The mod you are trying to view has ceased development and consequently been archived. If you are a member of this mod, can demonstrate that it is being actively developed and will be able to keep this profile up to date with the latest news, images, videos and downloads, please contact us with all details and we will consider its re-activation.

RA3: A Scout's Victory is a mod that will bring an experience to the game. It will bring a slower feel to the game while hopefully keeping or even improving on tactical play while attempting to keep the laid-back feel. As the name suggests it will attempt to make scouting and intelligence an even more important role in the game. Armors for all units and structures will be closer to realism but not so close that it might become a nuisance. Income will broaden giving more available ways to obtain money, however, at the same time money will be obtained at a slower rate.

Report RSS Currently Working On

I'm going to try and keep a note of what I'm currently working on and why here. This will be updated regularly, sometimes even daily. Once I've complete enough of a particular activity/session I will post changes to features list.

Posted by on

Change History:

01/15/2014:
	WeaponSet Adjustments:
		Explanation:
			I wanted to remove variation of ClipReloadTimes and 
			FiringDurations, as well as better sync them based 
			on how they look. So I changed standard defense clipsize
			to 3 (as shown in the model) and while containing a javelin soldier,
			clipsize was reduced to 6 from 8. ClipReloadTimes adjusted to keep 
			DPS the same. I decided to choose 0.05s for the firing duratiion per rocket.
			Ideally similar changes will happen to other weapons in the future.
			
			The Javelin Soldier Weapon Firing Duration Decrease works at two points,
			1. Consistency between Rockets. Same Rocket animation same rocket Right?
			2. Fires faster therefore longer duration of him not firing, making it
				feel like he actually reloads that rocket launcher.
			
			Created a new weapon for the Allied Multigunner IFV Contained because
			it was using the same weapon set as the Allied Base Defense Contained.
			(Different Clipsizes means different firing durations and reload times).
			
		Changed Allied Base Defense Weapon:
			(AlliedBaseDefenseRockets)
			FiringDuration decreased to 0.15s from 0.25s
			ClipSize increase to 3 from 2
			ClipReloadTime increase to 0.75s from 0.5s
			
		Changed Allied Base Defense Weapon with Javelin Soldier Contained:
			(AAAVT1_AlliedAntiVehicleInfantryMissileLauncher)
			FiringDureation increase to 0.3s from 0.25s
			ClipSize Decrease to 6 from 8
			ClipReloadTime decreased to 1.5s from 4.0s
			
		Changed Javelin Soldier Weapon:
			(AlliedAntiVehicleInfantryMissileLauncher)
			Firing Duration decreased to 0.05s from 0.4s
			
		Changed Multigunner IFV Weapon:
			(AlliedAntiAirVehicleTech1MissileGroundLauncher)
			Firing Duration increased to 0.3s from 0.25s
			ClipSize increased to 6 from 3
			ClipReloadTime increased to 1.5s from 0.5s
			
		Created Multigunner IFV Weapon with Javelin Soldier Contained:
			(AMGIFV_AlliedAntiVehicleInfantryMissileLauncher)
			Firing Duration: 0.6s
			ClipSize: 12
			ClipReloadTime: 3.0s
			
			
01/17/2014:
	Weapon-Set Adjustments:
		Explanation:
			Similar to the previous Allied Rocket Adjustments I wanted
			the ClipSizes to match what the unit showed. Ex. The twinblade
			has 4 rocket launchers on it, yet its clipsize is 8?
		
		Changed Twinblade's Rocket Weapon
			(SovietAntiGroundAircraftWeapon):
			Changed ClipSize to 4 from 8
			Changed ClipReloadTime to 4s from 8s
			Changed FiringDuration to 0.2s from 0.1s (0.05s per rocket)

		Changed Twinblade's AutoCannon Weapon (Machine Gun)
			(SovietAntiGroundAircraftAutoCannon):
			Changed ClipSize to 10 from 6
			Changed ClipReloadTime to 0.84s from 0.5s
	
		Changed MiG's Weapon:
			(SovietFighterAircraftFlakMissile):
			Changed FiringDuration to 0.05s from 1.0s
			Changed ClipSize to 6 from 16
			Changed ClipReloadTime to 5s from 10s
			
03/12/2014:
	Weapon-Set Adjustments:
		Explanation: 
			The Javelin seemed to be firing WAY to fast as if
			he had a auto-loading missile launcher, this is not
			the case. Future damage changes may take place if
			Javelin Soldier is found to be unbalanced.
			
		Changed Javelin Soldier Weapon:
			(AlliedAntiVehicleInfantryMissileLauncher)
			Increased ClipReloadTime to 0.5s from 0.1s
			Increased Damage Radius to 25.0 from 20.0
			Increased Suppression to 20
	
		Changed Javelin Soldier Lock-On Weapon:
			(AlliedAntiVehicleInfantryMissileLauncher_RadarLock)
			Reduced ClipSize to 1 from Unlimited
			Reduced Firing Duration to 0.05s from 0.2-0.3s
			Added a ClipReloadTime of 0.15s (Down from the Javelin's regular weapon reload time of 0.5s)
			Increased Damage Radius to 25.0 from 20.0
			Increased Suppression to 20
	Fixed FogOfWar and Shroud to accurately represent design expectations

These aren't all of the changes, as I have been working on Model Ideas for Japan and things of the sort, but as for crude data changes this will hold all of those types of changes. Except for Armor values, I did those already and are too lazy to go back and record them assuming I had the time anyways.

Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: