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YR 1.002, SAVE YR!
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Dupl3xxx
Commander


Joined: 22 Aug 2006
Location: somewhere south of the north pole

PostPosted: Fri Mar 07, 2008 12:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

truefeel wrote:
If I see you making that many GGIs, I will simply not make a boomer.

There is one thing to add. I would like to know how you would know that in a 3 min timeframe. Within that time, your base hass NO deffens capable of both AA and AI/AT.
I think most players prefer to first get a desent deffense, and then attack. And doesn't the boomer requier the techlab? If not, that's your balance-fix! If you choose to make boomers, you will not have no money. No money, no repair. No defence. Oh, one gat-tank Wink

So if you play against yuri as soviet, you make AA denence, as the map has water. Then yuri gives you a lasher-get rush. WTF would you do then? Correction, what CAN you do? Scream un-balanced!

And one last thing, make the boomer 2500$-3000$ and strenght=750-900 and speed=4

Ahh, what the hell, make a mod Very Happy
And if you think, all isdes can rush. I bet three brutale withinn 5 min of game start. I just made 10000000 rhinos Wink

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Destiny
President


Joined: 02 May 2006
Location: Singapore

PostPosted: Fri Mar 07, 2008 12:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

It seems everyone has the Boomer rush on a inland map...if you guys play against a Yuri on Tsunami...eh eh? No land rush...

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Fri Mar 07, 2008 12:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

I had the tesla tank replace the rhino for russia because I thought it would be balanced and make russia a more attractive country to play (seeing as 95% of the people who are soviets online play iraq). From what I see, the tesla tank is just an offensivly more capable version of the rhino, just as the black eagle is a more capable harrier.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Fri Mar 07, 2008 1:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

*sigh*
Just mod the bloody game if you don't like it. We are modders for f*cks sake (at least, I hope we are #Tongue). And too bad if you can't play online anymore. Just give the ppl against who you want to play your mod, and that's also solved...

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truefeel
Rocket Cyborg


Joined: 02 May 2006

PostPosted: Fri Mar 07, 2008 7:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
here is one thing to add. I would like to know how you would know that in a 3 min timeframe. Within that time, your base hass NO deffens capable of both AA and AI/AT.
I think most players prefer to first get a desent deffense, and then attack. And doesn't the boomer requier the techlab? If not, that's your balance-fix! If you choose to make boomers, you will not have no money. No money, no repair. No defence. Oh, one gat-tank

So if you play against yuri as soviet, you make AA denence, as the map has water. Then yuri gives you a lasher-get rush. WTF would you do then? Correction, what CAN you do? Scream un-balanced!

And one last thing, make the boomer 2500$-3000$ and strenght=750-900 and speed=4

Ahh, what the hell, make a mod
And if you think, all isdes can rush. I bet three brutale withinn 5 min of game start. I just made 10000000 rhinos


Most people infact go indeed defensive, but not on the way you mean: they defend with tanks. That way you can stop rushes. And if you go 1 single boomer, you will not get out of money as yuri.

And making the boomer only buildable at tech lab level makes it underpowered. That's not what you want either. I made the boomer cheaper, but I made the missile almost useless. That way, they are at the same level of a typhoon sub and when you have alot of boomers, the missiles will get back usefull (due the large quantities of missiles). This way, you take out the unfair boomer rush, but you do get a good weapon as yuri later on, that can actually compete with late game naval.

Quote:
[CruiseLauncher]
ROF=75


does not help. the cruise missile is putted in the category of missiles in the generals section, and as [CMISL]. you need to change the spwanregenrate of the CMISL (which is the ROF of it).

Quote:
I had the tesla tank replace the rhino for russia because I thought it would be balanced and make russia a more attractive country to play (seeing as 95% of the people who are soviets online play iraq). From what I see, the tesla tank is just an offensivly more capable version of the rhino, just as the black eagle is a more capable harrier.


No, there's a distinct difference between a tesla tank and a rhino tank (use a complete different weapon). an eagle is just an upgraded harrier, but both are in the same category.
People don't use russia frequently b/c the tesla tank sucks, due too high costs and not a good weapon, although I gotta say they are good against desolators. I would personally make tesla tanks good against light armoured vehicles and infantry.

