Jump to content


Photo

Remix Escalation Suggestion


  • Please log in to reply
5260 replies to this topic

#4821 ApOcOlYpS

ApOcOlYpS

    title available

  • Project Team
  • 523 posts
  • Projects:Remix Escalation

Posted 03 July 2010 - 10:31 PM

Pend what would you say about countering tank gens ECM tanks with micro? ECM (before micro's upgrade) tends to shut down defenses, and due to the ECM hellfire missiles miss.

Also, could you increase the damage of the rifle drone? Despite having a rather large number of them, infantry seem to make it through rather easily.

I would also suggest increasing the armor/health of AFGs super weapon bombers (or allow them to use point defenses/flares).

#4822 Pendaelose

Pendaelose

    Remix3 Modder

  • Hosted
  • 5,687 posts
  • Location:Rocket City
  • Projects:Remix Beta 1.0

Posted 04 July 2010 - 11:03 AM

with Micro one of your strengths is an endless supply of disposable units that tie up the enemy and prevent them from advancing. Ironically this works even when the drones are disabled and lying on the ground. When I'm fighting vs Tank general I always take at least 1 or 2 points of tomahawk so I can build the base defenses. When the enemy is tied up shooting an endless stream of little drones my missiles do the hard work and clear them out. ECM will divert the Tom's too, but a scattered tomahawk has enough blast to still be very dangerous, especially in large numbers.

When you hit Tier2 I research the ECM resistant armor first and build as many spiderwebs and Tomahawk fire bases as possible.

My main attack is usually Heavy drone controllers escorted by mecha-infantry.
Posted Image
Posted Image

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.


#4823 FlyingDeath

FlyingDeath
  • Members
  • 60 posts
  • Location:Near Hannover (Germany)

Posted 04 July 2010 - 11:11 AM

i think the HK-95 are a Great Attack-Force... combined with anti-Air support...
there will Rip-off a Tank with 2 shots, and kill Infantry instant (and, course of there are Infantry, you can spam with them, like there will be no tomorrow^^) but somehow, i don't know which is the second upgrade from the Barbarians.... perhaps it is a bug, but i think i researched ALL upgrades and somehow they had a Grey and a Colored pile of books^^

perhaps you schould make a "Upgrade-Section" in the Forum, where anybody can see, what unit has what Upgrades (and in which building you can research what upgrade)

don't know, whould be much work....

but somehow a libary like this where really usefull...
anyway, keep up the good work pend, you mod is the best :p

Edited by FlyingDeath, 04 July 2010 - 11:12 AM.


#4824 Pendaelose

Pendaelose

    Remix3 Modder

  • Hosted
  • 5,687 posts
  • Location:Rocket City
  • Projects:Remix Beta 1.0

Posted 04 July 2010 - 01:47 PM

Drake and I have been talking about a "tech tree" style topic for those types of questions. It's not imposible, it's just a bit of work and I've been a bit too busy to take the time for it myself.
Posted Image
Posted Image

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.


#4825 AeRo~Bewarn

AeRo~Bewarn
  • Members
  • 5 posts

Posted 07 July 2010 - 05:08 PM

Well, I'd like to see A-10 in white skin one, mayb it can b replaced with Gen power and AF unit.
and I don't sure that you will like it but I think AF Beacon Defence should call A-10 and act like raptor gen pow. Even I can see it cleary that it can be overpowered but idk, mayb I just want to see it.

I think Robot gen basic infantry in beginning is too expensive for me, even in the limited money game it could be difficult to survive from horde of infantry and cheaper unit when enemy base is very near. mayb just lower their price to 200 or 180?

Mayb decrease time for supply drop for all USA generals to 2.00 min. I think 2.30 is too long.

How about changing cluster tomahawk into cluster flying suicide drone? I mean when the tomahawk is exploding number of suicide drones(2-5) will come out or make like cluster bomb in contra for robot gen.

Plz add hold fire mode for stealth tunnel network to make it more sneaky.

Edited by AeRo~Bewarn, 08 July 2010 - 05:00 PM.


