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Rtys8 Mar 9 2013, 11:45am replied:

Well,though my help will one day come to a limit,just as you guys will hit the limits of the SC2 engine.

(If only we could just replace or upgrade those gimped designs one choice but to work around them for now.....)

I'm still left wondering if we could "replace" some units,specifically,some gimped XPs,with newly modded custom replacements......

Would the veterancy change mechanic work regarding that btw??


From my perspective though,i think they should make SC 3 or a reboot SC with a new engine that allows good realism like UAW,but still being able to have it's trademark capability of rendering 1000s of units....

+1 vote   mod: Revamp Expansion Mod (RVE)
Rtys8 Mar 9 2013, 11:25am replied:

I'm just a guy who's got too much time on his hands at times and wanted to see how he could help such a wonderful revolutionary work.

Believe it or not,i'm been wanting a good RTS game for a long while.The genre's quite stale by now, with only StarCraft 2 around.

Most i can do to help you guys is offering my perspective.
A bit of lore intergration and some new modern ideas from today's sci fi could revitalise this game.

[Like the Revamp Dynamic question of UEF not having enough tanks,you don't have to say it's because Avitus and Leosake like mechs,hurr...

I can make up some canonical explanation that would work.]

(As i told Leosake,judging from how warfare is conducted in SC universe,it's (in game universe setting technologically) stale in comparison when you compare it to the likes of other RTS that came after it.)

+1 vote   mod: Revamp Expansion Mod (RVE)
Rtys8 Mar 9 2013, 11:05am replied:

Not my position to comment then, i dont have a code monkey for a brother,but a modeller.

Well,i think once 1.2 is out i'm offering my gratitude finally....and some apologies for being a cynical ****.....

Cause i as spoke with leosake,he had a point,we don't know what you guys are dealing with,i had no choice but to pry some info and discuss slowly to get a good idea what the situation of the game really is in now.

+1 vote   mod: Revamp Expansion Mod (RVE)
Rtys8 Mar 9 2013, 10:52am replied:

Well sorry if i did insult, i wasn't here when 1.05 was made.

But you gotta admit,more and more people are starting to try crack and mod the game now.

You guys may not be alone anymore,but i'm sure you guys will be the first real SC 2 mod.

+1 vote   mod: Revamp Expansion Mod (RVE)
Rtys8 Mar 9 2013, 6:18am says:

It would be best to change the FAQ regarding maps to say you guys dont plan on doing any.

The guy at SC 2013 said he would be trying the map modding field.if it works i say its a good thing someone could make different maps.

Still no idea who did Emerald Sunrise though.

+1 vote   mod: Revamp Expansion Mod (RVE)
Rtys8 Mar 8 2013, 9:37am replied:

I thought we had the Aeon units not done yet.

Well, ive said most of what i have to say of the mod at this point.I know pretty much what i needed mostly.I'm going to wait like the rest.

+1 vote   mod: Revamp Expansion Mod (RVE)
Rtys8 Mar 8 2013, 8:26am replied:

Aeon have alot of useless XP that dont work for their intended functions.

Airnomo - Poor Method to Begin with.ROF AA lasers are like T1 AA towers.

Soopriser - Has it's uses,but extremely situational.
(I mentioned it's probably a beginning of an Artillery Battleship,but there's not much we can do to give it weaponry fitting of one.I say we might have to leave it like the Protoss Mothership.A white elephant.)

{You have played Commander and Conquer i think,so you should know what an Artillery Battleship is.)

Wilfindja - Something about the Drones AI,poor range to be able to hunt down navy units.

+1 vote   media: Spy shot
Rtys8 Mar 8 2013, 8:18am replied:

Well,back in the day they were actually darn fun as a rush to go XP assassin.

Megalith II s just dont have the same feel. Similar,but not same.
Speaking of which,MLs,Cicadas.

In the far future of SC 3 i predict,where unit types are diversified,the ML would be the spearhead of a Cybran Espionage Forcse....

+1 vote   article: Strategy Dynamics
Rtys8 Mar 8 2013, 5:12am replied:

Hell no,i would protest if we get another gimped XP,we have enough.

