Posted: Wed May 28, 2008 6:58 am Post subject:
Civillian Developments
Civillian structures were never strong enough to survive close-combat with another enemy occupied garrison. But in RA2: Moscow's Vengeance...
In RA2: MV, Urban Infantry-to-Infantry combat is redefined. With the ability to garrison multiple types of infantry in civillian structures, one can kill tanks and infantry, with the same building. Garrisons will now be able to have firefights wth each other, lasting 20 seconds or above.
ALBRECHT EDIT: It's Vengeance not Revenge _________________ Please, read the signature rules of the forum. QUICK_EDIT
Nope, because you can blast them out with artillery old boy. Katyushas make short work of buildings last time I checked, and all stuff has to have the same rang so snipers are limited to 8 cells and rifle inf are boosted to that distance.
And everyone loves airstrikes Especially with rocket armed Yak Jets (new yak for the new war ) And if the enemy should tank spam then A10s and rocket inf spams will cut them down to size, the key is your brain. It will unlock the gates on the road to victory. Uh-oh, I sound like yuri... _________________ Yes, work on MV continues. It is not forgotten. QUICK_EDIT
Yea, we are. But currently we have KGB and FBI agents at my back, so I can't divulge much more. _________________ Please, read the signature rules of the forum. QUICK_EDIT
Will you make all garrison weapons AA or all garrison weapons nonAA? _________________ Comcast: Yo dawg we herd yo were downloading, so we put fail in yo modem so yo cant download while yo failin! QUICK_EDIT
Simply put, no. It appears the engine disallows this... If all weapons were AA then maybe but that'd be OP... _________________ Yes, work on MV continues. It is not forgotten. QUICK_EDIT
Simply put, no. It appears the engine disallows this... If all weapons were AA then maybe but that'd be OP...
Yes you wouldl have to make them all AA=yes but its actually quite simple to balance.
The default YR figures are insane anyone as it always favours infantry in garrisons.
From my own mod experience around 50% rof, increase UC range and half damage (a lot less for MG weapons is good) will make AA more balanced.
Besides in real life you see troopers firing AK into the air, it would glance armour at best and thus a occupy wh would be reflect in vastly reduced armour vs
of course this affects ground units but a MG raping a rhino is quite frankly stupid
Basically I would seriously consider it, along with a complete WH overhaul. _________________ QUICK_EDIT
The piff in the air would just be sparks or bullets deflecting etc. Doesn't really seem odd and then you know your bullets are actually hitting. QUICK_EDIT
In other words, no structures with AA. That'll be ridiculously OP and it makes turtling/camping even easier, where RA2:MV is focused mainly on Mobilization, I presume.
And some what I know, the Allies and Soviets will have missile-based and shell-based artillery pieces. As Albrecht as already stated, the Katyusha, the Soviet Missile/Rocket artillery piece, and the Allied shell-based artillery piece, in the Allied subforum.
This will make sure camping with civillian structures do not become too critical and deny the enemy the ability to attack, leading to a stalemate. Well, try and camp on maps with water, etc.
We...have naval ships. _________________ Please, read the signature rules of the forum. QUICK_EDIT
Joined: 03 Nov 2007 Location: laptop? ... otherwise the Czech Republic -> south Moravia Posts: long int Posts;
Posted: Thu May 29, 2008 4:51 pm Post subject:
But it's also possible to use anti-armor bullets (shot through 1m of rail steel). Balance is balance... Great thing against camping are quick rushes of arties or assault helicopters. _________________
Don't blame the others if you haven't checked your own (in)ability in the first case. QUICK_EDIT
infantry rifles now bounce off of tank armour like they were rubber... Seriusly, if you want to take out armour use an AT weapon or take out a bridge... 100 riflemen Vs 1 tank? No rifles, 2/3 rocket guys vs 1 tank? depending on the tank you're left with 1 or 2 injured rocket guys.
Seriously, use the right friggin weapon for the right friggin job. I'll add a pissy AA capability for rifle blokes in buildings to simulate the factor that they take pot-shots from windows, I don't know how I'm going to get around this with flamers and tesla troops though... _________________ Yes, work on MV continues. It is not forgotten. QUICK_EDIT
tesla - low powered shot, if rocket men are allies only you can make it AA, its not that far fetched.
but your pot shot idea is basically what i was suggesting
of course if inf are running towards a building with 100 rifle men, they is screwed but a tank no problem, perhaps like half vs armour when garrisoned.
infantry benefits from rof and range though. (since UC range is globally fixed) when garrisoned
infantry out in the open does more damage due to direct confrontation but is more vunerable and so forth e.g. like ww2 sticky bomb inf so u simulate "heroics" lame but kinda cool.
that way using inf is more viable
also increasing inf speed and generally lowering inf vs values i.e. none, flak, plate makes inf so much more useful.
i look to COH for some of my balance ideas e.g. cellspread weapons don't instantly rape all inf same with tank fire but close combat, flamers, mg weapons will _________________ QUICK_EDIT
When I spammed some grunts for fun, an MBT come along and...
*Gunfire sounds, radio crackles* COMMANDER! There's 5- (explosion) 49 of us left! Our bullets are *radio static*
Meh, it pretty much killed off all the grunts, with it's hp not even down to half. They're made for Anti-Infantry, those guys. When I brought along 6 AT Troopers, the MBT died like pie.
Inaccurate flame ball? Err...RA1-ish, yea. It's speed mustn't be too fast, though. _________________ Please, read the signature rules of the forum. QUICK_EDIT
tesla - low powered shot, if rocket men are allies only you can make it AA, its not that far fetched.
but your pot shot idea is basically what i was suggesting
of course if inf are running towards a building with 100 rifle men, they is screwed but a tank no problem, perhaps like half vs armour when garrisoned.
infantry benefits from rof and range though. (since UC range is globally fixed) when garrisoned
infantry out in the open does more damage due to direct confrontation but is more vunerable and so forth e.g. like ww2 sticky bomb inf so u simulate "heroics" lame but kinda cool.
that way using inf is more viable
also increasing inf speed and generally lowering inf vs values i.e. none, flak, plate makes inf so much more useful.
i look to COH for some of my balance ideas e.g. cellspread weapons don't instantly rape all inf same with tank fire but close combat, flamers, mg weapons will
Attach signature (signatures can be changed in profile) close
flamer - inaccurate flame ball
tesla - low powered shot, if rocket men are allies only you can make it AA, its not that far fetched.
but your pot shot idea is basically what i was suggesting
of course if inf are running towards a building with 100 rifle men, they is screwed but a tank no problem, perhaps like half vs armour when garrisoned.
infantry benefits from rof and range though. (since UC range is globally fixed) when garrisoned
infantry out in the open does more damage due to direct confrontation but is more vunerable and so forth e.g. like ww2 sticky bomb inf so u simulate "heroics" lame but kinda cool.
that way using inf is more viable
also increasing inf speed and generally lowering inf vs values i.e. none, flak, plate makes inf so much more useful.
i look to COH for some of my balance ideas e.g. cellspread weapons don't instantly rape all inf same with tank fire but close combat, flamers, mg weapons will
Yeah, all allied inf self-heal as rookies, soviet inf self-heal as veterans but they're cheaper and have a lower points value.
I was thinking of giving rifle grunts grenades, when RP2 comes out if it gives you the option to choose weapons by range rather than verses that'd be really useful. The soviets have an "RPG trooper" ATM, I'm thinking of giving him unguided rockets to make him individual, it'd be useless against fast moving units but when coupled with a shock trooper or two and some conscripts it'd be a useful strategy. (ROT=1 Accelerates=40+ and ranged=yes if that still does anything)
The allies will get two-man weapons teams. An MG team and an ATGM team that will deploy like the GI, on foot they have a rifle, when deployed they have either a Heavy MG or an ATGM launcher, I suppose it's possible to fire those from buildings. _________________ Yes, work on MV continues. It is not forgotten. QUICK_EDIT
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum You cannot attach files in this forum You can download files in this forum