#4826 Sheremetev

Sheremetev
  • Members
  • 9 posts

Posted 11 July 2010 - 12:28 PM

Idea: I think the use of superweapons should be somehow limited via the battle experience (make it optional if possible). Let the countdown timers go from X to 00:00 when a superweapon is built, but make the launch button accessible only after rank 3 or 5 is reached.
Motivation: It is really interesting to try and stop tank and demo gen simultaneously or even try and push against one of their bases, but all efforts are in vein when Nuke silos and Scud storms start ticking- you have about 15 minutes to destroy the scud and Martyr's call and cut off electricity supply for the nukes in the meantime. But this is mission impossible if you want to try your gaming skills against 3 AIs in a team against you (not that I cannot have a great time of various explosions and battlefield havoc, but only after less than an hour my base is doomed).

P.S: Captain Drake knows me from moddb, but I decided it was unfair to bug only him via PMs. And I proposed him a far more complex version of my idea, but I think this one is simpler and better.

#4827 ApOcOlYpS

ApOcOlYpS

    title available

  • Project Team
  • 523 posts
  • Projects:Remix Escalation

Posted 13 July 2010 - 11:49 PM

Macro robots seems to have some trouble with acid poisons if the poison player turtles and the macro player doesn't get the tomohawk support powers. Without early artillery most of the tanks tend to get killed (not very well armored) and there's no real way to penetrate defenses. Come late game the GLA player is supported by zepplins and canister artillery batteries. My Leonidas failed multiple times to kill him (pvp game) even with flak spider support against the zepplins. The problem was that the acids on the ground would ruin the leonidas (never mind the iron man mechs or the spiders). By the time my opponent was a 5 star he also had enough canister artillery that the unlimited range shots could rain down on my base without my being able to stop it (pile of aa defenses with the silicon clouds, along with high pressure washers and the missile defenses). The problem really wasn't that I couldn't get into his base, but that he was able to attack me from his base without me being able to stop it (and since he was acids his shots would ruin my buildings). This is an especially big problem because the only SW macro gets (the tomohawk storm) not only doesn't do very much damage, but tends to die before it can go off and requires the generals promotions for it.

Really my only suggestion is remove all ability from the game for defense sites to fire unlimited range shells. Since it can't be stopped it really gives turtling a huge advantage for the generals with it. That, or make the unlimited range canisters a little harder to get.

Also I'd like to point out that this isn't as big a problem as I may think it is, because my opponent would have been dead much earlier had my first leonidas not been run over by a train. That was annoying. I've vowed that whenever that player plays as toxins ever again, he should expect his base to be under attack within 5 minutes. If it isn't being attacked by then, he should expect a swarm to be on his base within 10. So maybe I just need to attack sooner, but macro could really use an early long range artillery other than the tomohawk launcher.

One other thing that I don't know: Do sillicon clouds shoot down drones as fast as I believe they will? If so micro will have a huge problem with toxins without rushing. Though it seems drones should be unaffected by clouds.


One other thing: Can the hydrogen bomb please go back to at least near its old power? Right now it seems to be about as strong as a nuke, for far more money, promotional requirements, and time. I miss the old win button gun, especially considering the above ability to stop super weapons.

Edited by ApOcOlYpS, 13 July 2010 - 11:52 PM.


#4828 Pendaelose

Pendaelose

    Remix3 Modder

  • Hosted
  • 5,687 posts
  • Location:Rocket City
  • Projects:Remix Beta 1.0

Posted 14 July 2010 - 01:25 PM

Macro robots seems to have some trouble with acid poisons if the poison player turtles and the macro player doesn't get the tomohawk support powers. Without early artillery most of the tanks tend to get killed (not very well armored) and there's no real way to penetrate defenses. Come late game the GLA player is supported by zepplins and canister artillery batteries. My Leonidas failed multiple times to kill him (pvp game) even with flak spider support against the zepplins. The problem was that the acids on the ground would ruin the leonidas (never mind the iron man mechs or the spiders). By the time my opponent was a 5 star he also had enough canister artillery that the unlimited range shots could rain down on my base without my being able to stop it (pile of aa defenses with the silicon clouds, along with high pressure washers and the missile defenses). The problem really wasn't that I couldn't get into his base, but that he was able to attack me from his base without me being able to stop it (and since he was acids his shots would ruin my buildings). This is an especially big problem because the only SW macro gets (the tomohawk storm) not only doesn't do very much damage, but tends to die before it can go off and requires the generals promotions for it.