+1 vote   media: Spy shot
Rtys8 Mar 7 2013, 7:42am replied:

True,with the Red and all.....

+1 vote   media: Spy shot
Rtys8 Mar 7 2013, 6:44am says:

This is game engine related.

Is there any way to unlock the function to give resouces or units to players like in FA?

+1 vote   mod: Revamp Expansion Mod (RVE)
Rtys8 Mar 7 2013, 12:40am says:

Hmm that reminds me,thanks alot.(stupid me for forgetting)

But you guys are aware that the Aeon do not use the same naming system for newer editions of existing designs right?

Please stick back with history this time.No way in hell a Stealth bot should beat a Specialised Assault bot one on one in a direct fight.(this arguements has been tired and streched,dont make say it all again)

Part of the fun i remember using Old MLs was that they were good cheap XP assassins if needed.Please put em back in their real historical role.

+1 vote   article: Strategy Dynamics
Rtys8 Mar 6 2013, 11:13pm says:

It dont look like the XP fighter we suggested,cant see well.

0 votes   media: Spy shot
Rtys8 Mar 6 2013, 7:04pm replied:

Naw,given that the design still works,but its just not as strong in the current era as it is supposed to be.

We should be looking to a new aeon Epic XP counterpart instead.Something with a strong image.

+1 vote   article: Strategy Dynamics
Rtys8 Mar 6 2013, 4:42pm replied:

That's part of charm of the Cybran.Sneaky,Mechanically Menacing.Which is why i think the mecha direction is an improvement for a new era.

But,You gotta admit,just at this point of time ,the other factions have too little good toys.

Maybe in an "SC 3" I speculated,where the factions techs have all developed to reach a new level where they are all distinct,i could suggest some new Cybran stuff.

But right now they seem too perfect.No room for new ideas.(to me)

Aeon suffered the most,not to say in universe it could not happen as said above,but their existing XP are part of the problem.Some are completely useless for their intended purpose.

While lacking new unique design types for a new era in vanilla SC 2.

Angel -No idea of it's capability
Walker - GREAT idea.It was about time they made one.Still no idea of it's capability.

Well,i know you guys have not gotten to it yet,but i think its time they made stuff that actually works.
No more "Support" XPs. At least,no more XPs that can't stand in it's own field.
They should inherit some of their Seraphim forefathers raw power.

(Trust me,while Aeon is deadly,but they have weaknesses as well i doubt they can truly overcome compared to the Seraphims who started off very well rounded and powerful.
But just inherit some.

EG. Ythothas sometimes need not be so reserved in attacking compared to the Galactic Colossus.They were,actually slightly economic to use,like the UEF,too.)

They were supposed to be Sacred and Strong.

+1 vote   article: Strategy Dynamics
Rtys8 Mar 6 2013, 5:08am replied:

Which is why i added the personal touch of naming it after a bird to emphasize how fast it is.
Woodpecker is more related to how fast its "beak" gun fires though.

We will have to see what armaments it gets,to determine its name.

You too also scared how powerful the Cybran are getting?
Ive had a Cybran idea or two,but after seeing and comparing how many toys they have, i dont feel inspired.

+1 vote   article: Strategy Dynamics
Rtys8 Mar 6 2013, 3:02am replied:

There's no hurry,everyone can guess roughly where you guys are at now anyway.

Just a few things we still arent clear of.....
Btw,i remember one of the decisions of SC 2 was the faster pace of battles.

This,in return,took out tier level units and reduced the XP build times, and also their significance.

Are you planning to stick back to like it was in FA,where end game options took time,or still go the Spamming of End Game Options in SC 2?

Or a mix?

EG.Average PVP games might see light/medium usage of Minor/Major XPs or Building of small amounts of Artillery or Slight Amounts of Nuking.

+1 vote   mod: Revamp Expansion Mod (RVE)
Rtys8 Mar 5 2013, 4:35am replied:

Well the team is bit elusive at times,that does need some rather persistent effort to get a response.

