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SWR Productions Forum _ Rise of the Reds _ 1.87

Posted by: Chuck Kawosky 20 Jan 2017, 0:52

First off....excellent work, its definitely getting there.

1. The US Patriot missile armour is way to strong.

2. Are you able to allow team/allied players to use each others troop transports. IE: My troops can jump in to your BMP etc? As well as being able to remain fixing each others buildings and units when damaged.

3. ECA Commandos still don't place the charges on a building smoothly...sometimes get stuck and glitch.

4. Enemy AI sends too many troops to attack you at once when they should send a 60/40 mix of Armour and troops to attack you. Otherwise it slows the game down with too many small troop units. The enemy AI does attack better and more frequently in a more orderly fashion. Also the Ruskies make better use of its Reinforcement para drops which is good. They actually use them this time!

5. ECA "Prepared defences" and "Ammunition reserves" should be merged in to ONE generals power instead of the two.

PS: Sorry if this isn't posted in the correct place for the 1.87, but i suppose you could relocate it.

Posted by: Mizo 20 Jan 2017, 1:09

QUOTE
ECA "Prepared defences" and "Ammunition reserves" should be merged in to ONE generals power instead of the two


No they shouldn't. The Munitions are unique to General Willem, and the Prepared Defenses are generic. We're not gonna change something just to revert it back in 2.0.

QUOTE
4. Enemy AI sends too many troops to attack you at once when they should send a 60/40 mix of Armour and troops to attack you. Otherwise it slows the game down with too many small troop units. The enemy AI does attack better and more frequently in a more orderly fashion. Also the Ruskies make better use of its Reinforcement para drops which is good. They actually use them this time!


Hard limits on max units for the AI is not possible, or atleast very hard to implement. Having limits also limits AI unit variety since they don't know when is it suitable to build the appropriate units most of the time, and they'd end up spamming only a few types.

QUOTE
ECA Commandos still don't place the charges on a building smoothly...sometimes get stuck and glitch.


Not fixable.

QUOTE
. Are you able to allow team/allied players to use each others troop transports. IE: My troops can jump in to your BMP etc? As well as being able to remain fixing each others buildings and units when damaged.


Not Possible.

QUOTE
. The US Patriot missile armour is way to strong.


Bullshit. The unit has the exact same stats as the Chaprels did in the previous versions, and nobody complained about them being OP. Plus they require a GP unlock.

Unless you are talking about the Missile Defense Silo, then there was no buffs in its damage and rate of fire whatsoever, the only change is making them react faster.

Posted by: Chuck Kawosky 20 Jan 2017, 2:14

Okay thanks! Its just that the Russian Tunguska has weak armour compared to that US Patriot.

And what do you mean about the AI ...?

Posted by: Mizo 20 Jan 2017, 2:20

The Patriots is a heavy Anti-Air. Tungaskas are light Anti-air that can attack ground units as well. They're conpletely different from each other.

As for the AI, the amount of units the AI builds is based on the number of units in their attack teams. It's not very simple to put a limit to how many units the AI builds without altering every single attack team and calculating the unit counts on the side.

That's a hassle for me frankly.

Posted by: WULF1045 6 Feb 2017, 16:34

Why does the Russian get better tanks? Why not ECA why not the jagdmammut?

Posted by: SoraZ 6 Feb 2017, 16:43

Russia is the elite brute force faction, they get strong but expensive tanks because that is the way they just work in CnC games. Also, the Jagdmammut is a tank destroyer, not a tank.

Posted by: ZunZero97 7 Feb 2017, 7:21

QUOTE (SoraZ @ 6 Feb 2017, 12:43) *
Russia is the elite brute force faction, they get strong but expensive tanks because that is the way they just work in CnC games. Also, the Jagdmammut is a tank destroyer, not a tank.

Jagdmammut is a ''Special vehicle'?

Posted by: {Lads}RikerZZZ 7 Feb 2017, 7:32

It very clearly says in the unit description and in its voice lines and on the wiki, and in the deployment zone, and everywhere that it is not a tank, but a tank destroyer.

Posted by: XAOC-RU- 7 Feb 2017, 17:59

QUOTE (ZunZero97 @ 7 Feb 2017, 11:21) *
Jagdmammut is a ''Special vehicle'?

Yes it's antitank vehicle. Just look how this unit made, with static barrel to improve firepower and also their shells are useless vs buildings but exellent vs tanks and vehicles

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