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SWR Productions Forum _ Frontline News _ Rise of the Reds Blog Update 18

Posted by: The_Hunter 20 Sep 2014, 12:30


As of 1.85, the ECA R&D Compound will be given a new model with a smaller footprint for easier deployment in confined spaces. It's functionality remains unchanged and you can rest assured that the old model will not go to waste, as it will likely find some new use on a future mission map.



In keeping with the ECA's doctrine of fortifications and mobile defence, the Vehicle Digout is a simple battlefield contraption that can be set up with the help of an Excavator. Once established, it provides additional protection for European Leopards and Gepards.




As always, we would like to remind all of you out there that there will be another stream on this Sunday:
http://www.twitch.tv/pauljongejans

http://goo.gl/syA5KP

https://www.facebook.com/pages/Rise-of-the-Reds/346701942043959 http://www.moddb.com/mods/rise-of-the-redshttp://www.twitch.tv/pauljongejanshttp://www.youtube.com/channel/UCvJeeOZsZN_NG42LAGO8aXA

Posted by: Thelord444 20 Sep 2014, 12:37

That research facility! Awesome!

Posted by: Svea Rike 20 Sep 2014, 12:50

Mmm, sexy. I assume the green part will pop up and the super unit will move out of there? Oh and is the vehicle dugout exclusive to Wolfgang in 2.0?

Posted by: Oliver 20 Sep 2014, 13:14

Does the research facility upgrades visually with the protocols? Looks simpler and more militarised.

These updates are just like a tv show or anime that you really like, gets you all excited for the release of the next new episode tongue.gif

Posted by: Re_Simeone 20 Sep 2014, 13:22

I am really glad that there will finally be Tank Bunkers in ZH.
Any plans for hosting more units in future ? It would be really epic putting Fenris inside...Best def line ever.

Posted by: SoraZ 20 Sep 2014, 13:50

QUOTE (Svea Rike @ 20 Sep 2014, 13:50) *
Mmm, sexy. I assume the green part will pop up and the super unit will move out of there?

You are certainly going to be elevated about how it works.

QUOTE (Oliver @ 20 Sep 2014, 14:14) *
Does the research facility upgrades visually with the protocols?

Yeah, there's even a new flag for each protocol.

Posted by: Thelord444 20 Sep 2014, 14:43

QUOTE (SoraZ @ 20 Sep 2014, 15:50) *
You are certainly going to be elevated about how it works.

"Elevated"?

Hmm...

Posted by: katmoda12 20 Sep 2014, 14:46


I will miss a lot the old R&D compound....
It was one of the most atonishing work so far.
Nevertheless i also like this one.

I hope TV, couch and pizza slices for Venom protocol private rooms won't be missed since they were in 1.85 R&D compound and never made their way to public realease....

Posted by: The_Hunter 20 Sep 2014, 14:55

QUOTE (katmoda12 @ 20 Sep 2014, 15:46) *
I hope TV, couch and pizza slices for Venom protocol private rooms won't be missed since they were in 1.85 R&D compound and never made their way to public realease....


Those are actualy on the Telecom relay so no they won't be going anywhere wink.gif

Posted by: Drury 20 Sep 2014, 15:17

I love the vehicle digout, reminds me of Shockwave intro.

Imagine trenches in the same vein, offers protection + crush immunity for infantry, vehicles just drive right over.

Posted by: katmoda12 20 Sep 2014, 15:23

QUOTE (The_Hunter @ 20 Sep 2014, 15:55) *
Those are actualy on the Telecom relay so no they won't be going anywhere wink.gif


Are they already in 1.802? i didn't notice them... mellow.gif mellow.gif mellow.gif

Posted by: Basilisx 20 Sep 2014, 15:43

Quick question to the Digout:

Do Leos and Gepards receive a range bonus like garnisoned infantry in structures ?

Can't wait to see some protocol units coming out of the new R&D, maybe I get lucky on the next stream tomorrow biggrin.gif

Posted by: Karpet 20 Sep 2014, 16:12

More room for defenses now! Yus.