It's worth note the Scud storm is available at Rank3 while the acid artillery shells are at Rank5. The Tom storm doesn't do a lot of damage, but it only has a 4 minute reload and is available at Escalation2. It sounds like he ranked up a lot faster, and that should be considered when looking at the balance between generals.

Siege Crawlers are an excellent multi-role unit at Tech2, they are AA, AT, and artillery all rolled up into 1. They also make an excellent escort for the Leonidas.

Really my only suggestion is remove all ability from the game for defense sites to fire unlimited range shells. Since it can't be stopped it really gives turtling a huge advantage for the generals with it. That, or make the unlimited range canisters a little harder to get.

I'm not sure I can make it much harder for chem than to make it require Rank5. I could possibly make it require Tech3 as well, but in most cases that wouldn't slow a player down much at all.

Theres only a couple that have the mini-super defenses, but almost every general has a mini-super of some kind.

Also I'd like to point out that this isn't as big a problem as I may think it is, because my opponent would have been dead much earlier had my first leonidas not been run over by a train. That was annoying. I've vowed that whenever that player plays as toxins ever again, he should expect his base to be under attack within 5 minutes. If it isn't being attacked by then, he should expect a swarm to be on his base within 10. So maybe I just need to attack sooner, but macro could really use an early long range artillery other than the tomohawk launcher.


As T0 artillery units go the Tomahawk launcher is an excellent one. Most other generals have to wait until T1 to get a comparable artillery unit. It does require a point, but it's also a point that can be taken at first Rank. Maybe in another version I'll add a T1 artillery unit, that would give the Tomahawk launcher value (being available sooner) without making the units double up as much.

One other thing that I don't know: Do sillicon clouds shoot down drones as fast as I believe they will? If so micro will have a huge problem with toxins without rushing. Though it seems drones should be unaffected by clouds.

Drones do go down pretty quick to sillicon, but it's worth note that Micro is idealy suited for a rush game, and does have a few other options. The storm trooper and barbarian can make an impressive force, mixed with the faster drones units and the spider mechs he can still do a lot of damage. His biggest weakness would be that his main artillery units are drone based, but he can take the points in Tomahawks to have options there too.


One other thing: Can the hydrogen bomb please go back to at least near its old power? Right now it seems to be about as strong as a nuke, for far more money, promotional requirements, and time. I miss the old win button gun, especially considering the above ability to stop super weapons.


I never changed the Hydrogen bomb...
Posted Image
Posted Image

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.


#4829 ApOcOlYpS

ApOcOlYpS

    title available

  • Project Team
  • 523 posts
  • Projects:Remix Escalation

Posted 14 July 2010 - 02:32 PM

I never changed the Hydrogen bomb...


Really. I swear that it became a lot smaller (of course with the new more zoomed out camera it may just seem so).

Okay, I'll take your word for that.

#4830 phenom1989

phenom1989
  • Members
  • 52 posts
  • Location:Germany

Posted 15 July 2010 - 11:29 AM

can you make by Demo gen the nuke truck it take so long time when is finish with build
may you can change a bit??

Edited by phenom1989, 15 July 2010 - 11:29 AM.

CPU: Phenom II X6 1090T @ 3,6GHz
Memory: 2 GB 607 Mhz
Graphics: Asus Radeon 5770 1 GB 4.8 Ghz memory clock
Mainboard: Gigabyte 880G
Monitor: HF237 23" Full HD
PSU: Hyperion 700w

#4831 Pendaelose

Pendaelose

    Remix3 Modder

  • Hosted
  • 5,687 posts
  • Location:Rocket City
  • Projects:Remix Beta 1.0

Posted 15 July 2010 - 12:53 PM

can you make by Demo gen the nuke truck it take so long time when is finish with build
may you can change a bit??


The nuke truck does take a long time, but for a good reason. When I first made the Demo general AI it only had a 20 second build time on the nuke truck... and you were allowed more than one. It's impossible to hold a defensive line if your getting nuke-trucked every 10 seconds. I realized if the AI could do it so could a human player. The nuke truck has the build limit and the long timer so that you can't get easy-nuked more than once every 3 minutes or so.
Posted Image
Posted Image

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.