But having been in a creative design process before,i understand when they cant respond.Like Overated says,there' no point updating us of anything insignificant.

Sides, i think its better if we understand how the mod works a little better.
I tend to reserve judgement personally,until i get a better idea of their work.I dont want to repeately compliment them needlessly when i have not fully appreciated it would i?

+1 vote   mod: Revamp Expansion Mod (RVE)
Rtys8 Mar 4 2013, 10:32pm replied:

Well Inca,Aztec or Mayan were the basis of the Cuotl,of course their blocky design wont fit.

Btw, i was thinking the Aeon AA gunship should be replaced with something else......Tiny UFOs!(like those from UAW)

The illuminate may have at this point, started reasearch on mass producing that design,based on the Darkenoid.

Mini Darkenoids FTW!

+1 vote   article: Strategy Dynamics
Rtys8 Mar 4 2013, 4:17am says:

Pardon my musings.
Ps.I think this news post is flooded,better make a new one.

(I know this is a mod,but i just love speculating on how these new advancements fit in the universe)

Actually,i'm quite happy how the design team has made things so far.
When i rethink it,the design decisions make sense.

UEF,at this point,may have found the limit of treaded/armored warfare.
Due to newfound mobility from of Cybran Warfare Mechs,they deemed it necessary to advance in that field.

Cybran,at some point,found the slow inefficiency of old walker designs inpractical,thus decided on a new generation of robotics: Mechs!

The Aeon,now that i think about it with the metagame we have now,the power creep,in universe may have symbolized that their old designs and their slower inclination for development,(compared to UEF and Cybrans)
were slowly losing out on the arms race.

Here's what i think would happen next.
And also why they should begin making "Constructs".
Learning more from their Seraphim forefathers,they begun to develop more unique Constructs for battle to make up for that difference in the arms race.

(I don't mean mechs or tanks,something that it way more distinct,abstract from a mere humanly identifiable vehicle or mecha.)

[Leosake,you have played Rise of Legends,you should know the Death Sphere.That will be a key basis of the Aeon Air Unit i intend to suggest.)

+2 votes   article: Strategy Dynamics
Rtys8 Mar 3 2013, 11:09pm replied:

I thought Avitus was making it?

+1 vote   article: Strategy Dynamics
Rtys8 Mar 3 2013, 7:01am replied:

*head spinning*

We need to talk this in pm.
Only design i proposed so far is the UEF XP fighter together with Sgt.sarge.

I was suggesting a buff to the Soopriser,which is inefficient for it's costs.

Why the buff.
A.As said, and Ive tested before as with people before me, also,it is inefficient for it's costs,and weak compared to the Soul Ripper II.(Approx 100 less dpm,Soul Ripper's also has AOE on hit.)

B.Design wise, there's nothing to suggest it's a fast moving gunship.It's more of a Aerial long ranged "Battleship".

C.In universe wise, the Aeon may be advancing ahead of the rest by bringing out bigger and more sophisticated constructs.

The new Aeon Air XP i am proposing soon is following that trend.
And there's the Czar-Darkenoid problem.....

{Like with the UEF,you dont have an idea for the Aeon counterpart to the Soul Ripper III yet do you?]

UEF XP fighter- A new gen general purpose fighter,fast and lightly armored compared to other factions counterparts.
a.Made as an prototype advancement for getting round the ancient problem of "helpless fighter unable to target land.
b.In universe,it can be considered oversized and heavily much more armed,to it's mass produced brethren.

+1 vote   article: Strategy Dynamics
Rtys8 Mar 3 2013, 2:50am replied:

Uh, i reread that again.

The key with this changed Soopriser is that it's like a Aerial Battleship.In game it's already quite like that,but its not efficient for it's cost.

High HP,Long Range High Damage Armaments that exceed the effective engagement range of defenses.

Cause,lets face it,it's in the game already.There isn't too much you can do to change it unlike an original modded unit.

So instead of giving them another ROF gunship the other factions are toting around crazily,in universe wise,they might be trying a new design of Gunships.