Posted by: __CrUsHeR 20 Sep 2014, 16:18

The new R&D will be even more incredible than the old; more compact and less industrial, more style an experimental installation, it is certainly something that pleases me. mindfuck.gif

Posted by: PiratesYarrr 20 Sep 2014, 18:50

The vehicle digout I am looking forward to, as I found Gepards too brittle when used defensively. It is quite jarring to see your defences weather the storm and your gepards die so very quickly. Also new R&D compound looks great, functional mobile units e.t.c. You may have mentioned it, but do the vehicles in the digout get any bonuses to their range, or is it just a buff to damage they can take. Oo and will Leopards be able to use their canister shell inside them?

Posted by: Mr.Kim 20 Sep 2014, 19:06

QUOTE (Basilisx @ 20 Sep 2014, 10:43) *
Do Leos and Gepards receive a range bonus like garnisoned infantry in structures ?


Nope, it doesn't receive a range bonus.

Posted by: The_Hunter 20 Sep 2014, 19:14

QUOTE (Mr.Kim @ 20 Sep 2014, 20:06) *
Nope, it doesn't receive a range bonus.



Uhm yes they do.

Posted by: Mr.Kim 20 Sep 2014, 19:20

Huh.... I played few times and didn't give boost range much.

QUOTE (PiratesYarrr @ 20 Sep 2014, 13:50) *
Oo and will Leopards be able to use their canister shell inside them?


They do not able to use their canister shell when they garrison vehicle digout.

Posted by: Omnius64 20 Sep 2014, 19:57

When will the last week stream be uploaded in Youtube?

Posted by: Mr.Kim 20 Sep 2014, 20:08

According The_Hunter's comment in moddb, they couldn't uploading Youtube for some reasons.

Link: http://www.moddb.com/mods/rise-of-the-reds/images/live-stream-21-09-2014

Posted by: Karpet 20 Sep 2014, 20:08

QUOTE (Mr.Kim @ 20 Sep 2014, 14:20) *
Huh.... I played few times and didn't give boost range much.



They do not able to use their canister shell when they garrison vehicle digout.


That was your mistake.

Posted by: The General 21 Sep 2014, 0:07

Good work as always.

Anyway, when a vehicle enters, can it exit? If so, does the digout stay there?

P.S. Is that the EU flag on top of the Research Facility?

Posted by: Mr.Kim 21 Sep 2014, 0:12

1.Yes, it can exit a vehicle.

2. Yup, it's the EU flag on top of the Research Facility.

Posted by: GDIZOCOM 21 Sep 2014, 4:06

Future mission map? I'm excited.

First thing that came into my mind is it could be where they make neutron weapon-like arms


Great design overall UI8.gif

Posted by: Omnius64 21 Sep 2014, 18:35

I couldnt see today stream.

Did the stream of today have been recorded without incidents?

Posted by: The_Hunter 21 Sep 2014, 20:11

QUOTE (Omnius64 @ 21 Sep 2014, 19:35) *
I couldnt see today stream.

Did the stream of today have been recorded without incidents?


From what i know everthing went smooth today.

Posted by: kwendy 21 Sep 2014, 20:16

I heard "Alexander's chosen" from shock troopers... Are they gonna be one general's exclusive units? 'Couse I truly enjoy this unit with basic machine guns.

Posted by: The_Hunter 21 Sep 2014, 20:17

Those are actualy rocket rifles and yes ShockTroopers are a Aleksandr exclusive unit.

Posted by: teslashark 21 Sep 2014, 21:05

QUOTE (kwendy @ 21 Sep 2014, 12:16) *
I heard "Alexander's chosen" from shock troopers... Are they gonna be one general's exclusive units? 'Couse I truly enjoy this unit with basic machine guns.

They use bolters (serial numbers filed off). It's reasonable against vehicles, but the coil doomstick fries infantry like nothing else.

Posted by: SoraZ 21 Sep 2014, 21:57

Both Bolters and Shocktroop rifles are actually http://en.wikipedia.org/wiki/Gyrojet

Posted by: Maelstrom 21 Sep 2014, 23:19

I've seen in last stream that ammo tracks, mole miners and mobile sensors can now be built by field command. Can region command build them too?

Posted by: Mr.Kim 22 Sep 2014, 0:40

Only the Field Command to build them.

