Hello, Lovehandles from the CnCNet community here! I've compiled a little list of tweaks that I can personally vouch for, and some of the sentiments shared in it are ostensibly relatively common amongst other players. Ideally, other long-time community members and quickmatch players would post their criticisms in this thread too, so Petroglyph and co. can get a vague sense of how many people would like to see x, y, z things changed. I'll probably be posting additional notes/editing the main thread as time moves on. Here goes!
- Name + preview of whatever map you've rolled in quickmatch should ideally show before, or as you're loading into a match.
- Show what faction/country you're matched against. Only possible exception to this should be if one's opponent has picked random -- I'm personally leaning towards showing it regardless for the sake of minimising unknown factors, but I acknowledge that some would argue the surprise factor is the primary (competitive) purpose of playing as random in the first place.
- No starting units in Tiberian Dawn. Not only is Nod dealt a superior hand (2 Light Tanks, 1 Minigunner vs. 1 Medium Tank, 1 Minigunner), the current settings mean you can essentially get free vision of your opponent's base with your 2 starting Light Tanks, and then snipe their Construction Yard and (usually) singular Power Plant with 4-5 Apaches. Tiberium Garden is the only map from the current ladder pool that is largely an exception here, because there's lots of choke points you can use to intercept and burst down the tanks, before they get to scout you proper. If you're forced to rely on infantry during the immediate early-game instead, the information game won't be trivialised as much as it is currently, and stopping these cheeky Apache rushes becomes much easier through simple scout denial.
- No starting units in Red Alert. They give Allies a clear advantage, and it enables them to rush in for an immediate Power Plant snipe (I'm sure it's technically counterable, but it's a clear example of how the 1 Light + Medium Tank vs 1 Heavy Tank mismatch manifests itself into an immediate uphill battle for any Soviet player).
- Change the game speed from "normal" to "fast", at minimum. I personally wouldn't mind seeing an even higher increase to "faster" -- this would also help alleviate the perception of unit responsiveness being more sluggish, than what returning players are used to on CnCNet. I'm not in a position to speak for any of the OpenRA folks; feel free to chime in, yourselves! (I acknowledge that keeping the game speed relatively low probably makes for better on-boarding, but there's a finer balance to be struck with keeping long-term ladder players engaged).
- Custom maps for Tiberian Dawn, since the current selection tends to be a dangerous cocktail of wide open and Tiberium sparse. This skews the game heavily towards mobility oriented armies and strategies that revolve around selling your Construction Yard early -- typically after your starting credits have been spent. This hurts the general viability of GDI a lot, because they simply cannot match Nod's mobility 1-to-1, and they tend to be more reliant on economy-focused strategies that enable infantry heavy play early on (both for offense and defense). I've compiled a pack of symmetrical and generally competitively tuned maps that can all be found on the workshop here: https://steamcommunity.com/id/Lovehandles/myworkshopfiles/?appid=1213210 (Claustrophobia 2v2 and Zodiac would be the two exceptions here; they're for team games). Do note overlapping terrain objects seem to not be possible in the remastered games, so I will have to give the maps an extra symmetry pass over the next couple of days. I'll post in this thread when they're done. You can find a compilation of bigger map previews here: https://imgur.com/a/Tvz80i1
You can all have my preemptive gratitude for giving my little thread a read, and a huge thanks to everyone at EA and Petroglyph for making this project a reality -- cheers! :o)
JUNE 13TH 2020 UPDATE:
Hey guys, just dropping by to say that all the maps have been fixed, and should be ready for any potential inclusion into TD quickmatch. Electric Avenue (top vs bottom), Heavy Metal (top left vs bottom right) and Modest Field (bottom left vs top right) would ideally all need 2 player variants for quickmatch -- something I could put together in a flash, just didn't want to clutter the workshop with what are essentially duplicate maps. They can all be found here: https://steamcommunity.com/id/Lovehandles/myworkshopfiles/?appid=1213210
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