Yes, it current state is still okay...Only if left to it's devices.
Ive heard of players saying it's got situational use,when the Darkenoid cannot approach it's target.

But that's all.It needs to be more efficient at what it does,and be a bit more capable like it's cousins from the other factions.

Ur not implying the UEF just got more powerful at turtling....did you......

The game has enough turtling already.

And the Aeon needs their "turtle crackers" back.RAW POWER.
Man, i so feel they got left in the dust thanks to the DLC.....
Actually,their XPs just suck,that's why.

+1 vote   article: Strategy Dynamics
Rtys8 Mar 2 2013, 7:37pm replied:

Uh i did not suggest a XP fortress.The Czars and Air fortresses are perfectly fine where they are.
Yes,the idea i have for a counterpart to fulfil the role the Soorpriser failed to do so,but you guys don't seem ready for it yet.

The Soorpriser was given to the Aeon like the Cybran were given the Monkeylord,so it can be sort of assumed that this will be their powerful XP to really seize the position of being masters of the Air from the Soul Rippers II and III

And this is the AEON air force dude.

We have too many fast gunships already,so why not the Illuminate develop another working type?
They are more advanced in universe anyway after all.

It's a niche gunship,that acts like a naval "warship". Given it's size and low number of armaments,that's the only conclusion i can draw.

If you are mentioning how it would work in combat,it's got a massive pool of hp.
(You can't change much of the units already in game,so let it be a sort of Tankish Bruiser for destroying bigger targets like other XP.)

I mean,the Aeon have unique UFO siege weapons already.

+1 vote   article: Strategy Dynamics
Rtys8 Mar 2 2013, 2:46am says:


After sitting and seeing the new UEF models, i am starting to appreciate how awesome the Cybran ones are as well.

Actually,i am grateful the design team went with dragons and wryrens.It was a fresh new design compared to all the insects and legged walkers.

Enough Walkers man,Mechs FTW!

Now,as for the Aeon, i think a unique style for them would be something their Seraphim forefathers used.

Constructs. Distinct,Abstract and Unknowable.
TBH,i think it's time they stopped making so many hover tanks.
They can still advance even further on that,but right now,it seems they might need to advance their mechs and build more powerful constructs.

+2 votes   mod: Revamp Expansion Mod (RVE)
Rtys8 Mar 1 2013, 11:43pm says:

Now,a genuine balance issue.

This is regarding the Aeon XP gunship Soorpriser.It is severely quite useless for its costs.Dpm is insufficient and weak,and its slow.It cant do anything that its competitors can do better.

Now,an important question here is,what was it supposed to be??
I say, given the way it was designed,it is a different type of gunship from the Soul Ripper II and the AC 1000.

Taking inspiration from navies, i propose it be something like a aerial Battlecruiser.
High armor,yet not so slow as a real Battleship,but still cannot compete against a Destroyer(Soul Ripper II) or Frigate(AC 1000) in speed.It would have similar long ranged hard hitting alpha base dmg armaments.
Buff its speed,but no faster than a Soul Ripper or Darkenoid.
Buff its weapon damage and range massively.

It would be the first gunship to not destroy via rate of fire.

+1 vote   article: Strategy Dynamics
Rtys8 Mar 1 2013, 9:45pm replied:

How about no.

But you point out a much greater flaw with the system,though.

The game's current balance is too fragile,that, if unit exclusions are made,it would break it.Very big balance issue, i don't even know how to fix.

+2 votes   mod: Revamp Expansion Mod (RVE)
Rtys8 Mar 1 2013, 8:37am replied:

So,it would be the first UEF fighter that can attack both air and land.It's an "oversized prototype",but still the first steps of an advancement.

This is the basis of the UEF XP Fighter/Bomber.

It may seem like a small thing,but it seems like a good first step in advancement.

The rest, i think you can handle.
That's all i can say on the issue.

+1 vote   article: Strategy Dynamics
Rtys8 Mar 1 2013, 7:58am replied:

But anyway,you are right you do say the UEF has more than enough for air defense.

Baring all land defenses....
The Air fortress is extremely tough actually,and with the ability to make fighters at a cheap cost.

