Hello there! Thank you for playing my mod and showing it on youtube! Now i want to say some things. "There is not much new units in the game yet..." - Big units variations isn't main purpuse of the mod. Main purpuse of the mod is gameplay based on start protocol combinations. It's should be like making your own sub-fraction at start. "..., but the Brutal bots are real threat!" - I am really trying to make bots smarter and harder. Even medium and hard bots stronger now. I am still going to make improvments to bots' behavior, because some of them still need a lot of work. About "Tiger" tank. His special ability is special tank shell, which is more effective against buildings, than primary weapon. In fact, without special ability "Tiger" tank weaker against buildings and infantry, than "Guardian" tank. In next version of mod i will add this information for special ability of this tank. Sorry for my english. And again thank you for playing!
Well, since you're here, I want to say that I'm really satisfied with the mod, even though the bots are absolutely insane even at the lower difficulties (pain is fun because this pain feels like me having skill issues). However, there are certain points that need improving and here are some suggestions: -Overall, the concept of the Protocols unlocking meaningful upgrades and units is great. However, it feels less like a slow progression to get new units/upgrades and more like just go pick your 3 Protocols and try to win for the first half hour of it. So, I recommend keeping the normal progression time and instead giving the Protocols a standard linear progress. -The Tiger Tank is... weird. Its role and performance is way too underwhelming for its tier and it's better off having the Mirage Tank as the T2 tank and then adding a new T3 in like a Chrono Tank. -The Pacifier FAV is a bit too weak in this mod due to the number of projectiles being reduced to 2 but the projectile velocity being the same, giving it less chance to hit and making it unable to even one hit a Hammer Tank. To compensate this, I recommend switching out their projectiles with Harbinger Gunship's projectiles which have higher velocity and the guarantee that they will hit to compensate or increasing the projectile counts to 4 or 6. Also maybe allowing the twin rotary guns to shoot at aerial threats may be a good idea. -The AGH Cobra is weak if not just flat out trash and it's competing with the Cryocopter for the T2 heli slot. So instead of having two helicopters at T2, how about reworking the Cryocopter? Having an alt ability to fire earthquake missiles that can slow and deal small amounts of damage in an AoE instead of the SHRINK beam can help to synergize with its freezing beam (by smashing frozen enemies) and get rid of the problem posed by the beam nullifying any high value units. -The Black Eagle is... weird and it's straight up replacing the Century while being locked under a Protocol, thus giving the Allied no Max Clearance (T3) aerial unit. I recommend putting the Century back in. -An ability recommendation for the Harbinger: allowing it to attack at twice the usual attack speed for X amount of time then its weapons are disabled for the same amount of time. -The Demolition Truck is brutally weak and a poor rework to the Grinder. I suggest reversing it back to the Grinder while also turning the Grinder into a mobile Bunker with infantry firing out from the inside. -The Kirov is just overshadowed by other units and taken down a bit too easily. I recommend adding flak guns to it for self defense. -The Giga-Fortress is straight busted. It has way too much HP for balance and its firepower is immense. At least for example the Harbinger can only fire its cannons while the enemy is not inside its blind zone and on its left or right sides. I recommend bringing its HP down while airborne. Here are some miscellaneous rework wishlist: Multigunner IFVs having a turret, MiG Fighters having some sort of Tesla-based weaponry as an upgrade. Overall, this mod has great potential and hopefully will get more attention. The air combat system is great and just very cinematic and some unit reworks are very good to see.
