else.  It's on the whole not a very satisifying experience watching a tank and an infantry impotently fire foam at each other for a solid minute till one of them dies.

 

Red Alert 2/Yuri's Revenge at least had a dynamic where most units were fairly effective against most other types of units, with a handful of bad matchups which they performed below par, but not harshly so.  It was a game of soft counters, versus the current game of hard counters.  I've seen the game compared to Starcraft, of all things, despite how in starcraft even the basic units you produce are still able to kill any other unit they attack, they don't impotently smack them for fractional damage.


In Topic: MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

02 September 2021 - 03:20 AM

yeah tbh you should go back to vanilla YR this mod aint for you since you (probably) dont know the meta of this mod anyway

I mean I've read the wiki, I understand where the mod developer was going with the mod.  However, just playing the campaign the game feels... slow.  Significantly so.

 

 

I'd replace the 'don't know' with 'dislike'/'hate' because that came off as elitist. No offense though.

 

It really takes awhile to study how things work. Unlike most RTS, the campaign doesn't serve much as introduction to the game but rather act more as story-based challenges and lore-dump. You'll have less headache learning via Skirmish botmatch.

Maybe that's the case, but it doesn't reflect well on the game with how slow and sloggy the campaign can get at times.  Turtling isn't an option, it's mandatory for much of the build maps.  Attacking the enemy bases is also super slow due to not only how much defenses have been buffed, but also just how many of them are strewn all over the place.  Most of this comes down to how most units just... aren't effective against defenses.  The defenses in this mod seem exceptionally strong.


In Topic: MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

29 August 2021 - 02:46 PM

 

So from what you're saying about tier 1 units is that "just mass your super units"?  Is that really all the depth the game has?  No point in your cheaper or earlier options?

I dunno, i find focus-firing T3 tanks with Archers tends to kill them very quickly. Like "poof and gone" quickly.
 

Also why was elite nerfed?  That baffles me, RA2/YR used that as one of it's primary features to distinguish itself from other series.

Because, unlike RA2/YR, spies are a common thing in multiplayer, and getting one spy into a War Factrory shouldn't immediately mean end of the game. Thus, veterancy got nerfed.

 

I mean games should end at some point.

 

 

Regarding archers and other anti-tank units they're effective, but only sort of.  A mass of T3s seems like it's just the solution to most things with certain exceptions.  Plus T3s can usually just crush them if you're not using guardian GIs.  Main thing is your inabiility to use T1 units to beat enemies makes the game way slower than in RA2/YR.  Infantry basically have zero pushing power from what I've observed with some specific exceptions (Siege Cadre).


In Topic: MO 3.3 // Campaign, Cooperative & Challenge Discussion

22 August 2021 - 10:50 AM

 

 

Main thing is that the no-build missions are too numerous.  In the main RA2 they were a rare distraction from the usual gameplay.  In the mod though they comprise significant portions of the campaigns, often back to back, which I find tedious to play.

Kinda feels like this is just a personal preference, because some of the baseless mission does feel fun to me. Then again I play on Casual/Normal to lessen frustration of getting backside ambushes when I least expect it. Too many base mission would make the campaign feel like skirmish 2.0, and the campaign in MO are not designed to be a prep for skirmish play anyways.

 

On the other hand, I find Epsilon Act 1 to be quite a pain partly due to storyline element forcing them to be mostly commando-based and partly due to the amount of micro and timing you need to do. I'd estimate 80% of Epsilon Act 1 to be baseless mission. I only remember 3 of them where you get an actual complete base. It's in Act 2 where you truly get to have fun. All of the missions on each sides are interconnected instead of having their own storyline per side, so you'll potentially miss out on things if you decide to skip Epsilon Act 1 altogether

 

I find them to be too long is the big thing.  Allies has the same problem as Epsilon Act 1, as like there's only like 4 building missions and the rest are no-builds.


In Topic: MO 3.3 // Campaign, Cooperative & Challenge Discussion

20 August 2021 - 10:16 AM

Just tried allied mission 21, and it's super laggy, and you're rushed constantly unlike the developer playthrough.  Guessing something happened in middle of the development of the new version that made the AI was more aggressive on the newest version.  I'm wondering if it has something to do with the base you start next, as I noticed as you start building more of your base they become exponentially more aggressive, maybe because you're too close to them they start producing constantly?  I don't know.  Most of the mission though seems to be you enduring all of the yuri player's attacks while your ally slowly whittles them down.  I wonder if it'd be better to have your MCV not on the main island, but have that be teleported in later once you make a landing as a forward base?  As is, it's mostly a hold out mission where you're fighting 2-3 other players while your ally smacks them in the back of the head for each push they send to you.

 

 

By the time I can firmly establish a beachead, the AI usually wipes them out.  While it's nice to have a competent ally it's really unsatisifying being constantly under attack by the entirety of Yuri's arsenal and in a tiny corner while your ally gets free reign to make a huge base uncontested.