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Remix Escalation Suggestion


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#5001 ApOcOlYpS

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Posted 28 July 2011 - 06:03 PM

As for countering them, stealth detectors and a few AT units can mow down a field of them. They already have pretty low health, but I may lower it slightly so that most Anti-Tank defenses can kill it in a couple shots. Right now it looks like it would have a sliver of health after 8 patriot missiles.


The technicals aren't stealthed while they are moving. While stealth detectors would help against later units, it's useless (and possibly detrimental for being an additional cost) against the suicide technical rush.

In addition, a demo anti-tank defense site needs 4 shots to kill one I believe (4 or 3). You get 1 off before the technical can either hit the building, or 2 if it just runs in your base. Considering you need a barracks to build defenses (power plant if you're usa) you're getting defenses at about the same time the technicals show up, and you need 3 to stop them. In your patriot example, 8 missiles take, what about 5 seconds to fire? It takes less than that to bring the technical up to the defense to destroy it, or into the base to hit expensive buildings.

if you wiped him out in under 2 minutes I get the impression you rushed him pretty quick.


His entire point of that game was to show off the suicide technical rush and how overpowered it was. Basically, build barracks and supply gatherer simultaneously (since they take about the same time), then start pumping out suicide technicals. My being micro-robotics, I had about 13 seconds of having my supply center up before I was hit. Due to the fast speed and short range of units, guardian drones aren't sufficient to stop them, and I can't use anything from the war factory because that takes too long, and infantry are too slow/short ranged. Spider mines worked, but would need me to build them in the exact right place, and do so at all entrances immediately. However, he was also able to kill one of the other players even after having the delay of killing me first. They could even get close to an assault general with a lot of fortified defenses (including the rocket defenses).

They use truck armor and are weak vs every damage type.


Then they must have a lot of health as machinegun style defenses hardly do anything to them (at least they don't do anything of consequence due to the technical's speed), and needing 3 full volleys of an anti tank defense to kill one is a bit excessive.


I have to take it all with a grain of salt. I told the first dozen they "just weren't playing him right", to you I say "good job, you did it right"


When I first played as him I didn't do the suicide technical rush as much, and I think he's quite good (one of the most fun generals I played). I was using the black market powers simply to harass other players, and a few suicide technicals and rocket buggies to defend myself when attacks came close. Toning down the rush I think is all he really needs, as while he doesn't have strong units he has a lot of fun tricks (Panic a command center with an SDI cannon nearby :) ). Just tone down the suicide technicals so they don't slaughter buildings, and lower the health so there's a chance to stop them at the very start (as you said, you need 3 anti-tank defenses, meaning you'll need at least 3 workers, 4 if you want a supply center, and that all becomes a lot of money for static defenses in not opportune places).


I suspect he simply suits your play style well and that you made the most of him.


To be fair, he only built 2 units. Suicide technicals and a few snipers which weren't really necessary. That's not much of a playstyle if that simple starting move wins you games.

Edited by ApOcOlYpS, 28 July 2011 - 06:04 PM.


#5002 Pendaelose

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Posted 28 July 2011 - 06:53 PM

You don't have to push about the suicide technical... I said in my last post I'd fix it.

Right now the suicide technical is detonating with the same weapon type as a Demo general Demo trap, that's 1600 damage. That's completely the wrong weapon and was Over Powered by a Typo, not by design. He should be doing around 400 damage. (Terrorists do 300, Bomb trucks do 800) Just fixing that will make a huge difference.

As for it's health, it doesn't have much, all technicals have 270 health and truck armor with no resistance to anything larger than small_arms damage. A patriot battery does 120 damage per burst. I want 2 bursts to be 100% lethal, so it will have around 200 health when I reduce it. I'm balancing it this way so 2 anti-vehicle defenses can kill it before it can do any harm at all. If 1 burst could kill it the unit would become so frail it's useless.

When I'm done, if 2 Anti-Tank sites cannot kill it I will look at the balance on those defense sites. 200 health is one of the (maybe THE) lowest vehicle healths in the whole game. Technicals already have very low health to begin with.


*in one of the development versions they were stealthed while moving too. Sometimes it's hard for me to keep up with every change I've made. When working on a single general I'll go through hundreds of test builds too feel them out.

Also don't forget that a stealth player can use his GPS scrambler to make them stealth while moving too. I'm *pretty* sure the higher stealth value wins if you stealth a stealthed unit, though I'd have to test it to be 100% certain.

Edited by Pendaelose, 28 July 2011 - 06:53 PM.

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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.


#5003 ApOcOlYpS

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Posted 28 July 2011 - 07:05 PM

Also don't forget that a stealth player can use his GPS scrambler to make them stealth while moving too. I'm *pretty* sure the higher stealth value wins if you stealth a stealthed unit, though I'd have to test it to be 100% certain.


I don't believe so. I recall gun-buggies in Contra have the same style of stealth (stealth while stationary, not while moving), and GPS does nothing for them.