AC-1000 is fine as i previously stated...

As much as it seems fine right now, for in-universe reasons, i say you should still make this huge fighter/bomber XP as an option for alternative to having masses of fighters.

Since UEF fighters are the only ones you still suffer from the fatal flaw of unable to target land units,this would fill in the role.
It's a very small yet big flaw that i think the UEF can use a "fix" to.

A Fighter/Bomber XP that can advance through an air army and then take on the enemy base straightaway instead of sitting there helplessly.

Since the other factions have gotten past this small hurdle with advancement in tech,why not?

+1 vote   article: Strategy Dynamics
Rtys8 Mar 1 2013, 7:43am says:

Well,here's MY idea of it.Sgt.surge may have a better one.

The key characteristic of it,is that it would be FAST.

It would swoop in like a bird of prey.Depending on the enemy type(air or land),it would fire it's according weapons.
It's meant to be a single target focus fire unit XP,with enough firepower to take down a singular tough unit.
It's not that different from the Ashwassa.

Main Nose Machine Gun(targets air and land)
Wings and Tail AA Turrets
Twin Wing AA Missile Launchers
Twin Wing Rocket Launchers (targets land)

It's reminiscent of modern aircraft jet fighters.
(Yet another question: Why do Fighters in this game, just use bombs on land units? What happened to aircraft missile strikes?)

It would be a jack of all trades,like the faction it comes from.
It would be able to take on a Soul Ripper III,but it won't come out unscathed.

+1 vote   article: Strategy Dynamics
Rtys8 Mar 1 2013, 7:24am says:

Yes,sgt.surge forgot the upgrade that adds AA to everything.In general the UEF are very well round defense,that he forgot to see.

You should allow him to propose since he decided to spearhead this,despite me mentioning it first.
But as i said, this XP position still needs something.

Your arguement works,if only the said player was building a land/balanced army.
On those Air combat maps,that's where they might lose out.
(Pure air battles are occasional,but they do happen.)

Thinking about your perspective a bit....hmm maybe yes,it need not be a pure fighter,but a fighter/bomber may also work.

So lets take a bit from you,make it a fighter/bomber instead.
But i think it might be called something like The Mockingbird instead now.

+1 vote   article: Strategy Dynamics
Rtys8 Mar 1 2013, 7:04am replied:

Sounds good,but lets do a reverse first.I always like hearing both sides of the story.

What do you really have in mind exactly for that position?

I'm running a few good features of fighter aircraft,will post soon.

+1 vote   article: Strategy Dynamics
Rtys8 Mar 1 2013, 6:14am says:

Well,Ive stated design wise and in universe why the UEF Woodpecker can exist......

The only thing stopping it now is why should it exist.
Anyway,there will be alot of clashes and debates over canon and game balance,remember that.

EG.The most famous example - The Monkeylord vs the Aeon Universal Colossus.

If it is the old Monkeylord from the Infinite War,there's no freaking way it should beat the Colossus so easily.In the old games,1 GC could roflstomp 4-5 MLs.

Unless if it was ML2,maybe.One could just think they made this latest version a lot tougher.

But ether way the Aeon look screwed,their once powerful titans are now dwarfed.

The Cybran just have too many new powerful toys initially from the DLC.

+1 vote   article: Strategy Dynamics
Rtys8 Mar 1 2013, 5:49am says:

oh wait,you are already making yet another strafe run gunship?
*Then reads it's not XP.*


Anyway,another reason why i support the Woodpecker as an XP FIGHTER is that if you make another AC-1000,you would get another Czar-Darkenoid situation.

They are too similar that one ends up being used more and the other is thrown away.

The AC-1000 despite having lower firepower over the Soul Ripper II,is however faster and easier to make.It still has it's role as a skirmisher,while the Soul Ripper II is a full fledged raider.

PS.I would want to speak of the Aeon Air XP i have in mind to make it up to them to go against these new monsters,but not does not seem to be the time.....

+1 vote   mod: Revamp Expansion Mod (RVE)
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