Posted by: Admiral*Alex 22 Sep 2014, 2:29

QUOTE (Maelstrom @ 21 Sep 2014, 18:19) *
I've seen in last stream that ammo tracks, mole miners and mobile sensors can now be built by field command. Can region command build them too?

QUOTE (Mr.Kim @ 21 Sep 2014, 19:40) *
Only the Field Command to build them.


Can I ask why those were moved to the Field Command?

Posted by: MARS 22 Sep 2014, 6:29

The Field Command now gives you exclusive access to some support and engineering themed ECA units which will no longer be available at the Vehicle Depot. At the same time, you can build a Vehicle Depot or a Field Command to unlock the Solar Reactor, which gives you an early choice between access to offensive combat vehicles from the Depot and defensive support vehicles from the Field Command.

Posted by: SoraZ 22 Sep 2014, 16:12

As MARS said. Also, space. The Vehicle Depot was getting a bit crowded.

Posted by: emin96 22 Sep 2014, 17:02

i didnt see anvil bot and fenris cyro tank. they are removed?? or will unlock once get your protocol

and thanks to swr for another awesome update smile.gif

Posted by: MARS 22 Sep 2014, 17:55

They only appear if you go for their respective protocols. There wouldn't be a point in displaying something that has been permanently excluded based on your choice.

Posted by: Serialkillerwhale 23 Sep 2014, 0:23

Since you're squeezing the size of certain buildings, will the US Airfield or ECA Deployment zone see any of that?
I mean, personally I'd love to see an US Airfield with Carrier-style catapult launches.

Posted by: Mr.Kim 23 Sep 2014, 1:05

QUOTE (Serialkillerwhale @ 22 Sep 2014, 19:23) *
will the US Airfield or ECA Deployment zone see any of that?


As matter fact, they will not change size or remodeling.

Posted by: Admiral*Alex 23 Sep 2014, 3:34

QUOTE (Mr.Kim @ 22 Sep 2014, 20:05) *
As matter fact, they will not change size or remodeling.

QUOTE (Serialkillerwhale @ 22 Sep 2014, 19:23) *
I mean, personally I'd love to see an US Airfield with Carrier-style catapult launches.

I always thought that the US Airfield used Aircraft Carrier catapults in the first place to shorten the take off time and the size of the airfield.

Posted by: teslashark 23 Sep 2014, 5:37

QUOTE (MARS @ 22 Sep 2014, 9:55) *
They only appear if you go for their respective protocols. There wouldn't be a point in displaying something that has been permanently excluded based on your choice.

Wouldn't it be more proper for them to come out of the Compound?

Posted by: SoraZ 23 Sep 2014, 14:46

The Research Facility exclusively builds experimental units (i.e. those with the unit limit). Additional protocol units are created at the Barracks (Jumpjet Troopers) or Vehicle Depot (Anvil Bot/Fenris Cryo-Tank) because that way you can build them faster if you have multiple production facilities, rather than have a production bottleneck since there's only one Research Facility.

Posted by: Banisher of Hope 23 Sep 2014, 15:07

QUOTE (SoraZ @ 23 Sep 2014, 9:46) *
The Research Facility exclusively builds experimental units (i.e. those with the unit limit). Additional protocol units are created at the Barracks (Jumpjet Troopers) or Vehicle Depot (Anvil Bot/Fenris Cryo-Tank) because that way you can build them faster if you have multiple production facilities, rather than have a production bottleneck since there's only one Research Facility.


That's too bad, I was kinda hoping for that bottle neck, and also to see the facility get some more use... oh well.

Posted by: Anubis 23 Sep 2014, 15:36

QUOTE (Banisher of Hope @ 23 Sep 2014, 17:07) *
That's too bad, I was kinda hoping for that bottle neck, and also to see the facility get some more use... oh well.


Because ECA is not already extremely slow with the highest built times and some of the slowest possible units. Not to mention that they can build 1 air unit at a time. They just have to get another slowing factor to their already lightspeed fast production.

Posted by: Banisher of Hope 23 Sep 2014, 17:08

QUOTE (Anubis @ 23 Sep 2014, 10:36) *
Because ECA is not already extremely slow with the highest built times and some of the slowest possible units. Not to mention that they can build 1 air unit at a time. They just have to get another slowing factor to their already lightspeed fast production.


