Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Fri Apr 19, 2024 3:18 am
All times are UTC + 0
Suggestions for making infantry units more potent
Moderators: Global Moderators, Red Alert 2 Moderators
Post new topic   Reply to topic Page 1 of 1 [8 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
Otuken
Medic


Joined: 14 May 2020

PostPosted: Fri May 15, 2020 2:55 pm    Post subject:  Suggestions for making infantry units more potent Reply with quote  Mark this post and the followings unread

Not sure if this section is suitable to discuss for it. I don't want vehicle spam to be meta in my personal mod. Also I don't want huge game changes like limited ammo for vehicles or something.

Currently I just made all infantries uncrushable and decreased t1 tank speed's slighly. It helped but the meta is still the same. Statistically boosting infantres or nerfing vehicles is obvious answer but the question is what thing should be buffed/nerfed in which ways for balance?

Back to top
View user's profile Send private message
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri May 15, 2020 3:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Tank spam started with RA1, when vehicles got very fast and shot always accurate versus infantry.

The later games didn't change that back much, so the same problem remains.

If you reduce vehicle speeds so infantry can actually keep up with them, so vehicles have a harder time to crush them, you fix a big part of it.
The second issue is the very high firepower vehicles have against infantry. Changing the warhead Verses helps here

If a unit only has 1 weapon, you could also make this completely unable to attack infantry and give the unit a 2nd weapon against infantry which has an Inaccurate projectile or some other change


I wouldn't like uncrushable infantry in general. only a very few should have this specialty.

_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

Back to top
View user's profile Send private message
Otuken
Medic


Joined: 14 May 2020

PostPosted: Fri May 15, 2020 3:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Is there any known good mods that addressed the same issue and solve brillantly?

Back to top
View user's profile Send private message
E1 Elite
General


Joined: 28 May 2013

PostPosted: Fri May 15, 2020 3:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Few ideas
- Increase health, decrease versus damages, reduce prone damage, give veteran health etc.
- Increase their firepower, speed
- AI, send APC filled with C4 infs or capture capable infs to the enemy base
- AI, send infs combined with EMP units
- Use more AvoidThreats in AI infantry teams
- Make AI teams with larger number of infs
- Use offensive droppod SW with elite infs for continuous harassment.
- Make occasional hero type infs or fearless explosive infs.

Back to top
View user's profile Send private message
EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Fri May 15, 2020 5:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

The simplest, most realistic approach would be to block vehicle crushing.

Unless your game is simulating a tech period similar to WW2, the idea of "crushing" infantry under the treads or tires of vehicles is nonsensical- almost entirely a game creation/cool factor type thing.

Post 1945 (IRL), the last thing you want to do with an armored vehicle is take it and mix it up with infantry in close quarters. Even poorly equipped militia-type infantry have the means to kill the most powerful tanks in close-quarters.

_________________
YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead Developer Star Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007)

Back to top
View user's profile Send private message Send e-mail Visit poster's website
Otuken
Medic


Joined: 14 May 2020

PostPosted: Fri May 15, 2020 9:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Also is it just to me that advanced defensive structures and statc AA are too expensive I barely see anyone to buy them in competitive matches. I would boost them or reduce their costs.

And some infantry units are even more underwhelming than already underwhelming other infantyr units. The most noticable one is flak trooper why would I train them when I can already train flak tracks with just extra 75$ I can get more mobility+durability+carrying ability?

Back to top
View user's profile Send private message
EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Sat May 16, 2020 2:59 am    Post subject: Reply with quote  Mark this post and the followings unread

That's the nature of competitive play. Ultimately, competitive players will zero in on the most efficient/effective strategies and build orders, and discard everything else.

Defenses are static. Why invest in defenses when a blob of tanks does the job just as well, and can then be turned around and used in a counter-attack?

_________________
YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead Developer Star Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007)

Back to top
View user's profile Send private message Send e-mail Visit poster's website
Otuken
Medic


Joined: 14 May 2020

PostPosted: Sat May 16, 2020 10:38 am    Post subject: Reply with quote  Mark this post and the followings unread

Pillbox, Sentry Gun and Tank/Battle bunkers are used to distract and slow down enemies they are helpful considering their low price and no consumption of power same cannot be said for advanced defensive structures.

I would decrease their costs by %15-%20, increase their placement radius and make trainable if possible to get good reasons to build them.

Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [8 Posts] Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
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


Powered by phpBB © phpBB Group

[ Time: 0.1546s ][ Queries: 11 (0.0093s) ][ Debug on ]