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72 suggestions
0
Save rallying through tib fields and blocking your own harvs.
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Since they no longer have a T1 anti-vehicle defense, similar to gdi GT and soviet tesla coil
Legato Jul 11, 2026 1:59 PM
good take
Darkademic Jul 11, 2026 8:35 PM
Plasma Cannon is still twice as good as other T1 defenses against heavy armor.
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For ease of mass production.
Legato Jul 11, 2026 1:59 PM
the end of autoclicker supremacy
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- Players sometimes don't notice a unit having an active ability;
- This is pretty much the only button that is rarely available;
- When Deploying is available, the button becomes less noticeable compared to other buttons instead of more. Ideally, it should stand out more due to its rarity;
- Faction-colored? like the rest of HUD.
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thief gets 1 second worth of limited stealth (previously infiltrator stealth) so they can move to steal vehicles than timing the order when it's on the vicinity
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It would be nice to add more role-based unit selection hotkeys, e.g.:
- Select all fighters/interceptors
- Select all armed anti-ground aircraft
- Select all artillery
- Select all anti-air vehicles
While keeping the behavior of single press to select matching units in the current viewport, and double-tap to select all owned matching units on the map.
Violet-n-red Jun 26, 2026 3:39 PM
separate air and ground selection would be stellar, everything else is usually easier to do and maybe even less pressing. basically, i'd like to be able to select parts of my blob without accidentally selecting air above it.
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This is a two parter:

1. After blinking, the unit is frozen and cant be targeted for 0.5~ seconds, but can queue orders.
2. After blinking, attack cooldown is refreshed and the unit can fire right away (as soon as the freeze ends).
3. Bonus shit post third part: Marauders apply concussion or suppression to cells around them after blinking, an after effect of the violent tear in reality creating a concussion blast in local space blah blah blah

Currrently, its difficult, messy, and unreliable to use blink packs for most combat purposes, see discord for 1000+ characters of explanation
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A separate tooltip or a list of tooltips that describes temporary conditions on currently selected units.
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3
Add link to the OpenRA Combined Arms Units/Defenses ( https://docs.google.com/spreadsheets/d/1RDg36FKB2kTU-rlwn358B879DHYen2vcZTdE39-Fz6k/edit?gid=1040385877#gid=1040385877 )

to the webpage CA Tech tree https://ca.oraladder.net/tech-tree/ (page footer or smth?)

To have all informations about units in one place.

It could be nice to have informations from the sheet in in-game encyclopedia, by design as well.
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Previously removed feature from ORA engine in the new public release (unintentionally created maybe), they made it into an actual color blind mode where player color changes on the battlefield and the minimap.

The map mode is simple
Self is Green
Teammates are colored Yellow
Hostiles are Red
In the battlefield, color stays whatever the player chose in the lobby.
This map mode has been a thing even back Warcraft 3 so its more of an option available for the players
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Having no idea your whole army is seen with just a support power is a bit absurd.
Darkademic Jun 15, 2026 6:20 PM
It's only 30 seconds, and it's not a huge area. You don't get a notification that you're seen by Yuri himself, or a Mobile Sensor, or a roaming dog, or an optics Ranger.
Legato Jun 18, 2026 2:02 PM
Yuri, MSA, dog, ranger all require effort and proximity/danger for those units to silently view you - I watched a replay recently where I had no idea I was on yuri's spy plane and kept getting V2s hitting the center of my army from the fog, would never have known why if I didnt watch this replay
Darkademic Jun 19, 2026 8:54 PM
The same argument could be made against the Spy Plane as a whole. If you miss it or the camera sound, you don't know you're spotted.
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Fast SD as an alternate tech path is interesting, but just radar production reduction is not enough to justify delaying T3 so much. Perhaps if it was less punishing to go SD before radar as far as tech is concerned, it may open up some more early gameplay build outs.
HyperVexed Jun 15, 2026 5:37 PM
Maybe like 750 rather than 500 because going into an airspam can be a really strong strat
HyperVexed Jun 15, 2026 5:37 PM
I feel like at 500 there'd be no reason not to make an SD at any point
Jarkill Jun 17, 2026 1:33 AM
Better idea might be to allow SD + Radar to stack for progressing tech multi queue penalties, the same way that HQ + Radar does
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Dont let our dreams be memes, maybe someone will find a use for this thing if it's easier to access and use?
HyperVexed Jun 15, 2026 5:35 PM
Cheaper? Sure. But the radius is already really big
Darkademic Jun 19, 2026 8:55 PM
I've made it cheaper. I don't think it needs a larger radius.
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Stealth gen is a borderline meme already

