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Remix Escalation Suggestion


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#4861 Pendaelose

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Posted 10 December 2010 - 02:48 PM

i think the tank gen has REALY powerfull anti air units and i think that they are over powered or unbalenced is this purposeful? because he has VERY few air units but i think his anti air units are over powered personally



He has the same standard aircraft as any other China. They have no extra health or armor, and their weapons are pretty generic. Theres nothing "powerful" going on, but they do cost twice as much as a standard Mig only because Tank general shouldn't rely on them as anything more than a anti-artillery defense.

I think I gave him a Mig31 in the last release. This is the same Mig31 that the other China factions have, same for Assault GLA when he uses china imports. It's a good interceptor but is slightly outclassed by many other pure interceptors. He needed the Mig31 because his early game air defense was inadequate.

If you're playing vs Tank General AI they can seam overpowered though. He uses a lot of them and Aggressive/Insane (normal/hard) get some serious health and damage bonuses on ALL their units. But I promise if you use them yourself they aren't all that impressive, and they're overpriced.
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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.


#4862 Guest_captin joe henry_*

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Posted 10 December 2010 - 05:10 PM

no i mean ground based anti air units

#4863 Pendaelose

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Posted 10 December 2010 - 06:28 PM

no i mean ground based anti air units


ahh, my fault. When I re-read your first post you did indeed say "Anti-Air".

Tank does have some exceptional AA ground units, but he's hardly unique in this facet, every general has excellent air defense units by mid game. Tank's AA is definitely above average, but they're still not the best in the game. There is a purpose behind this too... simply put Remix has many much more powerful air units and air-delivered-powers that must be countered. If a general is lacking in Air Defense, or even has an "ok" air defense he doesn't stand a chance.

AirF: JSF and the new heavy defense being added for Beta 1.0. Laser Point defense gives a huge advantage in Air-to-Air combat.
SupW: Heavy AA launchers (3 big missiles), Shield Generator, SDI cannon
Lazr: Mithral AA
Robot: Seeker Mech.

Infa: Manticore turret, bunkered/transported mini-gunners, Neutron fighter
Tank: Manticore, Hive AA
Nuke: Upgraded SU-47, retribution tank
Flam: Vortex guns with turbulence upgrade will be included in the Beta 1.0

Demo: Flak 90
Slth: Adv AA site
Chem: Escort Zeppelin and Silicon cloud upgrade
Aslt: Heavy AA tank.
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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.


#4864 Guest_captin joe henry_*

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Posted 10 December 2010 - 06:39 PM

ok that makes senec i like air force gen and i was just supriesed at the anti air abillity becuase in normal ZH there is not alot of powerfull anti air

#4865 Pendaelose

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Posted 10 December 2010 - 07:11 PM

ok that makes senec i like air force gen and i was just supriesed at the anti air abillity becuase in normal ZH there is not alot of powerfull anti air


To play vs the AI as AirF general I recommend you use as many long-range units as you can. Nahr whale VTOLs, Long Bows (with missile upgrade), and B4s. You want to get "Expert Ground crews" and "Laser Point Defense" upgrades as quickly as you can. These will greatly improve the life expectancy of your units. Also, if you put an AWACS-PDS between the enemy and your airfields to catch missiles chasing your planes on their way back to the air strip it can save a lot of planes without exposing itself to enemy fire.

It also makes a big difference when play "AS a general" compared to "VS a general". The AI gets a ton of "helper" cheats. If you were playing as Tank general you would never have access to EVERY unit the way the AI does right now. Tank gets his units the same way AirF general does, by spending points into dedicated tech trees.

When I wrote the AirF general AI I had the advantage of experience I lacked when making Tank general. The AirF AI does have to choose between trees the same way the player does. In future releases tank will do the same.
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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.


#4866 Guest_captin joe henry_*

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Posted 11 December 2010 - 04:12 PM

hi why does the stealth genral not have a real super wepon?

#4867 Pendaelose

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Posted 11 December 2010 - 04:55 PM

hi why does the stealth genral not have a real super wepon?


He can purchase attacks from his black market and his heavy defenses can shoot anywhere on the map. The black markets alone give you 7 buyable, targetable powers, plus he has his own general's powers. A "traditional" super weapon just seams excessive in this case. You can't control the monument, but it can ravage an enemy base, especially in PvP.

The monument spawns a random general's power every 90 seconds. If you build 3 of them you're hitting the enemy with artillery, rockets, toxin bombs, etc every 30 seconds. A "real superweapon" will have you waiting 4-8 minutes for just one attack, AND it will show a count down timer so the enemy knows to destroy it before it counts down. With the monument the enemy doesn't even know you own it... he just just knows he's getting hit constantly.
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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.


