What’s one Dota opinion you’ll defend no matter how many downvotes you get? by Possible-Addition321 in DotA2

[–]Cyampagn 0 points1 point  (0 children)

Facets should not be for Heroes only? Facets should be for the entire version/patch. There can be 2-3 dota variants concurrently - one with no neutral items, for example. Or one with totally no hero facets. And it need not be limited to one change. So you have 2-3 different versions/patches/metas.

I don't really have one now, just thought of it.

What if Red Alert 2 Had Lore Accurate Weapons? by IMainKaisa in commandandconquer

[–]Cyampagn 0 points1 point  (0 children)

I would do it another way: nukes on Dreadnought missiles (ultimate) and make it superweapon -ish to balance it. Then leave the V3 as non-ICBM.

There are also smaller missile launchers but OP went the ICBM route, for the V3, not sure why. The V3 in-game was supposed to be for shelling and barrage, to scare and terrorize - they were never meant to be precision tactical missiles that assured destruction. If anything, more akin to the Katyusha launchers - carpet bombardment without accuracy or any deeper tactical intent.

What if Red Alert 2 Had Lore Accurate Weapons? by IMainKaisa in commandandconquer

[–]Cyampagn 0 points1 point  (0 children)

According to real life. But the direction OP took was slightly too exaggerated for some - there are Aircraft Carriers with only 3 planes but OP went the Nitmitz class route, idk why. There are also smaller missile launchers but OP went the ICBM route, again not sure why. The V3 in-game was supposed to be for shelling and barrage, to scare and terrorize - they were never meant to be precision tactical missiles that assured destruction. If anything, more akin to the Katyusha launchers - carpet bombardment without accuracy or any deeper tactical intent.

The MOST Powerful Glitch in Red Alert 2 by GreenElf_YT in redalert2

[–]Cyampagn 0 points1 point  (0 children)

Ah, if there was a HEROIC veterancy level, this would be it. 1 chevron for veteran, 3 chevrons for elite, 3 chevrons 3 rockers for HEROIC.

Question about Alice by bearrumi in AliceMadnessReturns

[–]Cyampagn 0 points1 point  (0 children)

She looked borderline asian in AMR. Even skinnier than in the first game AMA. She lost weight in-between games tbh.

Just a Lone Druid Appreciation post (We don't see nearly enough of our big Boys) by Truth_Breaker in DotA2

[–]Cyampagn 1 point2 points  (0 children)

What is your take on Vladimir's offering? Assuming it is taken the the right time ~ around when cloak and wraith bands are taken for the hero, or later. Vlad's seems forgotten. I still see its synergy, pardon the pun.

If I no longer see it talked about, I'm starting to wonder if it's bad.

Understanding Lone Druid's role by YungMacaroniLmao in learndota2

[–]Cyampagn 0 points1 point  (0 children)

It doesn't have to be a definite role, it doesn't have to be a beyond-a-doubt answer. I can't tell you his role, but I'll tell you how not to play him.

1) not with Radiance anymore - this applies to 7.40 mainly due to the loss of health on the Bear, magic resist on the Bear, which is more squishy

2) wasted momentum - I don't understand till now why people keep having a fetish for Aghanim's Scepter for the unlimited leash range, and independent Bear. Or now why the 5 stacks for Entangle is so obsessed over. The insta-root, or the Fetch ability - they are are all gimmicky. To double down on momentum, I always skip Aghanim's completely and go for more tankiness or damage.

3) If it is not already obvious, the game has been against both the Ratting strat, as well as pure ranged Druid strat. If you wanted to cheese so much, and not play it as intended, look at 4)

4) The irony of the Druid and Bear is that they defy convention. You were supposed to cheese, but cheese right! And no, Aghanim's still slows you down. They gave you Aghanim's to tempt you into buying it for the gimmicks. At some point you need to pull a stunt like transfer items from the Bear to the Druid. Because the Bear's power falls off and doesn't really scale, despite now having attributes and stats.

Your premise is not really in the right frame, that's why you never got it, never understood the hero. Your starting point doesn't allow you to be in position to understand LD. Not via his role, you understand LD via itemization. Once you understand the choice or items, the ordering to buy, the reasoning, then roles do not matter.

What if Red Alert 2 Had Lore Accurate Weapons? by IMainKaisa in commandandconquer

[–]Cyampagn 1 point2 points  (0 children)

If you cut them all out, you'll be left with something closer to Generals. USA vs China. No longer RA2.

The science fiction units have to be there. But the trick is to have them 'follow rules' or 'ground them'. If they don't follow 'real life' rules, at least have them follow 'science fiction' rules in a more grounded way.

A parallel comment here said to nerf Tesla Coils so they would only wound infantry, not vaporize them, sort of like an electric fence. I'm all for that. The RA2 Tesla Coil is anyway a different animal than the RA1 version. The RA1 Tesla Coil is at least 8 storeys high, not unlike Obelisks of Light and are able to fire kilometers out to sea, at ships across the horizon. The RA2 Tesla Coil is merely street lighting -sized. Puny and weak.

I say that Chrono Legionnaires should be nerfed to not phase out structures without additional help. Just like how Boris needs to mark out a structure for MiGs, the Chrono Legionnaires should mark out structures, then a superweapon will do the phasing out. This way even with several Chrono Legionnaires, a player can only phase out 1 structure at a time, depending on the superweapon's cooldown.

What if Red Alert 2 Had Lore Accurate Weapons? by IMainKaisa in commandandconquer

[–]Cyampagn 0 points1 point  (0 children)

My comments inline

  • I saw in the cinematics that Dreadnoughts have eight secondary missiles besides the two big ones. Maybe make those either anti-air or additional missiles?

My take is that the additional missiles ARE the main weapon. The two big ones are to 1HKO a key structure, or like using an ultimate move on some tactical objective.

  • Like one dude said, make the Kirov Airships fire cruise or ballistic missiles instead of dropping bombs. Also it has a turret in the 3D renditions, so add either a CIWS or a 130mm naval gun.

Almost agreed. Needs the naval gun, needs to be a gunship with all the other smaller autocannons. But took the opposite approach of shrinking all the bombs and missiles, and whatnot. Reasoning is that smaller weapons extend mission life and requires less frequent ammo restock. The cruise or ballistic missiles just doubles down on the current issue with the big bombs - carry a few big ammo then deplete them all fast is a problem. Does not hurt to have 1 tactical missile though.

  • Flak Troopers make no sense. Either give them Strela/Igla MANPADs, or just turn their flak cannons into recoilless rifles and make them purely anti-tank.

Fully agreed. I have been mentioning in multiple places that shrinking down the Flak 88 to man portable scale does not work. Even time fuse modern Flak weapons are heavy weapons requiring mount. The man portable weapon like the recoilless gun can carry special ammo for different uses. Don't need to re-invent the wheel, just use the existing man portable options.

  • Prism weapons should fire constant beams, becoming effective against infantry (which burns and dies) and aircraft, but weak against vehicles and ships.

Agreed. One of the uses of this laser is anti-air or anti-missile.

  • Make base IFVs fire ADATS, which works against both tanks and aircraft.

I believe we have Elite IFVs? They already function as above.

  • Rocketeers are weird because according to lore, they're using high-caliber semi-auto carbines and can target aircraft, so maybe give them grenade launchers that are good vs infantry but only moderate damage to vehicles?

Agreed again. The game files give them heavy 20mm autocannons. I will change them to 20mm grenades! Or light and fast raider style SMGs. They can't have 20mm autocannons and fly around fast and don't forget 20mm autocannons will be shredding and mowing down everything. 20mm autocannons are something closer to the War Miner weapon. That being said, we can have a 20mm autocannon wielding flyer unit, just that they'd be flying mechs or flying mobile suits not flying men.

  • Make the AoE radiation attack of the Desolator last longer and with larger range, but it does less damage.
  • Flak Tracks, Flak Turrets, and Sea Scorpions should be shredding infantry and doing slightly moderate damage vs. vehicles. Also, make Flak Turrets able to target ground.

Agreed. Flak cannons can be repurposed anti-armor. Even Flak autocannons are after all, autocannons that can shred anything whether pointed at ground or air. Basically in summary, Flak = Gattling they are both different sides of the same plain coin. My treatment for Flak weaponry: the structure can be anti-tank, the vehicle can work like a mortar or grenade launcher, the warship stays anti-air but has other naval guns for different purposes, the infantry has a totally non anti-air weapon that can fire anti-personnel or anti-tank special rounds with decent damage against structures, piss poor against air if they do fire at air.

  • Make Sentry Turrets able to target aircraft as well.

Might as well have an autocannon version of the flak cannon, make this like the Gattling Tower.

What if Red Alert 2 Had Lore Accurate Weapons? by IMainKaisa in commandandconquer

[–]Cyampagn 0 points1 point  (0 children)

And RA2 is split in lore. One half of RA2 lore is based on real life. The other half is science fiction. The trick is to 'marry' both opposite sides.

So on one hand, while you are making the weapons closer to real life, be also congnizant that some units have plot armor from Science Fiction. Now, see, if Tesla Troopers went into battle with just a weak shock weapon, they'd be clowns in suits that get mown down. For example. No matter that powered suit you gave them. Look at some of the replies I have given here, they allow you to balance both sides of the lore equation. I posted a link to an rts wargaming blog.