Makes room for Shadow to get a Real Bonus® instead of a Fake Bonus®
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its only good to repair air
Packet255 Jun 14, 2026 5:46 PM
Rewarding players for microing? Heck yeah
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Peacemakers are a very uncommonly used unit, and USA basically doesn't have a bonus. I was thinking they could either drop 1 additional bomb or have +15% health
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5
or darker default map lighting on snow maps. gotta be a settings option so it can be changed whenever - in case a map is already reasonably darkened by some means.
Packet255 Jun 12, 2026 8:59 AM
I'm all for nice QoL additions --- +1
Legato Jun 12, 2026 1:35 PM
I literally do not play snow maps because you cannot tell rockets from rifles
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Or at least some part of it being enabled from the start. having to build a tech structure - however inevitable it is - is so 2000s. like, i just want to be able to navigate through the minimap, i would be okay with it not even showing much of anything without the radar - like the colored dots for enemies or even all players.
Legato Jun 11, 2026 3:44 PM
I agree with this, especially with the zoom advantage that higher resolutions give you - its classic but its not good
Packet255 Jun 12, 2026 1:47 AM
We could have it as an option in the pre-game lobby - I agree, would be cool to see - As Legato mentioned, it'd really help lower resolution players
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Similar to something like SoaSE where the random option draws its pool from factions or subfactions that are not already selected (if possible). Might be too engine related.
Violet-n-red Jun 10, 2026 9:01 AM
maybe have this together with rerolling duplicate previous faction as some sort of "Improved Random Factions" option? or just make it a default, i don't think anyone ever is excited to play mirrors?
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maybe remember more than one past choice too.
Legato Jun 12, 2026 1:37 PM
We have discussed a modified 'Random' in the past, I will put an upvote here because Im a major supporter, hopefully if this gains traction we can have community discussion about how it behaves
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I initially suggested BTRs can detect spies/cloakers if they have Commissar or Boris/Yuri loaded
However, they would just mean they have vehicle detectors starting at T3 whereas the rest has it on T1.
Would it be a big deal if they get a detector just with almost $900 instead of a pricey one that costs more than 1k and needing T3?
Not to mention you need to spend money and time for a kennel too so that's a delay on productions already
Legato Jun 12, 2026 1:37 PM
I would be OK with this if it was clearly communicated that the BTR is now a detector
Hod Jun 12, 2026 2:03 PM
an icon similar to loading commandos would suffice. also, if an argument against BTR detection is to be made because they heavy armor, raider buggies are heavy detectors and both of them have similar HP/c altho that's without the added $200 from dogs.
Legato Jun 12, 2026 3:25 PM
If we have such an icon, it may as well be put on all detection units so that normal people can understand the game better
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Damn this map sucks.
Packet255 Jun 10, 2026 8:19 AM
😂
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being able to "Favorite" a map within this screen, throwing a map into a favorites folder of some kind and is easily accessible through the Choose Map screen; please don't make it accessed by or from a drop down menu
Legato Jun 11, 2026 3:45 PM
This would be excellent
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Idk thought itd be cool.
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a toggle for player-colored health bars for visibility.

dropdown for regular, lower, lowest health bar thickness and visibility.
Packet255 Jun 12, 2026 1:58 AM
Seems like a harmless UI change. I don't see a problem with this. You have my upvote Violet.
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prone - because it's hitting infantry.
always on - why not? i guess it's a nerf to enemy brutes in a mirror if the player isn't microing. also makes meleeing infantry that might be in a tiny pocket formed by uncrushables a bit easier.
Darkademic Jun 5, 2026 12:49 PM
I think I deliberately made it not prone, because you wouldn't lie down to allow a giant spiked roller mow over you if you saw it coming. This also means it does 100% damage instead of 50%. It's also in-line with crushing behaviour - infantry move out of the way, rather than prone.
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title, idea by WCs
converted units would belong to the Temple Prime owner
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Veterancy is a mechanic for artillery only as it stands - nothing else outside of funny edge cases can stack veterancy and stay alive.

