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#421 Creator

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Posted 11 August 2005 - 07:20 AM

cybernetic gen shuld atleast have one weeknes.

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Do you think he is overpowered? I think that it is vice versa. He is slightly underpowered.

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Posted 11 August 2005 - 08:02 AM

It would be better if the heavy drones (Man Hunter, Tank Hunter) moved faster. Their slow speed is a major problem.

#423 alpha86

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Posted 11 August 2005 - 10:24 AM

cybernetic gen shuld atleast have one weeknes.

<{POST_SNAPBACK}>

Do you think he is overpowered? I think that it is vice versa. He is slightly underpowered.

<{POST_SNAPBACK}>


Hes not overpowered in the least. If anything he is underpowered compare with the other USA generals and considerably too. Compared to the China and GLA generals it is a good match :blush:

It would be better if the heavy drones (Man Hunter, Tank Hunter) moved faster. Their slow speed is a major problem.


No, their speed is good. Any maybe a tad faster for balance but otherwise there might be balancing issues

Edited by alpha86, 11 August 2005 - 10:24 AM.

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#424 M.E.C.H.

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Posted 12 August 2005 - 12:40 PM

i just got a really funny idea, instead for burton for a hero unit for cyber give them The Terminator, have arnold schawaztenagger going sayin hasta la vista baby, :D :lol:

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LOOOOOOL :lol: ! Actually it is mine idea, i said that in an other thread to pend... make a skin for rangers, with silver skin, and red eyes it will work very well ! As for the power of robot, well in both versions he is underpowered ! :p
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#425 stack111

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Posted 12 August 2005 - 03:37 PM

LOOOOOOL  ! Actually it is mine idea, i said that in an other thread to pend... make a skin for rangers, with silver skin, and red eyes it will work very well ! As for the power of robot, well in both versions he is underpowered !

nice!
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#426 Pendaelose

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Posted 12 August 2005 - 06:00 PM

Hes not overpowered in the least.  If anything he is underpowered compare with the other USA generals and considerably too.  Compared to the China and GLA generals it is a good match :p

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In response to concerns of Robot being weaker...

For the next Remix release I've been working on a set of upgradeable Defenses for USA very similare to the Infantry China defenses I made. Rightnow I have several turrets available, most in the same firepower as the patriot, but different efective targets. These will be split up by functionality and given to Robot and one other general.

Right now the list looks like...

Patriot (no change)
Drone Controler (4 drones)
Microwave
Gattling
TankGun
Artillery
ClusterTomahawk (same as launcher tank for Robot)
Avenger

I've also made a set of these same turrets for a universal support Tank for USA. Whoe gets it is still undecided. Most, but not all of these turrets will be available.

I'm going to try and make it so 2 generals will have about 4-5 turret choices each. Not to much of any one style for a single general.

I've also gotten a nice model for an Osprey. I've made Helix style addons for it. Among other addons it will have 3 addons that replace the current AirF Support Planes in Remix2

instead of ECM support plane and Microwave support plane, there is now...

Bunker Addon (same as Combat Chinook, or Helix Bunker)
Gattling Addon
EMP Addon (fires a area barrage of missles, no damage, akin to EMP)
Microwave Addon
Support Addon (Stealth Detector and LaserPointDefense, The Laser is Turret mounted and very nice)


With Regards to USA gattling weapons... think all of these will probobly go to Robot USA or Air USA... Ofcourse, In Generals Gattling is traditionaly a China Tech, but realisticly rotating gattling weapons are by no means a tech exlusive to China... the real USA has no shortage of these weapons, the Vulcan Cannon is just one example.
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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#427 stack111

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Posted 12 August 2005 - 06:27 PM

:p i know that osprey model, im glad to see it being used more

in my mod im make a universal tank with 4 missile rack, a sniper cannon(or normal), and a heavy machine gun(like a bradley) so anyway that model would be usefull

Edited by stack111, 12 August 2005 - 07:15 PM.

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#428 Gredinus

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Posted 12 August 2005 - 06:28 PM

and whats the plan for GLA?

and in ShockWave (0.9) they have nuke suit cases to but weeker, i think that all units that have nuke addons shuld as week as in ShockWave (i mean nuke suitcase, and nuke detonators).

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#429 stack111

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Posted 12 August 2005 - 06:33 PM

and in ShockWave (0.9) they have nuke suit cases to but weeker, i think that all units that have nuke addons shuld as week as in ShockWave (i mean nuke suitcase, and nuke detonators).

like a nuke cannon explosion size, or what?
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#430 M.E.C.H.

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Posted 13 August 2005 - 01:11 AM

and in ShockWave (0.9) they have nuke suit cases to but weeker, i think that all units that have nuke addons shuld as week as in ShockWave (i mean nuke suitcase, and nuke detonators).

like a nuke cannon explosion size, or what?