#5004 Guest_asdf_*

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Posted 28 July 2011 - 09:41 PM

Does Demo's Battle Bus have any unique traits? I've seen it at one time launch itself at an enemy once but I haven't been able to recreate it.

#5005 Leniad

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Posted 28 July 2011 - 10:30 PM

Does Demo's Battle Bus have any unique traits? I've seen it at one time launch itself at an enemy once but I haven't been able to recreate it.

that was when you force attacked a battle bus without anyone inside it.
your scans show a large amount of defenses located around a chemical base. your scouts report a large amount of tanks are massing just outside your defenses range. your AT defenses prepare for a large battle. out of the fog of war comes a large fleet of zeppelins who drop acids onto the helpless men below. the acid eats the flesh and melts the steel. your AA cannot deal enough Damage to destroy all of them. once the defense are breached your base is helpless from the rain of bombs from the fleet of zeppelins.

note to you: build AA... LOTS OF AA

#5006 ApOcOlYpS

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Posted 30 July 2011 - 06:44 PM

Laser general's artillery seems to be very lacking unless you get satellite, and then only after getting the range bonus on the satellite caller. His T0 artillery is terrible, he has no T1...so how exactly is he supposed to beat a defensive line? Is it simply supposed to be mass of tanks. Also I feel like his T0 cars should have a bit of a speed increase.

#5007 phenom1989

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Posted 31 July 2011 - 12:58 PM

hey Pend, Realy Realy nice update but i got a question

can you add, in the Remix version the final, that the Enemy Ai's Re-build the Command Center and other stuff?

also is the Big Army Spawn back in the new version, because the GLA is a bit to Easy on Insane!

and in the final version does the AI upgrade the other upgrades that they don't do in this version? cuz they missing some upgrades! LIke GLA Demolotion and Robots. in Robots i know the 2 thing on the start by the command center, but they don't Upgrade anything

Thanks in Advance!

Edited by phenom1989, 31 July 2011 - 01:00 PM.

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#5008 Zak

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Posted 03 August 2011 - 12:26 PM

Hey Pend. Could you please change the speed of pop up turrets rising? They are so slow. Eg, by the time it got up to shoot a bomb truck it was too late.... And also, if you choose satellite tree for research and get full powers in it, you can use satellite spy and bombard them with attacks of opportunity for a minute, then do it again! It's awesome! Is it deliberate?

Edited by Zak, 03 August 2011 - 12:29 PM.


#5009 Blockhead

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Posted 03 August 2011 - 05:47 PM

Hey Pend. Could you please change the speed of pop up turrets rising? They are so slow. Eg, by the time it got up to shoot a bomb truck it was too late.... And also, if you choose satellite tree for research and get full powers in it, you can use satellite spy and bombard them with attacks of opportunity for a minute, then do it again! It's awesome! Is it deliberate?

agree with suggestion to increase rising speed of pop up turrets, so they would react to approaching enemies at least as fast as other defences and increase turn off time for them so they need more time to become invisible again. as of now pop up turrets only useful as steals detectors and useless as base defence

Edited by Blockhead, 03 August 2011 - 05:48 PM.


#5010 dIIJAY

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Posted 04 August 2011 - 08:55 AM

oh god, and please nerf the cyber general! its so annoying how 3 dronecontrollers are able to destroy you whole basedefense and units in just a few minutes after the game starts.

#5011 ApOcOlYpS

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Posted 04 August 2011 - 05:22 PM

oh god, and please nerf the cyber general! its so annoying how 3 dronecontrollers are able to destroy you whole basedefense and units in just a few minutes after the game starts


Build air units. Drone controllers are all artillery and so are very weakly armored. In fact a few tanks should be able to take them on. In fact cyber seems to be the easiest AI to take on (except explosives) because he doesn't have ECM, his raptors are nowhere near as powerful as Tank General's HE migs, and he isn't Airforce general.

I would look at getting drones to die when their controller dies. A friend an I had the Iron Dragon map nearly filled with machine gun drones because of all the heavy drone controllers we killed, yet the drones just stayed there flying around.

Edited by ApOcOlYpS, 05 August 2011 - 03:08 AM.


#5012 Vince

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Posted 05 August 2011 - 08:16 AM

I usually build tons of Gatling gun turrets / other (non missile) defence units to take care of the drones and a few long range artillery units to take down the drone controllers or a few planes. While the attacker switches to heavy drone controllers you should build more defences to keep up with the flow of drones. When played right you won't lose a single unit and you have a steady stream of experience coming in. Meanwhile you build your attack force or super weapons and there you are, total victory!

edit: I find it more of a nuisance that when the AI chooses for macro he is way easier and I don't get a fight.

Edited by Vince, 05 August 2011 - 08:17 AM.


#5013 ApOcOlYpS

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Posted 05 August 2011 - 05:19 PM

I don't remember if Pend shares Creator's idea of using units as defense, but I think he does. Basically, defensed structures are used like a warning system and a slight speed bump to enemies, but your actual units should be used to defend you, as this tends to work a lot better.