A recent example I had 6 Orcas in a 20 minute game that were on constant missions destroying vehicles. Kept all 6 alive, finishing vet level? 0
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C&C3 has some of the best voicelines in the entire franchise. It's a shame more aren't used because some of them feel downright powerful.

The Confessor for example has probably my favorite unit voicelines. These voicelines give units some real personality that just give some badass aura.

I'm not gonna lie, I'm a bit biased against AI voice acting. Most of the AI voices in CA are alright, but not great. I did like the new tesla track lines and the lines for the Custodian are great, but that is a robot.

Comparing the C&C3 mammoth tank voicelines to the CA mammoth voicelines, the difference is staggering. The voicelines in C&C3 feel powerful. The CA voicelines are just....ehh.

With that, Juggernauts could absolutely benefit with the original voicelines. They are very powerful tri-barrelled artillery. Their are absolutely awesome and the voicelines should just embrace that.
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V3 upgrade is removed so there's an open slot (aside from the supposed war miner idea)
Tier 3 upgrade, mainly make them cheaper and tweak stats so that they're equal in damage per cost, 5 flak = 4 rockets.
Gimmick here is that soviets can pump out the troops quicker for AA, time and money could be spent else where.

Stat Sample
HP: 3,000
Cost: 240
vs Heavy: 3,000 (after %s)
vs Aircraft: 2,000 (since its hitscan, 5 flak = 4 disintegrators)
Darkademic May 31, 2026 11:10 PM
Flak Trooper wasn't anti-tank though, and flak being anti-tank would be strange.
Hod Jun 1, 2026 12:19 AM
RA2 trooper, no. RA3 trooper, they changed them to be anti-tank/aircraft. I'd hate them to be very effective vs light since that's Deso/Tesla job. If you'd tweak them further, I don't see a problem do 50% vs heavy, max. The main point for the upgrade is cheaper hitscan AA. They got other tools to deal with heavy armor (deso/tesla, and tanks)
Violet-n-red Jun 1, 2026 7:04 AM
i kinda hated how flak was anti-tank weapon in RA3. but not going to downvote this. i think it would be good to have several different AA weapons on each faction that works differently - fast hits vs slow hits, splash vs precision etc. like how it is for anti-tank and anti-inf weaponry. so a bunch of rockets don't shut down all air immediately.
Darkademic Jun 1, 2026 7:46 AM
Yea flak as an anti-tank weapon is just really weird. It could be a sidegrade that makes them anti-infantry with some AoE, but then it slightly treads on toes of Soviet Flamethrower.
Hod Jun 1, 2026 8:51 AM
Soviets does mix roles, don't they? You have grens and flamers that do similar DPS vs buildings so they can be demolishers. Grens are faster while Flamers are tanky and have good AoE vs infantry. That said, I don't think Flamers are prioritized for their AoE for late game. In a sense, Flamers are short range AoE while Flak could be the longer ranged AoE with AA feature.
Inq Jun 1, 2026 1:54 PM
Flak ( Flugabwehrkanone) itself is just bursting shells from a high velocity anti aircraft gun, like the Flak 88 which was used against tanks in North Africa in WW2, there is no reason they couldn’t load an AP shell for ground targets. You already have to suspend belief that a man can carry one and shoulder fire it and bring down jet fighters… I will abstain from voting however.
Darkademic Jun 1, 2026 2:16 PM
Inq has swayed me, I was thinking of it in terms of the RA2 unit, but yea the real life flak gun was quite famously dual-purposed to be an anti-tank gun. I'd maybe make it a fast non-tracking projectile against ground targets, so you're trading some of its anti-tank effectiveness for better AA and/or cost-efficiency.
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Lobby toggle option to disallow commando building for testing and preference
Darkademic Jun 2, 2026 12:27 PM
The people who would want to test this should be able to rely on just agreeing not to build commandos.
Legato Jun 3, 2026 12:36 AM
Im sure youve thought of the follow up - why do we need to toggle navy off? And if its for AI - what if we don't want the AI to make commandos?
Darkademic Jun 3, 2026 7:42 AM
Naval is toggleable because the AI will build huge navies in tiny bits of water, ideally it wouldn't be toggleable the AI would just understand the size of the water. If people want to ban commandos they can do it via agreement, and if they're still for whatever reason problematic then that should be addressed by changing the units.
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There's basically little/no way to tell an enemy player's tech branch unless they make certain units. To address this, I think certain buildings for the factions can be visually changed.