<{POST_SNAPBACK}>

the nuclear detonators project.........
I think that this is a very wierd project, cause i think that it is overpowered, BUT... what should we do ? Abjust its price higher ? Some will say yes, BUT hey its a kamikazee unit, why pay that much for a unit that will not turn back ? WIERD ! So i think that the nuclear detonations is very "thin" very "difficult" very "strange" projects.... I must say, that the price of the detonatros should be abjusted higher ! like.... 3-4000 $ !!! What do you think ???, also a smaller damage radius than the normal nuke !!!! Am i right :p ???

Edited by M.E.C.H., 13 August 2005 - 01:13 AM.

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#431 Gredinus

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Posted 13 August 2005 - 06:58 AM

smaler and less damege would be fine becose the explosion from ShockWave
is strong enught to do some serious damege withouth being to strong.
download ShockWave 0.9 and play with the nuke gen and you will see.

P.S. Pendaelose do you think that ShockWaves AI could be adapted to work on contra 0.4 (maybe for remix 3) becose they are tuff.

Edited by Gredinus, 13 August 2005 - 07:27 AM.

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#432 Guest_Guest_destroyer_*_*

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Posted 13 August 2005 - 10:25 AM

creator how about you also make a seperate no promotion version for 004. doesnt add anything just entirely removes all the promotion requirements for the next version. i know pendaelose would do this and as much as i like his version his has a few bugs not in regular contra such as most of the units weapons act like turrets... which he hasnt fixed yet... :lol:

#433 M.E.C.H.

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Posted 13 August 2005 - 11:35 AM

creator how about you also make a seperate no promotion version for 004. doesnt add anything just entirely removes all the promotion requirements for the next version. i know pendaelose would do this and as much as i like his version his has a few bugs not in regular contra such as most of the units weapons act like turrets... which he hasnt fixed yet... :lol:

<{POST_SNAPBACK}>

Pendaelose, is working very hard.... :lol: He try to fix all the problems but he is not a machine ! A few bugs are not done yet... But be sure that when you see them, post them and would be solved, as for the turret act style of weapons, what with that ???? I can't get you ! :wacko:
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#434 Madin

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Posted 15 August 2005 - 02:14 PM

Explosives General
Suggestions:
Explosive expert upgrade: "UN(!) training allows Jarmen Kell to detect and avoid mines". Jarmen kell can detect and walk across mines (lvl 5 purchase from scud storm) or
Building schematics upgrade: "Jarmen kell uses knowledge of a buildings weak point to destroy it in one explosive charge". Upgrades jarmen Kell explosive charges to destroy any building in one charge (lvl 5 purchase from jarmen kell, reset if killed). or
Terror cell upgrade: "Jarmen kell inspires a small group to become shahids and die for the cause". Timer based about 2 minutes, shahids spawn from jarmen kell. (lvl 5 purchase from individual jarmen kell, reset if jarmen kell killed)

Grenades upgrade:"Grenades cause chaos in the hands of these fanatics!" angry mob gains a grenade attack instead of molotov cocktails (lvl 3 purchase from black market) Possible replacement for mad mob - edit
Explosive training:"Explosive experts are sent around the entire army to train personel in the use of timed explosives" All infantry units gain the ability to place timed explosives on buildings or vehicles. Level 5 general ability 1 point required.
High explosives rpg upgrade: from black market 50% attack bonus to rocket based attacks (lvl 3)

Remove Toxin shell upgrade from this general.

Anybody can comment on or use these suggestions.

Edited by Madin, 16 August 2005 - 01:29 AM.


#435 alpha86

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Posted 15 August 2005 - 02:30 PM

i just got a really funny idea, instead for burton for a hero unit for cyber give them The Terminator, have arnold schawaztenagger going sayin hasta la vista baby, :lol: :)

<{POST_SNAPBACK}>


OMG, some make that... that would be like sooooooooo much more fun that CB... after all he's rubbish :huh:

Explosives General
Suggestions:
Explosive expert upgrade: "UN(!) training allows Jarmen Kell to detect and avoid mines". Jarmen kell can detect and walk across mines (lvl 5 from scud storm) or
Building schematics upgrade: "Jarmen kell uses knowledge of a buildings weak point to destroy it in one explosive charge". Upgrades jarmen Kell explosive charges to destroy any building in one charge  (lvl 5 purchase from jarmen kell, reset if killed). or
Terror cell upgrade: "Jarmen kell inspires a small group to become shahids and die for the cause". Timer based about 2 minutes, shahids spawn from jarmen kell. (lvl 5 purchase from individual jarmen kell, reset if jarmen kell killed)

Grenades upgrade:"Grenades cause chaos in the hands of these fanatics!" angry mob gains a grenade attack instead of molotov cocktails (lvl 3 purchase from black market)
Explosive training:"Explosive experts are sent around the entire army to train personel  in the use of timed explosives" All infantry units gain the ability to place timed explosives on buildings or vehicles. Level 5 general ability 1 point required.
High explosives rpg upgrade: from black market 50% attack bonus to rocket based attacks (lvl 3)

Anybody can comment on or use these suggestions.

