firstly, i havent played this mod yet (intending to very soon once i get hold of ra3), but a few things id like to chime in on
1) i do think MCV's should be redeployable. RA1 had an option to allow this, so its fine if this mod has it by default imo.
Incia you need to stop generalising... this game is still vastly different from RA3 so you cant assume this will result in turret pushes dominating.
CnC3/KW had redeployable MCV's and turret pushes there, whilst being a viable option (with 3 MCVs usually), were not a dominant strategy like in RA3. My point here is it simply boils down to how the game is balanced, and you cant jump to conclusions based on the fundamental design.
Even if turret pushes dominate theres a billion ways to solve it - from increasing turret build times, to having weaker MCVs (cnc3), smaller build radius etc
2) i think giving helicopters unlimited ammo would totally go against the original design. However im not opposed to them having tons of ammo instead.... as this would also set them apart from the Yak (which would be higher damage output in a shorter time frame).
But i think itd be good if they would just hover instead of land at the target location (if they dont already).
as for the 1 chopper per pad restriction, i think that can simply be balanced around by making helipads cheaper but having to buy choppers manually for each of them.
3) for soviet anti-air i think their rocketmen especially effective vs aircraft since soviets lack any anti-air vehicle.
Also MIGs should be able to target air (and be amazing at it), if they dont already (they could in RA1 with a bug) 🙂
Edited by user
14 years ago |
Reason: Not specified
'The Red Alert' mod with more refined balancing+bugfixes:
Check it out!