@@invictusangelica Thanks a lot for your great comment! Yes, I made the bots much more difficult at the request of a friend. After playing around with these bots, vanilla bots seem easy to me. X) With the help of protocols, the player builds his own separate sub-faction. Two protocol points, which are given after a long game time, are more likely for very long FFA or team matches. But, most likely, I will still reduce the time to receive the last two protocols. The Tiger tank is more effective against vehicles than the Guardian tank. However, the Guardian is much better at taking down buildings with his regular cannon than the Tiger. Tiger's ability, at the same time, deals very good damage to buildings. It is assumed that the player will somehow combine the Tiger tank and the Guardian tank. The Guardian also deals 2.5 times more damage to heavy vehicles, like the Apocalypse, King Oni and Future Tanks, which allows the Alliance to deal with heavy vehicles more or less effectively, even before upgrading to T3. But the Mirage handles everything much better than the Tiger or the Guardian, so the Mirage is still justifiably in its place. To be honest, in all my games I didn't feel that Pacifier was weak. You don't need to upgrade your MCV to build it, and it's also more effective against infantry. But he really became weaker compared to the original version from Uprising. For, in my opinion, Uprsing Pacifier was very strong. Cobra is a pretty good helicopter that is effective against infantry. However, his ability needs to be replaced, but right now I still have no idea what to replace it with. Cryocopter was buffed and moved to Tier 3 in the very first version of the mod. Black Eagle does replace Century, but since the first version of the mod it has been on tier 2, not 3. I also have thoughts on how Century can be returned back. I'll keep thinking about Harbinger's ability. The Demolition Truck can be extremely effective against players. Players often lead their troops in groups, and at the right moment, the Demolition Truck can destroy, or cause a lot of damage to a large group of units, well paid for itself. In the latest version of the mod, he was nurfed, and now, perhaps, he really has become noticeably weaker. I don't know about Kirov. Never once did he feel any useless. Agree. Giga Fortress needs a clear nerf. This is especially true for bots that somehow manage to spam them endlessly. Multigunner IFVs are unlikely to be equipped with a turret, because quite a lot of problems in order to adequately set up different attack ranges for anti-air and anti-air missiles for a unit that has a tower. Yes, the IFV has a turret in the Remix mod, but they didn't increase the attack range of all air defenses like I did, so they have less problems with this. Tesla Guns for MiGs might be a really good idea that I'll think about. Once again, thanks for your feedback and suggestions!
@@nope.mp4strategies909 Well, I've been playing on the newest version of the mod so those are my suggestions based upon that. Yes you don't need to upgrade Clearance level of the MCV to get the Pacifier but then the Defense Bureau is considered by most to be a T2-2.5 upgrade anyway due to the requirements with the Legionnaire or that we still need the Airbase to unlock things, which makes for difficult access to ground vehicle comps. I do concur that the Cobra is good v.s. infantry but that's about it. The rockets are wimpy and are fired so sparingly that it's better off not having them, plus having it makes balancing a bit harder against the Twinblade, for example, which has both great anti-infantry and anti-armor capabilities. My line of thought is that if we can offer to the Cryocopter some sort of damage capabilities while also necessitating skill then we can make it an appealing choice and also stick to the theme of each faction only have one helicopter which makes it easier for balancing and identification. Anyways, should you move ahead with the Cobra, I'd suggest making the model bigger or revamping the model to look like the V-22 Osprey and then give it an additional Multigunner turret on the bottom for a soldier to use. Make it a Multigunner of the skies in a sense. Well then I guess I need more testing time with the Demo Truck because it's still a bit weak in my testing with small AoE and mediocre damage (at least it does what it's supposed to do like instantly killing a main battle tank). I still think that having the Grinder as a mobile Bunker would be totally badass by bringing back an old and dearly loved unit of RA2. Kirov feels underused more so. With so much anti-air firepower from the laser-equipped Apollos and Hachi IFVs, the Kirovs are just not used that much. It's slow and clunky unlike the Harbinger which is way faster (but also proportionally more expensive to produce and very finnicky to attack). Having some sorts of AA guns may help it with self defense and since it's airborne, a ventral gun should be able to shoot at the ground. Of course price should also be raised but you get the picture. I don't think so much about the anti-air attack range really, I think about fire-on-the-move capabilities, aka kiting. The problem with the IFV is that some insane dev back in EA thought that a jeep shouldn't have a turret on top of it for its weapon and here we are. In RA2, the IFV did have a turret. But yeah, overall, I somehow like this mod the best out of all the mods I've played, which is crazy considering how criminally under-advertised this is. You should have a Discord server and a TH-cam channel running for it tbh.
Well, after further play, Allied really needs to have a second build queue like how the Soviet can by making the Crusher Crane because when the Soviet can do that and the Empire can simply spit Nanocores out once every 4 seconds, it doesn't matter how strong the units they may have because they just can't bring them out to the table fast enough anyway.
Hello there! Thank you for playing my mod and showing it on youtube! Now i want to say some things.
"There is not much new units in the game yet..." - Big units variations isn't main purpuse of the mod. Main purpuse of the mod is gameplay based on start protocol combinations. It's should be like making your own sub-fraction at start.