As you say, limited production of high quality units is already a bit of a faction theme. Even though I haven't played with the new protocol mass production units they do look very powerful. Without knowing more stats I must admit I've assumed that the units were powerful enough to warrant a slightly less then optimal production method. I also just really like the new model and cool sounding elevator and was hoping to see it used more than once maybe twice per match.

Posted by: Planardweller 23 Sep 2014, 19:44

QUOTE (Banisher of Hope @ 23 Sep 2014, 19:08) *
As you say, limited production of high quality units is already a bit of a faction theme. Even though I haven't played with the new protocol mass production units they do look very powerful. Without knowing more stats I must admit I've assumed that the units were powerful enough to warrant a slightly less then optimal production method. I also just really like the new model and cool sounding elevator and was hoping to see it used more than once maybe twice per match.


So you consider a limitation on production a faction theme?

Posted by: MARS 23 Sep 2014, 19:47

The ECA's slower unit production is a theme of theirs in the same way as Russia's initially high production costs. It encourages you to preserve your units and since you might not be able to replace them in time, as well as creating a situation where ECA forces would typically find themselves outnumbered which they have to compensate via good micro, advanced tech and defensive support. The Deployment Zone allows you to bring in units in packs relatively quickly so you can bolster your numbers later on.

Posted by: Banisher of Hope 23 Sep 2014, 20:51

QUOTE (MARS @ 23 Sep 2014, 14:47) *
The ECA's slower unit production is a theme of theirs in the same way as Russia's initially high production costs. It encourages you to preserve your units and since you might not be able to replace them in time, as well as creating a situation where ECA forces would typically find themselves outnumbered which they have to compensate via good micro, advanced tech and defensive support. The Deployment Zone allows you to bring in units in packs relatively quickly so you can bolster your numbers later on.


Does that mean there might be a chance that the PMPUs might be made at the facility? serious.gif

Posted by: Serialkillerwhale 23 Sep 2014, 21:34

It makes sense.
The ECA's high production times emphasize defensive play and base-building, since you need to keep the enemy's already-built army at bay while you build up yours and build larger bases to put out comparably sized armies, while the RF's high early production cost emphasize offensive play, in order to get the resources you need to build a early army.

Posted by: teslashark 24 Sep 2014, 5:37

QUOTE (Anubis @ 23 Sep 2014, 7:36) *
Because ECA is not already extremely slow with the highest built times and some of the slowest possible units. Not to mention that they can build 1 air unit at a time. They just have to get another slowing factor to their already lightspeed fast production.

ECA already have The Command Center That Kills, The (pseudo)Dozer That Kills, The Reactor That Kills, and Vehicles That Kills Twice or Thrice - as I see it, this can free a valuable training queue for T2 or T3 vehicles, just like the Field Command taking over the production of some defense/repair-capable units.

Posted by: DELETED MEMBER 24 Sep 2014, 19:53

QUOTE (teslashark @ 24 Sep 2014, 6:37) *
just like the Field Command taking over the production of some defense/repair-capable units.


the field command doesnt have a build limit of one
by having they production in the research facility all you do is making them unable to be produced in more than one

Posted by: Zeke 25 Sep 2014, 2:16

Plus as cool as it is to have the mass produced protocol units use the elevator as well, it's not codeable.

Posted by: Banisher of Hope 25 Sep 2014, 2:25

QUOTE (Zeke @ 24 Sep 2014, 21:16) *
Plus as cool as it is to have the mass produced protocol units use the elevator as well, it's not codeable.


Oh, that is sad. Out of curiosity, what is the issue?

Posted by: Zeke 25 Sep 2014, 2:48

QUOTE (Banisher of Hope @ 25 Sep 2014, 9:25) *
Oh, that is sad. Out of curiosity, what is the issue?


The unit you see emerging from the elevator is fake, it's actually part of the door model of the research facility. The issue is that you can't set which door model to use for a specific unit being built, meaning if for example you build a Fenris in the research center, it will show the Pandora rising from the elevator then sudenly change into the Fenris.

