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Author Topic: Risk Devo  (Read 2670 times)

Cyrellius

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Risk Devo
« on: November 23, 2009, 03:55:57 AM »

What do yall think about Risk Devo?  I hate the fact that the host can't customize the game the way a host can on Risk Next Gen.  SS ships are an absolute b*&$@ too...IMO Risk Next Gen rules in a class all its own for risk maps
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Alpha

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Re: Risk Devo
« Reply #1 on: November 23, 2009, 03:58:34 AM »

I can't stand SS ships because it is mostly money and little strategy...
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Cyrellius

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Re: Risk Devo
« Reply #2 on: November 23, 2009, 04:21:54 AM »

Agreed...SS ships completely ruin the game.  They can be used just to randomly take ports and in DEVO they are RETARDED strong.
« Last Edit: November 23, 2009, 04:23:25 AM by Cyrellius »
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Fallen-God

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Re: Risk Devo
« Reply #3 on: November 28, 2009, 07:04:28 PM »

That's not entirely true :O
(and the host can choose to remove SS as well...)

Riflemen and knights/gens RAPE SS, it is a simple matter of having some transport ships on near your ports; the SS takes the port; you land and surround to it can't get away; and RAPE.
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Cyrellius

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Re: Risk Devo
« Reply #4 on: November 29, 2009, 04:36:59 AM »

so in your scenerio there is one SS ship...okay...try doing any less than 20-40 snipers vs the SS...it will win every time...if there are two...then absolute rape...plenty of time to be building from the port that was taken...which is retarded and means you quite literally cannot prevent it...
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GG.Cyclone

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Re: Risk Devo
« Reply #5 on: November 29, 2009, 10:46:36 AM »

Well, by spending your money in the right units, you can actually beat it with less gold losses than him.

Also, host can actually set, just not in the clan LcR bot. Also remember that Devo was the original risk game, which can before revo, devo reborn and next gen. There is, however, no denial in the fact that next gen is the best.
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icvajjj

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Re: Risk Devo
« Reply #6 on: November 29, 2009, 08:31:11 PM »

I have started a ss bship thread in the appropriate forum. Please post there and keep this threads discussion on the top. IE: risk devo.

My main beef against devo is how little the terrain factors in. Most games turn into who controls most of Europe due to the fact that there are little to no continent bonuses in it.

I really appreciate how you can take a continent and defend the bottlenecks in next gen. It adds a whole new layer of strategy into the game that it desperately needed. Always seeing the same massive battle lines in the middle of europe is boring.
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PsycoMarauder

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Re: Risk Devo
« Reply #7 on: November 29, 2009, 10:10:02 PM »

Eh, I seem to be one of the few who don't believe SS ships are overpowered. As far as Devo is concerned, I think its a great map, very well polished, and that the importance of positioning is pretty much impossible to replicate. It's by far one of my favorite maps. I do however, believe that Next Gen has the potential to be a better map. Devo-- almost four years in the making. Next Gen-- released in August.

My only issue with 'Reborn' is that it seems practically every aspect I add to Next Gen to create a better game seems to be almost instantly implemented into Reborn. Having hotkeys, having the hotkeys be based on certain letters, the multitude of game modes, colored SS ships... the list goes on. Oh well, makes for some competition I suppose. The fact that he took the SS ship model from my game without asking permission was a bit frustrating, not that it matters all that much.
« Last Edit: November 29, 2009, 10:14:31 PM by PsycoMarauder »
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icvajjj

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Re: Risk Devo
« Reply #8 on: November 30, 2009, 05:02:10 AM »

Eh, I seem to be one of the few who don't believe SS ships are overpowered. As far as Devo is concerned, I think its a great map, very well polished, and that the importance of positioning is pretty much impossible to replicate. It's by far one of my favorite maps. I do however, believe that Next Gen has the potential to be a better map. Devo-- almost four years in the making. Next Gen-- released in August.

My only issue with 'Reborn' is that it seems practically every aspect I add to Next Gen to create a better game seems to be almost instantly implemented into Reborn. Having hotkeys, having the hotkeys be based on certain letters, the multitude of game modes, colored SS ships... the list goes on. Oh well, makes for some competition I suppose. The fact that he took the SS ship model from my game without asking permission was a bit frustrating, not that it matters all that much.


