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Found 38 results

  1. Hello everyone! We've recently been having discussions among the staff about balance. With the recent high amount of game nights, it’s brought a lot of attention to certain units and maps. We’d like to ask our community to participate in giving feedback on anything you feel is off or not performing how you believe it should. This can range from damage not being high enough with a certain unit, to even prices being too high/low. Do you think a certain map has a higher advantage for one team over another? Now is the time to speak up! Let’s get to discussing
  2. Okay, first, here are some stats I collected. - Damage wise, vs armor the CT has the DPS of the Phase Tank (2nd highest in game after the TT), and vs buildings CT has the DPS of the medium tank. It's not effective vs infantry. - Health wise, at 300/300 the CT has same health as the Light Tank. But with Mammoth armor, it is more resistant to bullets, flames, heavy tank shells, and even Volkov's hand cannon. This effectively give the CT medium tank health (or better) vs many units. Vs Tesla weapons and Mammoth Tank shells, there is no resistance bonus and the CT is just like a Light T
  3. I get they have a specialized niche (CQC anti-infantry base defense), but does anyone feel they are a bit too good at their job for the price? Can we tone their health down to 50/50 at least? A weaker shotgunner will encourage more infantry based raids and also give more differentiation to the higher priced CQC units.
  4. Does anyone like the new nader? I find his damage output just right for the new price. But it's pretty frustrating to use him against infantry. Too far and he can't reach. Medium distance his Grenade curve throw things off. Too short distance his Grenade bounces away without exploding. When/how do you use him?
  5. It has been ~2 weeks since this unit has been in play. I'm curious how do people like it so far?
  6. Why does he suck so much now? I know that people said to try it against a tank, but that's why Soviets have a rocket soldier for, right? I can hardly seem to kill infantry at all with him now. Maybe I just remember how good he was on maps like FoI and Fissure. Not exploding on death was kind of a let down too. What're your thoughts?
  7. I'm curious on what everyone's thoughts are on the current state of the Shock Trooper? I could be wrong, but is the range shorter than I remember? I find it hard to believe that the Rifle Soldier was always able to out range it. Also, I really miss the splash damage. Probably because out of habit, I'm constantly aiming for the legs. Still seems the same when it comes to vehicles. Haven't noticed anything that sticks out. Seem to do roughly the same damage to them that I remember.
  8. Last one for tonight! What happened to unit pricing and money in general? I found it so odd getting my first Ore Truck dump after returning all these years, only to get $350. I decided to check the PT, and noticed a lot had changed. Ore Trucks are only $700 now? That seems a bit crazy to me. I see plenty of people buy an Ore Truck right away, and by the time you get your next dump, the game has already entered end game. What I mean is, it feels like there's no early game now, minus the usual infantry rush to the other teams base. This has also changed, as you now start with $350. Thi
  9. So there's a bit of a thing involving shotgun units right now. First off, the $200 shotgunners in general. They are far better at mid-range than intended due to the strong afterburn damage that was meant to make it so they don't have to rely on headshots at close range so much. Sergeant's slug barely even matters anymore since you can easily whittle someone down at max range with burn damage if you hit at least one pellet per shot. But even then the slug is boring anyway because it's just M16 trishot++. Second, Starshina's secondary being in a weird place. In buildings it is pr
  10. I think statistics have shown that Soviets tend to win more on larger games and smaller maps. Maybe it's just harder for Allies to coordinate effectively, or that Soviet tanks/infantry are pretty straightforward to use in attacking, and Allies' natural advantage in flanking/sabotaging lose its effectiveness where there are more Soviet players around to cover the flanks and defend the base (you can only C4 one MCT at a time but there are now 5 engineers trying to disarm). To balance things out, we could buff the Allies depending on the number of players in game, but that would be weird and
  11. Too high or just right?
  12. So, I will cut the introduction short and state the stuff as it is. Most grief when it comes to map balance being scewed in Allied favor comes from a single unit being a pain in the butt. And said unit is Artillery plain and simple. So let's start with the obvious and compare Arty to V2. + Higher mobility due to tracks > wheels. + Higher versatility due to higher ROF and ability to turn. + Higher sustained DPS on enemies due to less punishing misses. + Way better at self-defence: easy to kite slow large soviet vehicles and kill infantry pestering you at close range. + Hi
  13. I just noticed the MAD tank does not harm ships or air units. Is this intentional? Also, what do you guys thinks about the idea of letting MAD tank shockwave damage mines to 1HP so they are visible for a while? We can slow the mine self-repair rate a bit so they stay visible for awhile longer (20 seconds?). It will give one more reason to use the MAD in the field. Too OP?
  14. I mean, he is a BIG tank. It travels slower than most infantries. Extra seat would encourage an extra engin or RS to come along for the ride vs. mines and LB.