Of course you can fix this by just adding walls and a roof to the elevator, effectively creating a generic door animation, but that would defeat the whole purpose of using this effect in the first place.

Posted by: teslashark 25 Sep 2014, 4:10

QUOTE (Zeke @ 24 Sep 2014, 18:48) *
The unit you see emerging from the elevator is fake, it's actually part of the door model of the research facility. The issue is that you can't set which door model to use for a specific unit being built, meaning if for example you build a Fenris in the research center, it will show the Pandora rising from the elevator then sudenly change into the Fenris.

Of course you can fix this by just adding walls and a roof to the elevator, effectively creating a generic door animation, but that would defeat the whole purpose of using this effect in the first place.

Is there a limit on door animation numbers? There are one animations for each Prototype already, and judging from warfactories and airports, the limit is two?
Otherwise, maybe a "spawn-in" a la Deployment Zone style but with a Pegasus heli outside the structure will do...

Posted by: Zeke 25 Sep 2014, 4:36

QUOTE (teslashark @ 25 Sep 2014, 11:10) *
Is there a limit on door animation numbers? There are one animations for each Prototype already, and judging from warfactories and airports, the limit is two?
Otherwise, maybe a "spawn-in" a la Deployment Zone style but with a Pegasus heli outside the structure will do...


Each factory can only have 1 door, unless it's an airfield which can have as many doors as the number of runways you specify. However, the door limit is not the issue, the issue is you can't tell the game to use a specific door for a specific unit. The reason why it works for the protocols units is because each protocol upgrade is coded to also change the facility's door model.

A spawn in ability a la deployment zone might work, but it would: 1. Look stupid (why do we even have a deployment zone if the pegasus can land anywhere anyway?) 2. Be too much work 3. Would accomplish nothing except create a production bottleneck for the protocol's supposed "mass produced" units.

Support units were moved to the Field Command essentially to make it a lot more useful and appealing to the player, before that all it could do was make and repair dozers, which personally I felt was a waste due to it's awesome model and fairly large footprint. The Research Center on the other hand holds your Tier 2 upgrades as well as the Protocol Units, even if you don't get the Protocols you'd still need it as a tier 2 prerequisite as well as the upgrades. That said, it's obvious when comparing the two, which one needed more uses. The Research Center is already plenty useful and doesn't need any more uses.

Posted by: teslashark 25 Sep 2014, 7:26

QUOTE (Zeke @ 24 Sep 2014, 20:36) *
Each factory can only have 1 door, unless it's an airfield which can have as many doors as the number of runways you specify. However, the door limit is not the issue, the issue is you can't tell the game to use a specific door for a specific unit. The reason why it works for the protocols units is because each protocol upgrade is coded to also change the facility's door model.

A spawn in ability a la deployment zone might work, but it would: 1. Look stupid (why do we even have a deployment zone if the pegasus can land anywhere anyway?) 2. Be too much work 3. Would accomplish nothing except create a production bottleneck for the protocol's supposed "mass produced" units.


That's sensible, though as long as you can fill a build queue with them, it's still mass production right? What I want to say is to let the Pegasus spawn the MP unit in on a side of the Research Facility or use the hatch as a drop-off pad.
By the way, do you remember in Xenoforce the way Musai and Argama produces units by dislodging generic boxes that open automatically? Just saying, if anyone want to pick it up...

Posted by: Planardweller 25 Sep 2014, 10:15

QUOTE (teslashark @ 25 Sep 2014, 9:26) *
That's sensible, though as long as you can fill a build queue with them, it's still mass production right? What I want to say is to let the Pegasus spawn the MP unit in on a side of the Research Facility or use the hatch as a drop-off pad.
By the way, do you remember in Xenoforce the way Musai and Argama produces units by dislodging generic boxes that open automatically? Just saying, if anyone want to pick it up...


Mass producible means no build limit, but it doesn't imply how many production buildings can the player have. In terms of ECA, Tiger and Harrier are mass producible, but bottle-necked - their availability is linear, because there is only one Deployment Zone to build them. At any given time (if you always order your DZ to build said units) you will have "time of game" divided by "Unit build time" (equals 15 seconds for both units AFAIK). If you can build more than one production facility, number of units you can have in short order increases very quickly.