"..., but the Brutal bots are real threat!" - I am really trying to make bots smarter and harder. Even medium and hard bots stronger now. I am still going to make improvments to bots' behavior, because some of them still need a lot of work.
About "Tiger" tank. His special ability is special tank shell, which is more effective against buildings, than primary weapon. In fact, without special ability "Tiger" tank weaker against buildings and infantry, than "Guardian" tank. In next version of mod i will add this information for special ability of this tank.
Sorry for my english. And again thank you for playing!
Well, since you're here, I want to say that I'm really satisfied with the mod, even though the bots are absolutely insane even at the lower difficulties (pain is fun because this pain feels like me having skill issues). However, there are certain points that need improving and here are some suggestions:
-Overall, the concept of the Protocols unlocking meaningful upgrades and units is great. However, it feels less like a slow progression to get new units/upgrades and more like just go pick your 3 Protocols and try to win for the first half hour of it. So, I recommend keeping the normal progression time and instead giving the Protocols a standard linear progress.
-The Tiger Tank is... weird. Its role and performance is way too underwhelming for its tier and it's better off having the Mirage Tank as the T2 tank and then adding a new T3 in like a Chrono Tank.
-The Pacifier FAV is a bit too weak in this mod due to the number of projectiles being reduced to 2 but the projectile velocity being the same, giving it less chance to hit and making it unable to even one hit a Hammer Tank. To compensate this, I recommend switching out their projectiles with Harbinger Gunship's projectiles which have higher velocity and the guarantee that they will hit to compensate or increasing the projectile counts to 4 or 6. Also maybe allowing the twin rotary guns to shoot at aerial threats may be a good idea.
-The AGH Cobra is weak if not just flat out trash and it's competing with the Cryocopter for the T2 heli slot. So instead of having two helicopters at T2, how about reworking the Cryocopter? Having an alt ability to fire earthquake missiles that can slow and deal small amounts of damage in an AoE instead of the SHRINK beam can help to synergize with its freezing beam (by smashing frozen enemies) and get rid of the problem posed by the beam nullifying any high value units.
-The Black Eagle is... weird and it's straight up replacing the Century while being locked under a Protocol, thus giving the Allied no Max Clearance (T3) aerial unit. I recommend putting the Century back in.
-An ability recommendation for the Harbinger: allowing it to attack at twice the usual attack speed for X amount of time then its weapons are disabled for the same amount of time.
-The Demolition Truck is brutally weak and a poor rework to the Grinder. I suggest reversing it back to the Grinder while also turning the Grinder into a mobile Bunker with infantry firing out from the inside.
-The Kirov is just overshadowed by other units and taken down a bit too easily. I recommend adding flak guns to it for self defense.
-The Giga-Fortress is straight busted. It has way too much HP for balance and its firepower is immense. At least for example the Harbinger can only fire its cannons while the enemy is not inside its blind zone and on its left or right sides. I recommend bringing its HP down while airborne.
Here are some miscellaneous rework wishlist: Multigunner IFVs having a turret, MiG Fighters having some sort of Tesla-based weaponry as an upgrade.
Overall, this mod has great potential and hopefully will get more attention. The air combat system is great and just very cinematic and some unit reworks are very good to see.
@@invictusangelica Thanks a lot for your great comment!
Yes, I made the bots much more difficult at the request of a friend. After playing around with these bots, vanilla bots seem easy to me. X)
With the help of protocols, the player builds his own separate sub-faction. Two protocol points, which are given after a long game time, are more likely for very long FFA or team matches. But, most likely, I will still reduce the time to receive the last two protocols.
The Tiger tank is more effective against vehicles than the Guardian tank. However, the Guardian is much better at taking down buildings with his regular cannon than the Tiger. Tiger's ability, at the same time, deals very good damage to buildings. It is assumed that the player will somehow combine the Tiger tank and the Guardian tank. The Guardian also deals 2.5 times more damage to heavy vehicles, like the Apocalypse, King Oni and Future Tanks, which allows the Alliance to deal with heavy vehicles more or less effectively, even before upgrading to T3. But the Mirage handles everything much better than the Tiger or the Guardian, so the Mirage is still justifiably in its place.