<{POST_SNAPBACK}>


They are all good ideas, just sounds like the only thing wrong with them is balacing them against other sides... For me... i think demo is by far the most powerful GLA side. If i use them i can cane everyone with them... all you need is biker terrorists :D not to mention i <3 the nuclear demo truck ^_^

Edited by alpha86, 15 August 2005 - 02:34 PM.

*~si aeraesar bastosi shai por eil vyri eindral syl sosti eil thasti ail si basti os aeraesar jhyli*~

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~*ai jhyli o shor eir si volaer os tia shyjael caes, volaer mai mar, si tyr thor syl si ae os ei baedi*~


#436 Gilgamesh

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Posted 15 August 2005 - 03:04 PM

Explosives General
Suggestions:
Explosive expert upgrade: "UN(!) training allows Jarmen Kell to detect and avoid mines". Jarmen kell can detect and walk across mines (lvl 5 from scud storm) or
Building schematics upgrade: "Jarmen kell uses knowledge of a buildings weak point to destroy it in one explosive charge". Upgrades jarmen Kell explosive charges to destroy any building in one charge  (lvl 5 purchase from jarmen kell, reset if killed). or
Terror cell upgrade: "Jarmen kell inspires a small group to become shahids and die for the cause". Timer based about 2 minutes, shahids spawn from jarmen kell. (lvl 5 purchase from individual jarmen kell, reset if jarmen kell killed)

Grenades upgrade:"Grenades cause chaos in the hands of these fanatics!" angry mob gains a grenade attack instead of molotov cocktails (lvl 3 purchase from black market)
Explosive training:"Explosive experts are sent around the entire army to train personel  in the use of timed explosives" All infantry units gain the ability to place timed explosives on buildings or vehicles. Level 5 general ability 1 point required.
High explosives rpg upgrade: from black market 50% attack bonus to rocket based attacks (lvl 3)

Anybody can comment on or use these suggestions.

<{POST_SNAPBACK}>


All of these are great ideas, except from "Grenades upgrade", because Juhziz do not have the angry mob anymore, it was replaced by "suicide" mob ;-)

#437 Madin

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Posted 15 August 2005 - 08:48 PM

They are all good ideas, just sounds like the only thing wrong with them is balacing them against other sides... For me... i think demo is by far the most powerful GLA side.  If i use them i can cane everyone with them... all you need is biker terrorists :huh: not to mention i  :lol:  the nuclear demo truck :)

<{POST_SNAPBACK}>


There are soo annoying when your playing against them!

All of these are great ideas, except from "Grenades upgrade", because Juhziz do not have the angry mob anymore, it was replaced by "suicide" mob ;-)

<{POST_SNAPBACK}>

The shame! <3 I just assumed that everybody had the same angry mob. The Mad mob seems to be too slow and weak in comparison to the explosive general's other suicide units. I'll edit my post but leave the suggestion. Thanks for the correction!

#438 Madin

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Posted 16 August 2005 - 02:35 AM

Assualt General
Suggestions

Rebel upgrade:
"AK47s for everyone!" - All rebels gain ak47s (upgrade at palace)
Holy war decree: "Every man woman and child wiill fight to stop the infidels walking our streets!" - Level 3 general ability cost 1 point, allows all non defence buildings to have an angry mob defend them in a style similar to the american 'patrol'. The mob patrol has the same characteristics has the normal angry mob (including regeneration). If balance is a worry, maybe the mob patrol could be smaller than a normal angry mob?

Is an assualt helicopter on the way?
Comments welcome.

#439 Creator

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Posted 16 August 2005 - 07:08 AM

Rebel upgrade:[/b] "AK47s for everyone!" - All rebels gain ak47s (upgrade at palace)
Holy war decree: "Every man woman and child wiill fight to stop the infidels walking our streets!" - Level 3 general ability cost 1 point, allows all non defence buildings to have an angry mob defend them in a style similar to the american 'patrol'. The mob patrol has the same characteristics has the normal angry mob (including regeneration). If balance is a worry, maybe the mob patrol could be smaller than a normal angry mob?

<{POST_SNAPBACK}>

Rebels gain bonus from AP bullets upgrade.

US Patrol have too many bugs. I cut it. Such angry mobs around buildings will have a lot of bugs too.

#440 Guest_Guest_*

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Posted 16 August 2005 - 12:56 PM

Rebels gain bonus from AP bullets upgrade.
US Patrol have too many bugs. I cut it. Such angry mobs around buildings will have a lot of bugs too.

<{POST_SNAPBACK}>

I will have to agree with creator i dint like neither the patrol, it is an idea that is not cool, it has a lot problems, and also it wasnt that cool to see cutting edge buildings with 2 or 3 rangers to watch, if anything try to reach it ! :blush:




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