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harvester

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Posts posted by harvester

  1. Is having yaks and migs a good thing? why do people keep asking for them. Then the allies should get an F-22 or something else since Migs and Yaks are Russian aircraft.

     

    Also, why do we need Cruisers? Doesn't the Destroyer already serve the same purpose? Then what do we need to give the Soviets if the Allies had cruisers? A V2-missile platform warship?

    • Vehicles can't be driven by anyone other than rifle soldiers. Which, to be fair, is probably one of the less unreasonable changes that could be made... except it'd be a big step backwards with regards to making infantry useful, and would be a MASSIVE nerf to the Allies due to mechanics. A nerf which they really don't need considering it is very possible for Soviets to win games in the face of LOLOPMECHS.

    Technicians drive Ore trucks, MRJ, mobile gap generator, and MineLayers. (other non combat vehicles i forgot to mention)

    Volkov can drive a phase transport.

    Spies can drive a supply truck.

    And captains/kapitans control vessels.

  2. An mcv so when your construction yard is gone (or the map didn't start out with it), you can buy an mcv and transform it into a construction yard in your base? I don't think base building really fits in the game. Having them as specific objective units like in RA_Soviet_Invasion map (a co-op map that existed long ago) would be nice, but not in normal games.


     

    I think having this will help balance the allies as the artillery tank just doesnt compare to the soviet's V2 rocket and can damage submarines.

     

    lol

  3. How about also make the nader free and available without bar? He will be like a sucky RPG trooper vs. vehicles, sucky rifle in the field (unless you have skill), sucky flame trooper in buildings. Jack of all trades, master of none. :D

    Yeah, I don't mind. A basic level all-rounder that is not powerful in every situation just like a rifle soldier but with its own pros and cons.

  4. Forget about pop ups. They're annoying and disruptive more than technicians repairing tanks. Don't try and fix things that ain't broken. The best teacher for newbies is experience, they'll learn from their own mistakes faster than annoying pop ups that most people don't give a shit about. Nobody in the game cares about losing a game just because a teammate isn't experience like them other than a handful of tryhards butthurt over some video game.

     

    However, a separate help page for newbies about basic tips and unit info may be needed, how about the EVA data link page like in Renegade that explains about each units and structures?

  5. Under: Don't know about the tesla coil needing to go, the problem is the Soviet units flooding the field attacking harvesters. Since Renegade, the first thing that comes to my mind about Under map is the deadly base defenses and the brave sacrifice & teamwork to take it down.

     

    Seamist: The biggest threat to the Soviets other than Cruisers is the rocket soldiers on the hill. Also, I mostly see Soviets buying support vehicles and go solo, only thinking about teamwork and buying tanks when there's 2 minutes left.

     

    Pacific Threat: Soviet infantry push is effective against Allies here, Longbows don't much, unlike the Hinds. Soviets have shock troopers, flamethrowers, grenadiers, kapitans and RPGs. The allied infantry that can do real damage are just captains and rocket soldiers (rockets rarely used to attack, unless there's plenty of Hinds).

  6. I like having more camos on vehicles, especially the frequently used ones(snow and urban MRJ are very rare). I remember there was a woodlands camo for mammoths in a red alert cutscene but I don't mind if mammoths are restricted to black because I always get fooled by a black urban heavy tank thinking it's a mammoth so it's kinda funny that way.

     

    For infantry, only the ones that are already wearing camo patterns like Tanya (already have 3 camos) and the 2 snipers should be fine with selectable camo.

  7. My feedback:

    1. Maybe I'm just a bad Captain but the Allied Navy handling is terrible. I wasn't aware of any border warnings at RA_PacificThreat and my vessel self-destruct for deserting the battlefield eventhough I was trying my hardest to turn back when I got the 10 second warning. At least make it easier to rotate so depth charges have more chance or at least make Submarine Kapitans more afraid when closing in an Allied vessel.

     

    2. Missile Silo at RA_Under is a no. Same reason why MAD Tanks are not allowed there: Hitting the enemy base from your own. I don't mind helipads, it doesn't even bother me at all at RA_Hourglass but I'm fine with or without them.

     

    3. I can't deploy the RadarJammer. The Q button works for MAD Tanks but not Radar Jammers. My MAD hotkey is Q(default) in the Extended Options.

    • Naval combat has been reintroduced - Good, no war is complete without ships.

    Snipers reintroduced - no FPS game is good without snipers

    Tech Level determined at the start of the round - whatever that means

    Tech Level unit structure reworked - ok?

    Sprinting has been added, which is done by holding [shift] - what about walking? it's something why I like this game

    Regeneration has been added; Infantry will recover to 75% of their health, armour remains depleted. - hopefully medics are still useful

    Aiming penalties factor in; Standing, running, crouching and jumping will affect your accuracy. - I like how you give the finger to these side jumping strafers

    Team info/base info popups bound to B and M - Is this the same as the J thingy?

    Updated models for several infantry and vehicles - more alternate skins please?

    Updated textures for infantry, vehicles, and buildings - nice

    Jukebox feature added - Unexpected, but love the idea.

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