GDI's upgrade center has a small visual change depending on component, but I think tech center can change depending on strat.

Allies policies might not need anything but I think HQ can have some sort of flag or color change depending on coalition

Nod is easy, just make zeal's radar a secret shrine and maybe wrath's an operations center from C&C3

Scrin refineries can change visually although maybe their spikes/audio gives plenty of information

For soviets maybe their radar or tech center or even war factory can have some sort of visual change
Legato May 31, 2026 8:44 PM
Hiding information from your opponent is an important and interesting part of gameplay - this adds another tell and makes hiding more difficult
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It would be nice to see diversity in tech buildings especially in the campaign

-Bombardment tower, mainly the Generals version

-Reinforcement pad, drops tanks periodically

-Airfield, functions as a reload/repair point for aircraft, also might give infantry reinforcements

-Academy, veterancy for infantry

-Bank, basically a higher income derrick

-Disruption tower, cloaks everything around it besides itself

-Speaker tower from Generals, provides inspiration but does not stack with insp from confessors/commissars

-Rad tower, basically a giant deployed desolator

-Secret lab, gives a certain buildable unit (can be anything really)
Darkademic Jun 1, 2026 10:58 PM
Random additional idea -- maps could randomly select the tech buildings each time, as long as symmetry is maintained.
HyperVexed Jun 3, 2026 7:13 PM
@Darkademic sounds a little too RNG if it doesnt have some modification, one player might get 2 oils on their side while the other gets 2 comms centers at pointless spots
Darkademic Jun 3, 2026 7:27 PM
Yea, that's why I said "as long as symmetry is maintained".
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Potentially remove the bounce from Ivans but either way
EMP grenade upgrade should change Grenadiers to Disc Throwers - give them bonus range, but make them more expensive, bouncing projectile.
Darkademic May 31, 2026 4:28 PM
This is planned, just pending SoupCanSam's sprite.
Thunderthederanged Jun 2, 2026 8:56 AM
discs should bounce, thats what makes the disc thrower a disc thrower, if anything, its ivan bombs that shouldn't bounce
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Would it be possible to give rangers autoguard while their optics is active? that way they dont just charge in front of an army while a-moving and die.
Legato May 30, 2026 7:11 PM
kinda like this idea but auto guard seems convuluted, what if their weapon was replaced with a long range dummy instead while ability is active?
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Coalescence is probably the most pointless T3 upgrade in the game. The radius is very small and the rate of repair is slow.

I think one issue is the ability has to be consciously used. Needing to remember to use the ability, and repeatedly, hurts its capability. Another issue is needing to reorganize your army just to fit the injured units around the radius.