To be honest, in all my games I didn't feel that Pacifier was weak. You don't need to upgrade your MCV to build it, and it's also more effective against infantry. But he really became weaker compared to the original version from Uprising. For, in my opinion, Uprsing Pacifier was very strong.
Cobra is a pretty good helicopter that is effective against infantry. However, his ability needs to be replaced, but right now I still have no idea what to replace it with. Cryocopter was buffed and moved to Tier 3 in the very first version of the mod.
Black Eagle does replace Century, but since the first version of the mod it has been on tier 2, not 3. I also have thoughts on how Century can be returned back.
I'll keep thinking about Harbinger's ability.
The Demolition Truck can be extremely effective against players. Players often lead their troops in groups, and at the right moment, the Demolition Truck can destroy, or cause a lot of damage to a large group of units, well paid for itself. In the latest version of the mod, he was nurfed, and now, perhaps, he really has become noticeably weaker.
I don't know about Kirov. Never once did he feel any useless.
Agree. Giga Fortress needs a clear nerf. This is especially true for bots that somehow manage to spam them endlessly.
Multigunner IFVs are unlikely to be equipped with a turret, because quite a lot of problems in order to adequately set up different attack ranges for anti-air and anti-air missiles for a unit that has a tower. Yes, the IFV has a turret in the Remix mod, but they didn't increase the attack range of all air defenses like I did, so they have less problems with this.
Tesla Guns for MiGs might be a really good idea that I'll think about.
Once again, thanks for your feedback and suggestions!
@@nope.mp4strategies909 Well, I've been playing on the newest version of the mod so those are my suggestions based upon that.
Yes you don't need to upgrade Clearance level of the MCV to get the Pacifier but then the Defense Bureau is considered by most to be a T2-2.5 upgrade anyway due to the requirements with the Legionnaire or that we still need the Airbase to unlock things, which makes for difficult access to ground vehicle comps.
I do concur that the Cobra is good v.s. infantry but that's about it. The rockets are wimpy and are fired so sparingly that it's better off not having them, plus having it makes balancing a bit harder against the Twinblade, for example, which has both great anti-infantry and anti-armor capabilities. My line of thought is that if we can offer to the Cryocopter some sort of damage capabilities while also necessitating skill then we can make it an appealing choice and also stick to the theme of each faction only have one helicopter which makes it easier for balancing and identification.
Anyways, should you move ahead with the Cobra, I'd suggest making the model bigger or revamping the model to look like the V-22 Osprey and then give it an additional Multigunner turret on the bottom for a soldier to use. Make it a Multigunner of the skies in a sense.
Well then I guess I need more testing time with the Demo Truck because it's still a bit weak in my testing with small AoE and mediocre damage (at least it does what it's supposed to do like instantly killing a main battle tank). I still think that having the Grinder as a mobile Bunker would be totally badass by bringing back an old and dearly loved unit of RA2.
Kirov feels underused more so. With so much anti-air firepower from the laser-equipped Apollos and Hachi IFVs, the Kirovs are just not used that much. It's slow and clunky unlike the Harbinger which is way faster (but also proportionally more expensive to produce and very finnicky to attack). Having some sorts of AA guns may help it with self defense and since it's airborne, a ventral gun should be able to shoot at the ground. Of course price should also be raised but you get the picture.
I don't think so much about the anti-air attack range really, I think about fire-on-the-move capabilities, aka kiting. The problem with the IFV is that some insane dev back in EA thought that a jeep shouldn't have a turret on top of it for its weapon and here we are. In RA2, the IFV did have a turret.
But yeah, overall, I somehow like this mod the best out of all the mods I've played, which is crazy considering how criminally under-advertised this is. You should have a Discord server and a TH-cam channel running for it tbh.
Well, after further play, Allied really needs to have a second build queue like how the Soviet can by making the Crusher Crane because when the Soviet can do that and the Empire can simply spit Nanocores out once every 4 seconds, it doesn't matter how strong the units they may have because they just can't bring them out to the table fast enough anyway.
This Mods have Revived this Iconic PC Game my friends. Thanks.
Where did you download these maps? Are these comp stomp maps?
I did not download them.
I made them ;)
You can have them from my discord : discord.gg/s9bQEqy9xN
Hey there! Can you upload a ChaosFA Mod in a 2v2v2, 2v4 or 2v3 match that using Allied/GDI faction & your teammate?