As i understand Dev team wanted their MP protocol units not bottle-necked.

Posted by: RikerZZZ 28 Sep 2014, 1:00

I've noticed that the vehicle digout is different in each picture.
Is the one on the left the model when garrisoned, and the one on the right un-garrisoned,
or are there multiple models like with the hopper and all the gla stuff?

Posted by: __CrUsHeR 28 Sep 2014, 1:25

^surely one is garrisoned and the other is not, just check the concrete blocks and chains.

Posted by: kwendy 28 Sep 2014, 22:26

Is it only me or russian aircraft underpowered? Requires general promotion, expencive as hell, dying easy, not effective as chinese in their purpose nor self-sufficient like USA... Can somebody point some good traits?
Also nobody loves the GLA helicopters sprinklers. Even so with several of them you can create a contamination as dence as antrax bomb smile.gif In exchange for some weak rockets.

Posted by: Serialkillerwhale 29 Sep 2014, 2:50

Russian air power is meant to be a weakness, as opposed to China, who have everything OP, and the US, whose air power is one of their advantages.

Posted by: Omnius64 29 Sep 2014, 11:26

QUOTE (kwendy @ 28 Sep 2014, 23:26) *
Is it only me or russian aircraft underpowered? Requires general promotion, expencive as hell, dying easy, not effective as chinese in their purpose nor self-sufficient like USA... Can somebody point some good traits?
Also nobody loves the GLA helicopters sprinklers. Even so with several of them you can create a contamination as dence as antrax bomb smile.gif In exchange for some weak rockets.

Russia have a limited airforce. It powerfull, but its expensive, requires general promotion, and its only two units.
But its because its a gameplay & lore thing. Russia its a direct assault faction, based more in quality than quantity. So its units are powerfull but expensive. And because Russia have really powerfull Hellicopters, its fixed wing craft mut be limited.

And lorewise, when Russia started the war, they used their airforce to destroy the majority ECA continental airports, except Spain & Portugal. Althougt the mission was a succes (leaving the ECA with a limited airforce lore & gameplay wise), the Russian airforce suffered high looses due to ECA anti-air. (At least, is what I believe)

Posted by: Mr.Kim 29 Sep 2014, 16:52

QUOTE (Omnius64 @ 29 Sep 2014, 6:26) *
Russia have a limited airforce. It powerfull, but its expensive, requires general promotion, and its only two units.


FYI, they don't have a limited.

Posted by: kwendy 29 Sep 2014, 19:59

So... You use one general promotion and amount of cash enough to build a Tremor Agas to... I don't know, harass enemy supply line once or destroy GLA air? Seems legit.

Posted by: MARS 29 Sep 2014, 20:08

In terms of functions, the Russian air force isn't limited. You've got a versatile general purpose fighter that can also engage ground targets and a very useful stealth ground attack jet that rips through all kinds of tanks. A wing of Sokols can stop a Manticore, Overlords, Sentinels, heavy anti-air and other vehicular hazards cold.

Posted by: kwendy 29 Sep 2014, 20:18

And how many times they actually did it? As far as I've seen on stream it takes small group of gattlings to take on wing of VERY expensive ground attack jets with minimum casualties and fighters can't really intercept enemy aircraft on their own.
In SHW USA armour general gets expencive but better-then-nothing jets that actually can be helpful in ground forces support. In RoTR we have beautiful and not so bad on its own fixed winged air but it's totally useless for real puposes (except boasting) and can be replaced by cheaper means easily.

Posted by: blgmgl 5 Oct 2014, 16:15

Ah, ECA's Vehicle Digout reminds me of RA2 Yuri's Tank Bunkers.
Very useful!! smile.gif
I hope it can fit tanks and vehicles from other factions too.

Posted by: blgmgl 5 Oct 2014, 16:17

Speaking of Russian Airforce...