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Fri Mar 07, 2008 9:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Basically, I made a composit of all the "important"
tags on the rhino and the tesla. Point by point, the tesla tank hits harder, but has weaker armour and a slower ROF. They are far better at killing infantry, per attack they are better at vehicles, and they are on par vs buildings. Their range is much less though. If You cut the price down and up the range to equal the rhino, I don't see that would be giving the russians an unfair advantage, that would just mean they are a bit better at killing enemy infantry. You seem to think that the tesla tank is suppose to be a tank devoted to killing medium targets, but it has all the characteristics of a mbt.

For the boomer missile spawn, I was just giving another little nerf to it. I don't want to do a total overhaul like you do, but I do agree it needs a big change (personally the red alert 1 navy seems to be what Yuri should have).

Rhino
Strength=400
Armor=heavy
Speed=6
Cost=900
[120mm]
Damage=90
ROF=65
Range=5.75
Projectile=Cannon
Speed=40
Warhead=AP
Report=RhinoTankAttack
Anim=GUNFIRE
Bright=yes
Verses=25%,25%,15%,75%,100%,100%,65%,45%,60%,60%,100%

Teslatank
Strength=300
Armor=heavy
Speed=6
Cost=1200
[TankBolt]
Damage=135
ROF=75
Range=4
Speed=100
Warhead=Electric
Report=TeslaTankAttack
Projectile=InvisibleLow
IsElectricBolt=true
Verses=100%,100%,100%,85%,100%,100%,50%,50%,50%,200%,100%

I would make the tesla cost the same as a rhino and up the range. Sound fair?

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truefeel
Rocket Cyborg


Joined: 02 May 2006

PostPosted: Tue Mar 11, 2008 3:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

One Problem: this is not KW. I, and I think many others, don't like to see the rhino getting removed, even if it is for one side.
Quote:
You seem to think that the tesla tank is suppose to be a tank devoted to killing medium targets, but it has all the characteristics of a mbt.


IMO, shells are more effective against armour, while lightning more against infantry/lighter vehicles.

Quote:
For the boomer missile spawn, I was just giving another little nerf to it. I don't want to do a total overhaul like you do, but I do agree it needs a big change (personally the red alert 1 navy seems to be what Yuri should have).

Problem is that in RA1 you had a second, normal sub. That way it's easier to keep a more powerfull siege unit at a late game. In YR this is combined in one, and that gives problems. A siege naval unit is supposed to be late
game, a normal naval unit begin game. It is a really absurd idea to combine such 2 units in one and impossible to keep both very usefull when balancing, so you gotta nerve one of the 2 chararistics almost to a point of useless. I've choosen the missiles, b/c that way the boomer still can counter all other naval units. Nerving the missiles also allows a price reduction, making the boomer massable. massed boomers=massed weak missiles, which all together can again be threat, but by the time you massed them, and made the missiles usefull by yourself again, it's already late game. Exactly the point were naval siege should be.

Radical solutions should be taken for radical problems which were caused by absurd decisions. I'm pointing with this on EA/westwood: If they just made a yuri navy in the line of the soviet/allied one, everything would had been ok.

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Dupl3xxx
Commander


Joined: 22 Aug 2006
Location: somewhere south of the north pole

PostPosted: Tue Mar 11, 2008 4:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

I agree on most of your post truefeel, but wouldn't it be easier to add one unit to the game? A new naval unit to yuri?That way, the boomer can stay, with some tweaks, and a new (attack sub) unit could be used as anti AA and anti naval. In other words, yuri needs a desent looking gattling boat. That would be just the thing yuri could come up with Smile

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truefeel
Rocket Cyborg


Joined: 02 May 2006

PostPosted: Tue Mar 11, 2008 4:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm kinda orthodox when it cames down to the term of patch. That means for me not making more changes then necessarily and not adding or removing units. I know it's easier to add units and I did considered it (infact, I was a month ago a supporter of adding 1-2 new naval units for yuri). But IMO it can also be done without, which is still better then adding units. I realised that after a really in-depth conversation with the maker of 1.007.

So only naval AA stays a problem, which might get more or less fixed. The sea scorpion and cruiser have redicolous firepower, so I would suggest bringing that down. That way yuri is a bit less disadvantaged on early AA and later on floating disk can be AA theirselves.

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