I think the radius should either be much bigger as Jarkill suggested, or the repair should be a passive, automatic feature. Or it can be targeted to heal selected units much quicker.
Violet-n-red May 30, 2026 6:43 AM
maybe the heal rate could be divided among injured units, yet also be capped as not to make a small hit squad virtually invulnerable? so the amount of healing done would stay close to current realistically optimal level.
Darkademic May 30, 2026 10:15 AM
The healing is strong and stacks. A medic does 1093 healing per second to a single target. Coalescence does 875 healing per second on all infantry within the area. A Mechanic repairs a single target 937.5 per second. Coalescence does 1237/1650 repairs vs light/heavy per second to all vehicles.
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SDs currently functions as repair enabler for airfields and to retrofit vehicles. And if you repair vehicles, it takes way too long to fulfill all repairs. Vehicle repairs is free anyway.
HyperVexed Jun 2, 2026 6:55 PM
This would be a big shadow nerf to migs/orcas/longbows/tormentors so I dont like this personally
Hod Jun 3, 2026 8:03 AM
how so? the only one that doesnt die to one aircraft is heavy tank and its variants. T3 vehicles need at least 2 aircrafts to kill them. the only time this is a problem as you feel is when you are spreading your damage. the main purpose i am suggesting this is POST-clash repairs not when you pick off vehicles. clearly if you managed to pull up one aircraft, one of my tanks are definitely dead and that's your advantage already.
Hod Jun 3, 2026 8:56 AM
forgot to include tormentors in my calculation but thats because they cost 900. you need 1.5k worth of investment (which others are) to pick off 1 tank but you get my point
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At present, T4 Scrin does not exist. It primarily just gives aerial unit bonuses, plus a small bonus to interlopers that fails to make them relevant and just makes them more durable - tripods still are better and it's not worth investing into T4 Scrin just for tougher interlopers.

What should change: The shield upgrade.
It's the crux of scrin, but right now it's not worth getting because it effects mostly air and interlopers (which are completely superseded by Tripods)
Interlopers instead of gaining a personal shield, will instead shield (and maybe regen) nearby infantry to some degree passively, filling their role as an infantry support tank. Essentially, being the 'commissar' of Scrin, and allowing bio armies to scale better into T4 instead of just staying T2.
Tripods should also get a shield of fairly low value, but a slight nerf to their T3 hp to compensate, to encourage teching instead of just staying at T3 tripod spam.

This makes Scrin T4 worthwhile for mech and for bio.
Legato May 30, 2026 7:13 PM
I see T4 shield as a payoff for interloper spam to help extend their usefulness into later parts of the game, not as an upgrade to make them a replacement to tripods
Legato May 30, 2026 7:15 PM
Im OK with the focus of Scrin T4 being the invasion fleet - this aligns with the small edge that T4 gives to other factions rather than being a centerpiece tech goal, with Nod as an interesting outlier
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-2
This is for the good of the world.
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The occasional unit with flavorful mind control resistance can be justified on the gameplay side by providing some potential counterplay opportunity. ARC has so many units immune to mind control that MC commandos often suffer a sharp drop in effectiveness while the ARC player is just playing normally. It has been stated that the fact that drones can be shut off is the counterbalance; however factions without MC commandos can also do this - this does not address the hit to MC commando specifically (and IMO turning off drones is trivially avoidable for an ARC player anyway).
Thunderthederanged May 30, 2026 4:22 AM
lets not nerf arc and buff commandos
Legato May 30, 2026 7:06 PM
do we want faction counter picks to be a thing @thunder?
Legato May 30, 2026 7:07 PM
ie x faction is statistically likely to lose to faction y, or do we want all factions to be viable and have good gameplay against each other?
Thunder May 30, 2026 10:14 PM
does this mean we should remove snipers from thr game because they counter commandos? its not like you win the game because you managed to mc a drone, and instead you should mc infantry and get them killed over and over again,i dont think the drones are massively better than other vehicles, i just dont see how drones counter psi corps and scrin solely because their commandos can only target arc's infantry which are arguably more important targets to kill
Hod May 30, 2026 10:39 PM
MC resist is both good and bad for both parties. For the MC player, you can take control of the drone but it takes time. Mind you there's a decent amount of cooldown before they can MC another vehicle regardless IF they took it or canceled. For the receiving end, they could spend a few drones to aggro the MC target off their infantry. In the current state, you can push forward with your drones but ofc your infantry would be picked off. Its a give and take that I feel would be okay.
HyperVexed May 31, 2026 6:45 PM
@thunder snipers are a bad example because as ARC you have so many things that are MC immune while sniper are almost strictly a commando counter
Hod Jun 1, 2026 12:23 AM
its like we should remove stalkers, yaks, harriers, hinds, etc
Packet255 Jun 8, 2026 10:40 AM
how do you mind control something that has no mind? drones don't have minds, they're robots...
Legato Jun 18, 2026 2:08 PM
There is a mission in the campaign where you gain the ability to mind control drones so this is just a balance concern
Darkademic Jun 18, 2026 6:57 PM
Mmm it's the opposite, there's a mission where you rely on drone immunity to mind control.
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Originally implemented to address potential balance concern of losing a transport filled with high value units that did not turn out to be problematic as gameplay developed. This function does not protect transports - transports on transport missions avoid combat units (including mind control commandos) as a rule. This 'ability' is primarily used to make units that have combat roles such as IFVs and Vulcans practically immune to mind control.
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6
When a Comm Center is held by a player, depending on the player color chosen, it runs the extremes of being instantly distinguishable as owned, or so difficult to distinguish from neutral state at a glance that people ignore them.
Legato Jun 18, 2026 8:21 PM
a pulsating lighting effect on the domes would be a cool way to indicate that they are captured and working
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5
Often difficult to tell between rockets and infantry (and less problematically some other infantry units), yet is often one of the most important units to be able to identify due to the fragility of air units and extremely high dps for cost, can be worsened by player color being close to rocket tube color, especially difficult on snow.