I'll be missing my frogfoots... :'(


Posted by: Graion Dilach 5 Oct 2014, 21:52

QUOTE (kwendy @ 29 Sep 2014, 21:18) *
And how many times they actually did it? As far as I've seen on stream it takes small group of gattlings to take on wing of VERY expensive ground attack jets with minimum casualties and fighters can't really intercept enemy aircraft on their own.
In SHW USA armour general gets expencive but better-then-nothing jets that actually can be helpful in ground forces support. In RoTR we have beautiful and not so bad on its own fixed winged air but it's totally useless for real puposes (except boasting) and can be replaced by cheaper means easily.


If these are the streams where I piloted the Sokols, then it's partially me being the issue. My micro sucks and when I'm under pressure I just put everything I can into guard mode and pray that I'll see a light of hope in the chaos forecoming.

IOW, my Sokol tactics aren't even close to the micro Bruce pulls out with his Raptors. Ofcourse, without that, they'll feel underpowered. mindfuck.gif

Posted by: Re_Simeone 6 Oct 2014, 0:02

Why Bruce don't play Russia in some of streams ?
Pretty much whole Russian air force was revamped,even Berkut,so why he don't show us good use of it ?

Posted by: z741 6 Oct 2014, 1:03

good question why not ask bruce yourself?

Posted by: Svea Rike 6 Oct 2014, 7:45

You'll find that answer in his name: (USA)Bruce.

Posted by: blgmgl 7 Oct 2014, 3:12

QUOTE (kwendy @ 30 Sep 2014, 3:18) *
And how many times they actually did it? As far as I've seen on stream it takes small group of gattlings to take on wing of VERY expensive ground attack jets with minimum casualties and fighters can't really intercept enemy aircraft on their own.
In SHW USA armour general gets expencive but better-then-nothing jets that actually can be helpful in ground forces support. In RoTR we have beautiful and not so bad on its own fixed winged air but it's totally useless for real puposes (except boasting) and can be replaced by cheaper means easily.


You're totally right.
Su-25/39 Frogfoot was like a balanced countermeasure against ground forces. But not anymore... sad.gif

Posted by: MARS 7 Oct 2014, 6:25

The Frogfoot wasn't balanced. It was a flying bomb carrier that was so powerful that it turned what was always meant to be an optional unlock into a no-brainer necessity for Russia to achieve anything. The Sokol still gives you a noticeable edge against ground units, but in a much more nuanced way which, along with the changes we've applied to Russian helicopters, finally makes their air force the optional, situational support tool that it was always meant to be, similar to the GLA's.

Posted by: kwendy 13 Oct 2014, 17:53

Well, after last stream I see air force as a good follow after EMP bomb and that's all. Oh, and a mean to force enemy to spend some on stealth detection (that troop crawler blob was amusing). And that's about all it's capable of. What it takes, two supply points and the oil derrick to support any sighnificant air force without fail with ground defences? It would be as effective as recovery and blob of kodiaks, mstas and centinel covered by hind for the same cost.

Posted by: (USA)Bruce 19 Oct 2014, 13:04

QUOTE (Re_Simeone @ 6 Oct 2014, 2:02) *
Why Bruce don't play Russia in some of streams ?
Pretty much whole Russian air force was revamped,even Berkut,so why he don't show us good use of it ?

QUOTE (z741 @ 6 Oct 2014, 3:03) *
good question why not ask bruce yourself?

QUOTE (Svea Rike @ 6 Oct 2014, 9:45) *
You'll find that answer in his name: (USA)Bruce.


Bruce is always watching you in his nighthawk, he knows what you do at all times, he knows wich keys you press...He knows what you watch, You sick perverted bastards biggrin.gif
But if you want you can allways ask me on skype or PM me on the forums.As for (USA)Bruce being something....Well I prefer USA due to some mechanics it has to offer me.I am a pretty rounded ECA player that will tire your supply lines and your nerves to a pulp...I'll play any faction other then china, Freaking hate china xD Thats why the *Bruca chan* thing was such a big step for me...Just playing china for a two weeks....Nobody would want to play agaisnt my gla tactics you probably watched it vs dutchy once.Mindgames! plus we have enough gla players in the testergroup.
Last stream I hope I showcased Russian fixed wing aircraft well enough.As for that berkut geting show down by the migs, I did press the button but I'll say it was lag I guess...
Hope you guys enjoyed the russian airshow, cause I miss my http://www.youtube.com/watch?v=pjvQFtlNQ-M

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