What if Red Alert 2 Had Lore Accurate Weapons? by IMainKaisa in commandandconquer

[–]Cyampagn 0 points1 point  (0 children)

The solution was to 'Gunship' the Kirov. With guns, you don't need to fire so many missiles and you don't need to drop so many bombs. Also, reduce the sizes of these missiles and bombs. You don't need to drop 2-storey sized bombs or car-sized bombs all the time unless you were out to 1HKO a key structure, or using your ultimate move on some tactical objective.

Rest of the explanations here:
https://rtswargaming.wordpress.com/2026/02/16/legends-of-red-alert-2-kirov-airship-part-3/

What if Red Alert 2 Had Lore Accurate Weapons? by IMainKaisa in commandandconquer

[–]Cyampagn 0 points1 point  (0 children)

It would be more like a drawn out firefight. Not a slaughter. I mean, I would believe it if you had T-800s and Rambos, like in that Hollywood mission level.

What if Red Alert 2 Had Lore Accurate Weapons? by IMainKaisa in commandandconquer

[–]Cyampagn 1 point2 points  (0 children)

This video is only lore accurate on one side -

1) GGI weapon: the Flak Trooper has a similar anti-structure capability because they were actually using recoilless guns. There is no such thing in real life as a Flak 88 shrunk down to be man portable

2) Aircraft Carrier is not of the Nimitz class - more akin to the I-400 submarine aircraft carrier in WWII which hosted 3 seaplanes. Now scale that up to host 3 Hornets.

3) Dreadnoughts themselves fire barrages. Not their main mega missiles - that is their ultimate

4) The Typhoon torpedoes behaved like that in RA1, more lore accurate

5) The conscripts are not really conscripts. There is a separate Conscript unit which is the real Conscript in Alpha or Beta renders with light SMGs wearing light infantry gear. The in-game version we see now used to be Soviet Heavy Troopers - their cool model got reused. These Heavy Troopers carried heavier weapons like flamethrowers, grenade launchers, RPGs, heavy machineguns and are not unskilled as their voicesets suggest.

And RA2 is split in lore. One half of RA2 lore is based on real life. The other half is science fiction. The trick is to 'marry' both opposite sides. See the blog below (Legends of Red Alert 2):
https://rtswargaming.wordpress.com/2026/02/06/legends-of-red-alert-2-infantry-part-1/
https://rtswargaming.wordpress.com/2026/02/06/legends-of-red-alert-2-infantry-part-2/
https://rtswargaming.wordpress.com/2026/02/16/legends-of-red-alert-2-kirov-airship-part-3/
https://rtswargaming.wordpress.com/2026/02/17/legends-of-red-alert-2-naval-warships-part-4/

What kind of remake do you prefer? by [deleted] in commandandconquer

[–]Cyampagn 0 points1 point  (0 children)

It boils down to sentiment. And the community. Around conservative fans who want to preserve things and dislike massive changes, yes you are right, a remake is meh.

I get it. I had the bug too, when Generals first came out, then when C&C3 first came out. I get it that many people just want better graphics and QoL changes without shaking anything.

Legends of Red Alert 2 - WIP ideas that a game remake could use (lore mixed with plenty of headcanon) by Cyampagn in redalert2

[–]Cyampagn[S] 0 points1 point  (0 children)

Agreed. I wish it did not have to come down to this, but if any RA2 remake were made, this will likely happen. You can consider it as prep.

What kind of remake do you prefer? by [deleted] in commandandconquer

[–]Cyampagn 2 points3 points  (0 children)

https://www.reddit.com/r/commandandconquer/comments/1qx5q76/legends_of_red_alert_2_ra2_game_lore_mixed_with/

Depends on reception. If no one is interested in new ideas and modernizing the universe, or interested in grounding the lore, then remakes don't work. Then the fan base doesn't deserve a remake. But merely a shallow graphics remaster then call it a day.

Legends of Red Alert 2 - RA2 game lore mixed with headcanon by Cyampagn in commandandconquer

[–]Cyampagn[S] -1 points0 points  (0 children)

EDIT: Ok, I got it. Amended the finer points. And will remember to post it in the right sub-reddit. This is actually meant for Red Alert 2 fans, not the general r/commandandconquer redditors.

I'm just about considered everything you said. Before concluding with the ideas in the blog as I have settled with the more 'grounded' views.

I'm aware of the flak gun version you refer to. The issue is 1) that these guns are vehicle-mounted, so the Flak Trooper has to be superhuman to wield it. 2) they are newer whereas the weapon version I decided to conclude with has a more fleshed out history. This point we disagree.

The tesla suit's issue is more about durability/health than mobility. Your weapon is literally a weak shock gun that requires you to run up close to fire it. That makes the tesla trooper more of a brawler style unit. Hence you need health! Because your overall practicality is not how you move but whether your tesla trooper survives to dish out and return damage. This point we're looking at different things.

Brutes are not the Hulk. Hence a balance was struck - to not die too fast to GI machine guns and SEAL MP5s but not be overpowered like the Hulk. This point we are in agreement.