I do feel like research general is very poor at the very beginning. His cars are very poorly armored, short ranged, not that fast and don't do much damage. They're killed by machine gun drones even after killing the controller. They are cheap so they do have that I guess, but it feels like before you get a tech lab you don't have much chance (as you also don't have laser raptors which are fantastic). Even some suggestions on how to play with him would be nice (against AI, I have a bit of strategy against other players).

#5014 Blockhead

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Posted 05 August 2011 - 07:05 PM

edit: I find it more of a nuisance that when the AI chooses for macro he is way easier and I don't get a fight.

when I play vs insane robot AI, he doesn't choose tech tree, he uses both at the same time and he has all general powers from the very beginning. So in 1-2 minutes after match starts AI always drop his mechs right at my base, where nothing can kill them, so I need to send back units from frontline to kill those sneaky bastards.
And I already can imagine how it will be with insane reseach gen AI - he will use all 8 tech trees at the same time and in 1-2 minutes my base will be obliberated with orbital strikes with lasers, plasma, satelites, etc.
Master & commander, you really should do something about general promotions of AI, its ok if he uses all of them, but make those promotions for him require more time to achieve.

#5015 Vince

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Posted 05 August 2011 - 08:19 PM

I haven't tried insane yet since the hard one is already difficult enough for me for the moment :D Still it's one of the best mods I've ever played!

#5016 ApOcOlYpS

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Posted 05 August 2011 - 10:34 PM

To bring this a bit back to suggestions, I also would suggest spider mines do less damage to buildings. Right now it's quite a bit for how cheap they are (though with anti-infantry defenses you should be easily safe, some generals are limited to slow firing/inaccurate weapons such as retaliator turrets or assault general's artillery).

#5017 Jester22

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Posted 10 August 2011 - 01:46 AM

Using bullet based defenses against micro is easily the best choice, backed up with a couple flying units (every general has viable choices, especially the AF gen) to knock out the drone controllers. Even certain artillery can take care of the controllers. Against the AI you don't have to worry about building clustering nearly as much as in PvP, so a group of 4 bullet based sites will take care of ALL controller drone issues, then just focus on taking out Scythes and controllers.

As for an actual suggestion, is there a way to make the AWACS more durable? I understand it protects the hostile units that are able to mount an assault, but it gets mowed by bullet based attacks. I know I can pull them from the AO when the bulk of my assault has ended, but at the same time, I would like to leave them there because some of my units are already reloaded and coming back for round two and they are crashing and burning. I do have a preference for AF Gen, so I could be biased, but if you can give any reason at all for them being so squishy, I would greatly appreciate it.
Ugh, why can't you just DIE? Seriously.

#5018 ApOcOlYpS

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Posted 10 August 2011 - 09:35 PM

Using bullet based defenses against micro is easily the best choice


The trouble is not everyone has bullet based defenses. For example GLA toxin can't easily destroy drones because it takes 3 missiles from his AA sites (which only fire 2 at a time) to kill a singly controlled drone. China Nuke also lacks true bullets and his retailators tend to miss spider mines even at close range. And it only takes 3 I believe to destroy a defense site.

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Posted 11 August 2011 - 12:37 PM

Retaliators in a small cluster work very well, even with the miss rate.

#5020 ApOcOlYpS

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Posted 19 August 2011 - 05:01 AM

Infantry general transports should have a rather large increase in cost. Considering how early you get them, the power of the infantry, and the resilience of the transport itself it's very difficult to deal with in numbers (especially since the infantry don't die if their transport does). This is especially the case for research general whose T0 units cannot deal with transports (it takes about 5 shots from a standard tank to kill one, and 3 tank hunter cars with pulse lasers couldn't kill one before dying). Also I believe mortar troops do too much damage to vehicles.

Also, the Attacks of Opportunity from the spy satellite are a bit too powerful. Destroying 1-2 buildings (especially large ones such as war factories or advanced war factories) every minute seems a bit powerful for requiring a T1 tech and being a 3 star general, especially considering how little sight range laser has before that tech, making it a VERY attractive option. Of course considering how poor his T0 units are...Please take a look at his T0 artillery/anti-air as it doesn't seem able to do either with any semblance of efficiency. Also improving his T0 units would be very welcome.

Demo needs a look at for artillery. He doesn't seem capable of getting through a good defensive line at all. Either make suicide troops/bikes/bomb trucks more resilient and possibly immune to friendly explosions or get him some low level artillery, or give him the suicide technicals like stealth general (with the coming balance obviously). Also the nuclear bomb truck doesn't seem to do enough damage. It was parked near an internet center and still only did half damage.

Also what is the purpose of black squadron? So many requirements and it seems like using nuke migs are still more effective. Speaking of migs, I feel their speed (at least for Tank general) should be reduced as they tend to outrun (and nearly outrange) most anti-air defenses (at least for GLA generals), and high explosive missiles do quite a bit of damage to buildings.

Edited by ApOcOlYpS, 19 August 2011 - 05:08 AM.





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