This is issue is most apparent when early harassing infantry groups with units like Apaches, missing a rocket troop or two and severely damaging or destroying such a unit can have a huge impact on the progression of the game.

Adding an additional accent color to differentiate rather than just relying on white might help.
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Remove requirement of a power plant from barracks and refineries - so all 3 building are available from the beginning of the game.

Reason: let players make decisions sooner.

Additionally, maybe construction yard could produce about 30 power on its own to cover the demand of refinery or barracks. Or not - Hyper says it might make getting covenants way harder.
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There's no need for repeated continuous "Unit lost" notification when the reported losses are happening right there on the screen. But also it's impossible to locate a loss if a player has many rifles scattered across the map. Would be nice to have this notification happen only when a loss occurs off screen, but also for it to produce a map ping than can be jumped to with Jump To Last Radar Event key (Space).
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Generated voice notification for when a new globally visible countdown for hostile support or super power appears. Something like "New hostile support power detected".
Darkademic May 29, 2026 11:10 PM
For superweapons and minor superweapons maybe, but not for other support powers. I do already have the lines created.
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5
Have a toggle to hide kill bounty numbers.

Reason: The numbers can be obtrusive and distracting, yet also it's not important to know exact amount of credits rewarded per kill.
Hod Jun 4, 2026 9:07 AM
Is it possible to assign a key for this one? I know we have colorblind mode. Bounties are relevant when killing APC units so I can imagine turning bounties on for the kill then back off.
Violet-n-red Jun 4, 2026 5:32 PM
maybe transports could instead scatter corpses on the ground? naval transport kills will look funny, but informative.
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Tldr; less range or speed for Tripod (or have a few of them under an upgrade)
Of all the base T3 vehicles, Tripod has the best addition to them
Mammoths= Regular tank but with aux AA and 50% OOC regen, almost halved speed as tanks
Titans= Outrange mammoths a tiny bit, their cannons can attack infantry (better vs inf)
Tripod= 1c longer range than regular tanks, omnidirectional movement (no need to turn), can regen to 100% in tib. Better speed than T3 vehicles.
Hod Jun 20, 2026 2:07 AM
Mammoths and Titans have upgrades that improves their range to be the same as Tripods (not Ion Mammoth), improve speed or add a function (overlord). However, the Tripods already do not need anything as they're already loaded as is (You can win with just them). I don't think the omnidirectional function should be removed, that's their identity. Their kiting gameplay in itself is unique as no other faction has it.
Hod Jun 20, 2026 2:08 AM
So the change would have to be on their range to limit the aggressive mobile nature of its gameplay or have them less speed because they are omnidirectional.
Legato Jun 20, 2026 2:22 AM
I was thinking at first keeping those perks and just making them less tanky, but then they kind of step on devourers in that they are low health, manueverable, high damage units that want to stand behind other units; so I think you may be right about the range or speed
Legato Jun 20, 2026 2:26 AM
The speed and range and tankiness gives them so much agency on the ground that there is not a good ground comp to counter them I dont think
Jarkill Jun 20, 2026 4:11 AM
Nyoooooooooo
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Jarkill Jun 19, 2026 11:07 AM
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Lets face it, iron curtain is hard to see sometimes, and you can fudge it even further by picking maroon as your faction color. Lets put an end to this.
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Lets the allied player and prism tower enjoyer know at a glance the status of their silly turret network
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Stealth gen is a borderline meme already

