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SarahNautili

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Posts posted by SarahNautili

  1. Regarding fixed wing aircraft, in the original renegade when the Nod ordered a vehicle wasnt it always delivered by an aircraft?

     

    The MCV game mode would be fun and even just having an MCV with lots of health that does nothing to drive around would be fun too. in RA, does the MCV have more health than ore truck and is faster?

    they had identical speed (speed=6) and identical health (strength=600). however, the MCV had armor=light while the ore truck had armor=heavy.

     

    And, again, there's no point to adding a purchaseable MCV if it does nothing that can't be done by already existing units. Especially since it'll confuse new players into thinking "it can be purchased it's gotta do something right?"

  2. nah, the people pushing for Migs, Yaks, and Cruisers are doing so because they were in Red Alert. They'd probably throw just as big a fit if the Allies got a mig/yak counter since they didn't have one ingame (although the Mig is a MiG-23 Flogger ingame in Red Alert so we'd be looking for say an F-4 Phantom or F-15 for the allied equivalent, not a modern F-22)

     

    Regardless, not gonna happen, fixed wing aircraft... aren't really possible in this engine. It can be done in theory in very "hacky" ways but in practice it doesn't play well, doesn't look right.

  3. there were all of 3 arties in that rush. A single decent HT or hind would have ruined us.

     

    Not that it mattered, that was the match that inspired my hind vs longbow post. We kept losing buildings to Hind rushes and couldn't really do anything about it. Especially without access to engineers, since the barracks was first to go.

  4. I think the only way that'd work if it could only (re)build defenses either as a replacement for dead ones or in a few select spots around a base... and preferrably with a long build up time so a team can't just instantly patch a hole in their defenses the second it's broken open. And even then it'd run the risk of drawing out matches.

  5. Does spoilering images actually work like that on this software? because I know on at least one other forum I'm on, the spoiler box thing doesn't help because even if an image is in a spoiler box, it still loads with the rest of the page.

  6.  

    In comparison, three allied longbows wouldn't even finish off one building.

    "Loitering longer" is a bad thing when you're just unloading everything on one target because it means the enemy has more time to destroy you before you've used all your ammo.

     

     

    yeah but with multiple hinds you don't even have to use the majority of your ammo. Literally less than half with 3 hinds on one building.

     

    but fair enough wrt patch already ready, we'll see how it is after that patch.

  7. Right now the Hind feels insanely powerful in comparison to the longbow. It gets more health, it has more range, it has more ammo so it can loiter longer. It shreds all allied ground vehicles like wet toilet paper, and on top of it all, it it can drop its entire load on a building it knocks the health down to 25%, and it can solo kill any allied defense with ammo to spare. Three hinds can shred a major building faster than the allies can really respond, and then move on to destroy a second one. In comparison, three allied longbows wouldn't even finish off one building.

     

    Honestly, it brings to mind the old 1.2.0 Longbow, which was infamous (especially on Ridge War) for doing what the Hind can do now - nearly guarantee a building destruction unless the defenders had an engie sitting at the MCT before the longbows started their attack. It wasn't fun, and it's a lot of why longbows got given more rockets to slow down their damage a bit, if memory serves.

  8. 2/3rds of "a hell of a lot" is still "a hell of a lot". That map's income is so high losing the silo is barely noticeable.

     

    That and even if the allies do make a bum rush on the silo, only being able to shoot through the door limits their firepower, and a single techie making it to the other side of the silo kills the chances of it actually falling. Plus means the allies are down that many players doing anything to actually stop the V2 spam that's inevitably going on.


    'course I imagine that insane income is also a lot of why the allies are winning. The demo truck spam goes both ways, and for everything else the Allies can just infinitely chain pull.

  9. What's the balance looking like on Complex? Because personal experience is showing it to be pretty heavily Soviet biased. The beginning infantry rush and all later ones has more chance of succeeding in the soviet's favor, especially since the Allies have to cross several dozen meters in the open while the Soviets only have to make it like 5 from the tunnel into the Power Plant, and on the back side of the PP too so they're more likely to make it there unnoticed. And as soon as the first dump hits, mines make any Allied inf tunnel rushes basically moot. The soviets have a very easy V2 spam spot just on their side of the bridge, and as soon as the bridge is down the Allies have no chance to stop it before the V2's already gotten at least one shot off at the gap gen or the WF, which buys the Soviets a lot of valuable points if nothing else. Meanwhile the Allies have no such spot available to them for their arties - they can maybe hit the Barracks from their side of the bridge but it's a tough shot at best. And that V2 spam spot turns into a MAD spam spot very quickly, and with multiple MADs deployed there near simultaneously, it's pretty much guaranteed one of them is gonna go off without being destroyed, since the only effective place for anything that's not an Arty to hit most of them is from the super cramped other side of the bridge. Even if they don't manage to get the WF, Gap, and all the soviet defenses, they'll still get a lot of valuable and basically free points.

  10. I still think it's silly that the heavy doesn't have full turret traverse because of those silly barrels. Like, it doesn't even feel like much of a balancing thing, just one of those things someone decided was a good idea and hasn't been changed.

     

    but that's slightly off topic

  11. I will say the match I played of Under earlier felt a lot better (even though I was on the losing soviet) because I felt less helpless. No gap made assaulting the Allied base a thing we could actually pull off even after our war factory was long dead - and the Allies had a lot less trouble pulling off rushes of their own.

     

    Honestly the only reason we lost is because they beat us to the first building destruction, too, not because of anything that felt like map bias in their favor.

  12. I know at least on my end much higher than the default gamma/contrast and a lot of other spots start looking painfully washed out, especially menus.

    And I have trouble seeing in a lot of the same spots, even beyond the point where I'm having trouble seeing elsewhere because the gamma's too high.

  13. Honestly, I think Under's problem is that it's just, well, that one main attack route. With the current gap setup, and the lack of Missile subs, the Soviets only have one real attack route, so of course they're gonna have the field *filled* with their tanks and infantry. Which makes the front route suicide for the Allies, and even if they do manage to make a push to the soviet base, there's no way the coil's going down. And the soviets have a similar problem with the allied turrets because there's no way to take them down without being shredded by them.

     

    It doesn't help that the cramped quarters make arties and v2's virtually useless - the latter more than the former, since at least arties are somewhat useful on the field killing infantry.

     

    So yeah taking out the coil and gap (and hopefully a turret) might make things better... but I've got my doubts.

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