#4832 ApOcOlYpS

ApOcOlYpS

    title available

  • Project Team
  • 523 posts
  • Projects:Remix Escalation

Posted 21 July 2010 - 09:57 PM

Increase range and building damage of the tomahawk bomber (B-4 I believe). AFG has a rather unreasonably difficult time getting through AA spam (mainly looking at China generals since tank hunters will kill both planes and tanks and the stryker artillery does very little damage). In addition it seems that whenever I have used the B-4, it not only didn't kill its target (especially since the missiles can be shot down), but it was killed by whatever it was targeting.

The problem isn't so much getting his planes through as it is getting the superweapons through. Though AFG has arguably the most powerful superweapon in the game, it is relatively easy to stop even after it's launched. Again I'd suggest giving generals power bombers (for all generals) increased armor, at least against bullets.

#4833 Guest_Guest_*

Guest_Guest_*
  • Guests

Posted 22 July 2010 - 03:08 AM

With the b-4s i noticed that they do have to short of range, So i agree with apoc. also what happened to the shell spewing sheitans?

#4834 olli

olli

    Resident Pilot

  • Project Team
  • 3,157 posts
  • Location:London,England
  • Projects:Remix Escalation Top Quality Imaginer and Pro Tester. CnC Guild Gossip Whore
  •  Misanthropic Hulking Adonis

Posted 23 July 2010 - 08:46 AM

It's been replaced with the Tien Mu Lightening tank.
Posted Image
CnC Guild - As ancient as time itself.
Do you like anything CnC releated? Then the CnC guild likes you! Go make friends with it.

Latest Remix Escalation on ModDB
Remix Escalation on Revora - Track the latest news and changes.

#4835 Guest_Guest_*

Guest_Guest_*
  • Guests

Posted 25 July 2010 - 01:57 AM

hm on the b-4s doubling the range is a bit to far. but increasing it from 800 units to 1200 units seems about right seeing how slow it is.

#4836 ApOcOlYpS

ApOcOlYpS

    title available

  • Project Team
  • 523 posts
  • Projects:Remix Escalation

Posted 25 July 2010 - 01:44 PM

Also an increase in building armor seems necessary. Inf gen can rush with massed tank hunters & red guard, an =d there's very little that can be done to stop it because they come out so quick & overwhelm defenses. The bigger problem is how quickly the command center goes down. Flame is about the only one able to stop them (dragon tanks also go down quick).

To add to you laser general work, can you give him some good T1 anti infantry? Honestly the above rush overwhelmed 3 microwave tanks at once (which I can understand. But the tanks killed maybe 3 soldiers, which I can't understand).

#4837 SpardaSon21

SpardaSon21

    title available

  • Members
  • 332 posts

Posted 27 July 2010 - 10:32 PM

Pend, Creator has posted a GameData.ini file on the Contra website that he says cuts down on errors in multiplayer. Any chance you'll add those fixes to the next version of Contra?

#4838 Pendaelose

Pendaelose

    Remix3 Modder

  • Hosted
  • 5,687 posts
  • Location:Rocket City
  • Projects:Remix Beta 1.0

Posted 28 July 2010 - 06:31 AM

Pend, Creator has posted a GameData.ini file on the Contra website that he says cuts down on errors in multiplayer. Any chance you'll add those fixes to the next version of Contra?


I will definitely take a look at it. Theres very little Mod-specific data in the GameData.ini so it should be fine. I may edit the changes into mine.
Posted Image
Posted Image

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.


#4839 phenom1989

phenom1989
  • Members
  • 52 posts
  • Location:Germany

Posted 05 August 2010 - 12:35 PM

hey Pend i have an nice idea can you make by Tank Gen. Tank Squad by War Factory

3x BattleMaster
3x Gattlin Cannon
etc!
CPU: Phenom II X6 1090T @ 3,6GHz
Memory: 2 GB 607 Mhz
Graphics: Asus Radeon 5770 1 GB 4.8 Ghz memory clock
Mainboard: Gigabyte 880G
Monitor: HF237 23" Full HD
PSU: Hyperion 700w

#4840 Therevenage

Therevenage
  • Members
  • 41 posts

Posted 05 August 2010 - 03:41 PM

can you seriously just ignore the causual comments made by members , you needs a team to pitch suggestions a experienced skilled play team who have played the game for years and are probably the best at it , these are the members who will make your game great , not the guys who think "Drones should be more powerful cuz infantry go past easy" When all they had to do was build a gattling tank or dragon tank to get rid of the infantry.

Look im a skilled player and excellent at game design if you want your mod to become really great you will PM me.




0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users