The competitor for worst minor superweapon does not need additional overhead in the form of a specific downside like this
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As suggested by Legato
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It's the upgrade that gives Storm Spires and Storm Crawlers the funny clouds.
It's not used because who is bothering to buy an upgrade only for a single defensive structure that is essentially just a worse tesla coil and nothing else? The only faction that makes any use of it is Reaper for their storm crawlers, so it may as well be exclusive to them.
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4
Give Banshees blue balls when they have compressed plasma so you know whats hitting you
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Given that they're mediocre compared to the flame turret.
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Legion is kinda lacking in bonuses that don't directly involve stolen units, and since their theme is moreso in sabotage/infiltration, why not give their infiltrators permastealth? So long as they arent detected/shot of course
Legato Jun 7, 2026 4:32 PM
All infiltrators should be permanently stealthed - this mechanic is a pointless micro tax
Legato Jun 7, 2026 4:33 PM
If it needs to have a stop and wait mechanic, make it so that they move quickly while the bar is full, and move very slowly while its empty, that way we can interact in a fun stop/go manner but the unit is still usable without constant babysitting
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Would be awesome to have some SSM lines, I was thinking either taking from the inferno cannon from C&C Generals or something derived from it
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Shouldnt have Assasins also icons to bein recognizable? I mean commando has, tanya has, navy seal has, boris has?
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Rather than applying to specific drones (guardian drones to guardian drones, battle drones to battle drones, etc), they could share a pool together.
In theory, other drones could pool up XP for the bigger ones when you hit T3/4
HyperVexed Jun 2, 2026 1:54 AM
Vetted jackknives? /s
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Make the psychic effect last 20 seconds instead of 40 seconds. It's way too powerful to have so much intel on you opponent for that long. It is also especially powerful because even during its effect, the next spy plane is already charging, meaning that you can have another one out super quickly after the effect of the first one disappears.
sir Jun 2, 2026 3:10 AM
It's also super strong once yuri comes out because you can cover so much ground with the psychic detection
Hod Jun 2, 2026 6:21 AM
does the detection start upon vision or after (thinking its former). 30 seconds should be enough i believe since the game itself is very slow pacing compared to other RTS. i do agree a tweaking is needed
Darkademic Jun 2, 2026 9:16 AM
It's already changed in dev branch to be 30s.
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Increase slight dmg taken when dropping bombs, reduce death explosion damage (mainly vs building).
I consider kirov death as part of its damage when raiding and it is highly abuseable.