Imitation is the highest form of flattery.

I always see the same game when I play devo. Next gen always suprises me as its different every time.
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PlayRoy[lcr]

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Re: Risk Devo
« Reply #9 on: November 30, 2009, 07:00:50 AM »

Imo risk devo > risk next gen still.
The main problem I have with next gen is the massive lag you usually get with it + the choke points. You can't possibly get past them unless you use ss.

And to comment on the ss thing, a lot of tactics is used with ss I usually lose ss battles vs other pro's because their micro is better than mine so there is actually a lot of tactic involved.

edit: You can set the modes at devo yourself like someone said before me but you have to host it yourself and the modes the era2 and lcr bot uses are the pro modes.
« Last Edit: November 30, 2009, 07:02:31 AM by PlayRoy[lcr] »
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Fallen-God

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Re: Risk Devo
« Reply #10 on: November 30, 2009, 04:09:19 PM »

The terrain in devo is perfect in my opinion.
The choke points are there, it just takes a slightly (although not uber) pro eye to see them.

I agree with Playroy, there are way to many invincible choke points on Next Gen.
Okay, I haven't played a recent version, but the few times I have played it I could easily hold someone with 3, 4, 5 times my income at bay.

In devo there are a plenty of soft choke points, and a few hard ones (what I mean is soft = formed by the position of trees; hard by the terrain itself)
This means that players with brains can alter the battlefield, to an extent, to their liking - and a clever opponent can do the same back.
This kind of battlefield changing adds a whole new dimension on to pro games, with both players (if skillful) trying to subtly alter the map to their advantage without the opponent knowing straight away.
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PsycoMarauder

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Re: Risk Devo
« Reply #11 on: November 30, 2009, 06:58:57 PM »

On the topic of choke points, fallen, you're right. I plan to extend some of the "hard" chokepoints. Although, since I was a big fan of World Risk way back when, I wanted to incorporate chokepoints because I felt they didn't play much of a significant role in Devo. So, I'll still keep the chokepoints, widen the ones that are too narrow, unless the nextgen community wants me to get rid of the chokepoints entirely
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The_I3east

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Re: Risk Devo
« Reply #12 on: November 30, 2009, 09:04:07 PM »

On the topic of choke points, fallen, you're right. I plan to extend some of the "hard" chokepoints. Although, since I was a big fan of World Risk way back when, I wanted to incorporate chokepoints because I felt they didn't play much of a significant role in Devo. So, I'll still keep the chokepoints, widen the ones that are too narrow, unless the nextgen community wants me to get rid of the chokepoints entirely


Keep the choke points, the only ones that need expanding are Southern Central America, British Isles, and to a degree, Australia, because in those areas you can at max get 3-4 snipers lobbing mortars at the enemy, and when both of you have ATLEAST 15-20 snipers on each side (as usually the rifles die quickly to splash, with 5-6 being attacked when 3-4 are attacking, while 12+ snipers are attacking THEM, they're pointless), the battles are extremely long and tedious.
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icvajjj

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Re: Risk Devo
« Reply #13 on: November 30, 2009, 09:10:14 PM »

The choke points are perfect in their current iteration.

I rarely find myself in a position where I can't defend.

British Isle's could use some looking at currently its a no mans land DMZ style. No one can hold it against the other if two major powers have NA and Europe.

The_I3east I suggest you use major's to counter their snipers in your next fight.
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Cyrellius

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Re: Risk Devo
« Reply #14 on: November 30, 2009, 09:59:27 PM »

While choke points are definitely annoying, they are not impossible to overcome and definitely lend a hand to those players with a good strategy.  I would argue that the current choke points offer the same problem that bridges do, but while they offer problems, they also offer a great defense for those players getting suddenly rushed without realizing it.  It prevents the superpower players from just rushing in mostly and also helps prevent double-teaming if the defender is busy in another part of the world fighting someone else.  I say keep the choke points and possibly expand them by a small margin (i.e. 1 or 2 infantry widths)
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