#4868 Guest_captin joe henry_*

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Posted 12 December 2010 - 12:24 AM

so the monumint gives you genral powers right? which type in the purchised one or the other one but now that you tell me it does fit whith his play style because if he had a super wepon then the enimy would know wherea his base is and your right he doesn't need a real super wepon. he is one of my favret they are the inf gen the air gen and the stealth gen :p

#4869 Guest_captin joe henry_*

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Posted 12 December 2010 - 12:27 AM

so the monumint gives you genral powers right? which type in the purchised one or the other one but now that you tell me it does fit whith his play style because if he had a super wepon then the enimy would know wherea his base is and your right he doesn't need a real super wepon. he is one of my favret they are the inf gen the air gen and the stealth gen :p

i forgot to add something where is the upgrade that allows the anti air adv deffence to shoot anywhere on the map

#4870 Pendaelose

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Posted 12 December 2010 - 01:42 AM

so the monumint gives you genral powers right? which type in the purchised one or the other one but now that you tell me it does fit whith his play style because if he had a super wepon then the enimy would know wherea his base is and your right he doesn't need a real super wepon. he is one of my favret they are the inf gen the air gen and the stealth gen :p



It's a little different. The monument calls in powers on it's own. You don't choose the location yourself, but it calls the powers frequently. After you build a monument watch the enemy base and you will see it makes attacks on it's own. If you build several you will carpet the enemy with random powers.
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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.


#4871 Guest_captin joe henry_*

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Posted 12 December 2010 - 05:27 PM

hi is the stealth gen scud launcher suposed to be able to shoot normaly as artillery because it cant :p
plz make the scud launcher be able to shoot like normal artillery

#4872 Pendaelose

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Posted 12 December 2010 - 07:39 PM

hi is the stealth gen scud launcher suposed to be able to shoot normaly as artillery because it cant :p
plz make the scud launcher be able to shoot like normal artillery


It's a mobil superweapon instead of artillery... but it hardly matters, the next version has it removed completely.
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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.


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Posted 20 December 2010 - 07:56 AM

And it's replaced with what?

#4874 olli

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Posted 20 December 2010 - 10:06 AM

His long ranged SCUD base defense which also acts as a mobile super weapon. And they stack...
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#4875 Guest_captin joe henry_*

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Posted 23 December 2010 - 05:28 PM

hi i would like it if there is a sell option for every building because when i want to get rid of the building i need to force fire on it to get rid of it and that is really annoying

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Posted 24 December 2010 - 07:14 AM

Hey, Morbid Jester here, too lazy to login... it's been a loooong day at work.

Anyhow, I like not being able to sell buildings, it forces you to think, and in some cases quickly, about how your base needs to be set up.

If you misplace a building, you should suffer for it. Does it suck all the time? No, only when you make a mistake or want to make space for something else, which should have been considered in the first place. Does it make the (best ever C&C Generals) mod more challenging? Yes.

#4877 Guest_captin joe henry_*

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Posted 24 December 2010 - 01:49 PM

hi is there any chance that you could put the genral chalenge back in it would be REALLY fun with all the new genrals and units and maybe add the campains back in it makes singal player much more enjoyible :p

#4878 Pendaelose

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Posted 26 December 2010 - 03:09 AM

hi is there any chance that you could put the genral chalenge back in it would be REALLY fun with all the new genrals and units and maybe add the campains back in it makes singal player much more enjoyible :p


I'd love to, but it is a lot of work. Until the rest of the mod is "done" theres no chance I can spare the time on it.
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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.


#4879 olli

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Posted 26 December 2010 - 12:44 PM

Hey, Morbid Jester here, too lazy to login... it's been a loooong day at work.

Anyhow, I like not being able to sell buildings, it forces you to think, and in some cases quickly, about how your base needs to be set up.

If you misplace a building, you should suffer for it. Does it suck all the time? No, only when you make a mistake or want to make space for something else, which should have been considered in the first place. Does it make the (best ever C&C Generals) mod more challenging? Yes.


Perfect answer. The reason it was removed in the first place was due to it being implemented early on in Contra 2 or 3 I think. Maybe before. It made sense. If you're building war factories etc. you need to consider where to put it, just like you would with real estate. You don't just build it and after it's built think "Hmm, wrong location. Let's just sell and replace." The sell function in Generals was a waste of time and didn't add to the game. And with various ways of making lots of money through powers and abilities the line "Oh but it gives you emergency money if your base is getting destroyed" is not viable at all. What, $1500 is going to save your ass from the enemies tanks already rolling into your base? Or will it buy you enough time and enough dozers to get some defenses up? ... Err, no.
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#4880 Guest_Aralk_*

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Posted 26 December 2010 - 04:43 PM

It can be useful when your enemy has destroyed all your resource income buildings and you don't have enough money to rebuild them. I agree it's a rare event but I had it in my latest lan game :| (however it ended with a win for me since I had a huge army and lot's of nukes :p)

But I don't feel it should be in the game. Frankly I don't care about a sell option.




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