  15. The April 1st games were fun and filled with large number of players. It doesn't happen often, but how do we feel about overall game balance and strategy changes when a large number of players (30+) fill up the game? I would think the increase in number of players will make stealth play/flanking by lone RJ/arties/phase much harder (since enemies fill up the map), give a bonus to group support units like the mobile GAP/medic/mechanic/APC, and maybe tanya will be less successful in C4ing (given how 1 C4 is needed per MCT but there are more defenders)?
  16. Hey guys, the whole conversation in another thread about larger scaled games made me think. I think one issue that contributes to the more pro-Soviet balance is the added difficulty to flank and hit tanks on the side/back in larger games. But what if we upped the ante and rewarded flanking more by upping the rear armor penalty to 20%-25% (from the existing +15% front / -15% rear)? We can raise the front armor bonus to be equal as well to make things even. I think this will not only give a boost to the faster Allied vehicles, but also indirectly give a boost to the RJ, Mobile GAP and Mecha
  17. I think most units are pretty widely used these days, even the nader after the range buff - now he's great vs. base defenses! Splash even kills techs quickly! (Although I disagree with the recent engineer buff. It used to take 4 hits from a grenade splash to kill an engin repairing a base defense, now it takes 7). Anyway, Fissure aside does anyone consistently use the flamer? I feel every role he can be in is usually overshadowed by another unit, and his slow speed makes him an easy target. Making him anymore lethal will just be OP on infantry only maps, or eclipse the RPG Trooper v
  18. Right now the Grenadier is mainly used as either a turret/pillbox destroyer (great at that since engineer can't repair without dying), sieging from afar infantries (not so easy) or buildings (small damage, but good for pointwhore). To make him a bit more useful without eclipsing other Soviet infantries, can we make his small splash damage affect vehicles and buildings as well? This way, he can really fullfill the "annoying base sieger" role easily. He can also hit retreating Allied vehicles better or maybe even expose a phase tank or MGG with his large splash range.
  19. Is there anyway we can make the PT have no radar signature when it is standing still? This will help the PT better ambush passing Soviet armor instead of having to make a big loop around them first like all other units. This will also address smaller maps where PTs have no room to navigate behind attacking Soviet forces without being seen. Gameplay will be a bit more exciting too as you sit and wait for your "prey" to passby before unleashing your missiles. A potential imbalance I would see is when players in PT "crawl" into Soviet bases without defenses stealthily. Or just that PTs will
  20. Currently, the Light Tank DPS is inferior than the medium tank vs. medium armor (by a little), buildings (a little), and heavy armor (by a lot). Given its crappy 250/250 health, what if we actually made the light tank DPS better than the med in every aspect? It would encourage interesting strategies where light tanks are used in the field along with meds/APCs, using them as meat shields to stay alive while dishing out more damage. Or with Mobile Gaps where LTs can survive better. We can up the LT's price if you are worried about balance. The idea came to me with the way MBTs are balanced i
  21. https://www.youtube.com/watch?v=t0HCKZHjrwU Mmmmmm.
  22. Does the health/armor and weapon make it OP? Or is it just right now?
  23. Is there anyway to make this a regenerative weapon instead of limiting it to 3 only? Or just up the # of clearing charges engins get? On maps where Allies lose the War Factory but Soviets still have the mine layer, the 3 charge limit still makes the Soviet base practically inaccessible. If engins can have more CCs, it would make more sense for Soviets to get engineers when attacking (just hop out and clear the mine), or just travel on foot to continuously clear mines. Allies engins can also have some incentive to stay alive after a failed attack on the Soviet base, just sneak around to co
  24. Sorry for all the posts lately, heard Pushwall is doing a patch, so I wanted to get all my thoughts in. One thing I have noticed with how people use the Chinook is that they almost always fly really close to the ground. This makes sense. While Hinds often fly high to find their targets, chinooks just need to get their passengers safely to their destination. Flying this way provides more stealth, and more importantly in the case of being shot at by the RS the nook can get to ground fast enough that everyone will survive. The only negative is potentially getting ambushed by other vehicles at
  25. I've ran a few tests on the Flamethrower. It turns out that amongst all regular Soviet attack infantries, the flamethrower does almost the least damage vs. building exteriors (5. Kapitan 4. Flamethrower, 3. Nader/Volk, 2. Shock, 1. RPG trooper), as well as vs. MCTs (4. Kapitan, 3. Flamethrower, 2. Starshina, 1. Shock ). Tip: Flamethrower vs MCT does the same damage as RPG vs. building exterior. I feel the Flamerthrower is eclipsed by every other Soviet infantry these days. The guy just doesn't have his battlefield niche. When infantry rushing a building, we pick Starshina for the highe
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