Helpful tweak against raiding kirovs and make army kirov bit more susceptible but still not entirely useless
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Apox can have a slightly better splash to compensate the slow ROF. Currently, there's very little reason to get Apox other than its the big bad boy from RA2 and they're tanky. Ironically, Rhinos can do that job better HP/c even moreso with Industrial plant. What hurts using Apox is their shells used on infantry with a reload time of 5.4s. You don't have to worry that with Rhinos. Overlord on the other hand deals good DPS to ground targets with their decent ROF. The gimmick i noticed with Apox vs inf is that they can rad the targets but that is counterable with suits. There's little reason to not make suits by that time.
Hod May 31, 2026 6:45 AM
I initially thought of suggesting Tusks allowing infantry targetting (making it similar to Titans) but realized Apoc tusks is 4 missiles burst with 4k base, which would mean it is 2x lethal than mammoth tusks LOL
Darkademic May 31, 2026 6:50 AM
Hmm, actually the only reason we made it so Apoc tusks don't hit infantry is from when Apoc was separate to Mammoth, as a way of giving them a more distinct weakness, so maybe not necessary anymore.
Hod May 31, 2026 1:40 PM
I think would be a good direction, just need them tweaked so the tusks isnt excessively strong. One of the things I really like about Apox is their tusk SFX, but sadly that only happens with aircraft as of now
Legato May 31, 2026 8:48 PM
Rhinos and Apocs step on each other a lot - I wonder if a design that separates their purpose a bit would be better instead of chasing that razor edge buff
Hod Jun 1, 2026 12:25 AM
@dark, just curious on the coding, but would there be a way have tusks use 2 missiles on infantry while 4 for aircraft? and maybe use the same reload (like they have to reload after hitting inf then switching to aircraft)
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Either from stealth gen or MSGs, letting you see the radius helps.
Mainly NOD flavored but you could steal NOD tech or have a NOD teammate as Non-NOD.
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Please.
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title
Darkademic May 30, 2026 10:18 AM
Included with the next engine update.
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I dont think aircrafts should be detected, if we're going for the idea dogs smell the gas.
Violet-n-red May 30, 2026 6:37 AM
i like the idea of having limited detection. maybe some new units or upgrades could be added to give vehicle-only and aircraft-only detection.
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I believe Collector is in need of something more. Most of their features appear late game, all of their bonuses only affect their support superweapon, and overall nothing they have is particularly powerful at any point in the game.

Some ideas include regen for infantry on tiberium or passive regen for buildings and defenses but that may intrude on the leecher's role of being a healer.

Another idea I have is making the radius of suppression for the mastermind bigger. Or even making watchers suppress their targets, making them a potential harvester harrasser.
Darkademic May 30, 2026 9:04 PM
I quite like the Watcher applying suppression idea, so gonna try that.
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🚫 say NO to white skulled units 🚫

A mode that removes Tanya, Boris, Mastermind, and Commando
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Since Comanches and Infiltrators are sometimes used for scouting purposes only
HyperVexed Jun 8, 2026 6:26 PM
I like this actually, ideally you don't want to be a-clicking with your recon commanche
Darkademic Jun 8, 2026 10:13 PM
This is already the case for Infiltrators. For Comanches I don't think so, otherwise why not Stealth Tanks? They're not support units like Engineers etc.
HyperVexed Jun 9, 2026 5:38 AM
@Darkademic Unlike stanks the main role of a commanche now is for recon, their damage potential is kinda secondary
Darkademic Jun 9, 2026 9:58 AM
They're still not a support unit, and not all players will primarily use them as a scout.
Violet-n-red Jun 9, 2026 12:48 PM
maybe units on Hold Fire and Return Fire stances should automatically get lower priority? and then get regular one back on the other two stances. if possible.
HyperVexed Jun 9, 2026 2:36 PM
if they aren't using them as a scout they aren't using them right IMO
Hod Jun 9, 2026 3:13 PM
dynamic priority not possible
Darkademic Jun 11, 2026 2:45 PM
The unit isn't designed to be primarily a scout, so whether that's the best use for them is a question of balance rather than justifying changing selection behaviour.
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So you don't have to manually target each concrete wall segment.
Darkademic Jun 7, 2026 11:06 AM
Can't because all AI units are on aggressive stance and this would make them attack walls endlessly.
Legato Jun 7, 2026 4:30 PM
As an aggressive stance enjoyer I can confidently say this will make aggressive stance worse
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Limit Violet-n-red to max 2 suggestion at the same time.

Plz
Darkademic May 29, 2026 11:16 PM
DENIED
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