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Remix Escalation Suggestion


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#4981 Capt.Drake

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Posted 25 July 2011 - 06:59 PM

And I already played a bit^^

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#4982 Guest_Jarviss_*

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Posted 26 July 2011 - 10:49 AM

Since your getting rid of the engineer, is it possible to give the dozer one or two traps for the supw gen. Or at least keep the beacon drop power. And maybe keep a stealth unit like the engineer which can plant charges. I've always liked her because she can plant traps while waiting for attacks on her base.

#4983 Capt.Drake

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Posted 26 July 2011 - 10:56 AM

Well Beacon drop is still in there, and giving dozers an offensive ability is counter productive I think

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#4984 Guest_Jarviss_*

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Posted 26 July 2011 - 11:39 AM

Well couldn't you limit engineer to one so you wouldn't have the problem about the hurry to get a dozer but everyone would be satisfied. Is the swg getting anything else in 1.0? And what about the charge planter? Or an ability for sentry drones to do these things, or some other vehicle? Or even a purchased power to plant traps.

#4985 Capt.Drake

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Posted 26 July 2011 - 12:02 PM

We'll see, but for the moment there is nothing planned for SW General, from what I know she is pretty much complete, maybe some touch ups here or there but nothing big, she already is a formidable General

Edited by Capt.Drake, 26 July 2011 - 12:06 PM.

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#4986 Dark Legend

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Posted 26 July 2011 - 04:33 PM

great mod .

but the aggressive is very strong .

did you add the krakaddan tank ,and where .

#4987 Pendaelose

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Posted 26 July 2011 - 05:32 PM

great mod .

but the aggressive is very strong .

did you add the krakaddan tank ,and where .


I've not dded it yet, it's in the plans though, and will be included in the final 1.0 release.
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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.


#4988 Dark Legend

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Posted 26 July 2011 - 06:45 PM

can you make the yanwang limited to 3 .

the laser general is very complicated .

#4989 olli

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Posted 26 July 2011 - 07:28 PM

can you make the yanwang limited to 3 .

the laser general is very complicated .


It should be limited to 1 because it is a hero unit. 3 would be to unbalanced. Imagine 6 Thermobarical missiles raining down on your base from a long way away. It would be...A bit over the top!


The new research General will take a little bit of practice to become an easy general to play. There are over 200 mix and match combinations of techs to choose from. It will take a bit of playing to see what each tech does and which one is best for which opponent. He still does follow the same "escalation" style as other Remix generals, but he has his own research tech tree from the research lab. On top of that, he has an extensive generals powers list, which unlock even more upgrades and techs. i.e. Teleportation, Ion overcharge, Laser strikes and one power which grants you a 4th tech to unlock.

At Escalation level 2, make sure you have researched the Extended lab capacity upgrade from the research lab, otherwise you wont get a 3rd tech
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#4990 ApOcOlYpS

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Posted 26 July 2011 - 07:48 PM

On the topic of the yanwang, it seems thermite missiles and the standard flame missiles do exactly the same damage to buildings (possibly that the standard flame missiles do a little more). Considering its slow rate of fire I can't see why you would use the thermite missiles since they fire too slowly to be that much more effective against tanks than the massive area the standard missiles do. Was this intentional, and if so why? If not, can you buff up the thermite missile damage against buildings (also, wouldn't it make more sense if the thermite missiles required the thermite missile general's power?)?

#4991 Pendaelose

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Posted 26 July 2011 - 07:51 PM

Research general is tailored for the veteran Remix players. There are a few Generals specificly designed to be easier to play, while others are designed to be as unique as possible. All Generals are balanced, but some are setup to reward different play styles or encourage flexibility. I've tried to accommodate every play style to the best of my ability.

for Beginning Players: these have the simplest and most familiar play styles
Super Weapon General
Nuke General
Flame General
Demo General

for Experienced Players: these use Tech tree's to diversify their play styles
Air Force General
Tank General
Chemical General
Robot General

for Advanced Players: these generals have build patterns outside the normal rhythm.
Research General
Stealth General
Infantry General
Assault General


As for the YanWang, the Thermite missiles are well suited for destroying HEAVY tanks and super units. A Chimera or Fafnir can shrug of a fire storm, but the Thermite missiles will get it's undivided attention.

They are also able to target air units.

Edited by Pendaelose, 26 July 2011 - 07:54 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.


#4992 olli

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Posted 26 July 2011 - 07:52 PM

On the topic of the yanwang, it seems thermite missiles and the standard flame missiles do exactly the same damage to buildings (possibly that the standard flame missiles do a little more). Considering its slow rate of fire I can't see why you would use the thermite missiles since they fire too slowly to be that much more effective against tanks than the massive area the standard missiles do. Was this intentional, and if so why? If not, can you buff up the thermite missile damage against buildings (also, wouldn't it make more sense if the thermite missiles required the thermite missile general's power?)?


It should already require the Thermite promotion points. I'll double check that.

The Thermite Missile on the yangwag are long range. You can deploy excellent anti-tank measures from a long way away. However, I agree its rate of fire for the Thermite missiles should be increased, since it is a hero unit. The damage against buildings should be lowered if anything, that is what the Thermobarical upgrade is for...mega explosion damage!
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#4993 Pendaelose

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Posted 26 July 2011 - 08:03 PM

The rate of fire between missiles is linked, so they all have to be the same rate.
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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.


#4994 olli

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Posted 26 July 2011 - 08:09 PM

It's settled then, it stays the same!
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#4995 Dark Legend

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Posted 27 July 2011 - 07:44 PM

is there is any network for remix .

#4996 Pendaelose

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Posted 27 July 2011 - 08:03 PM

is there is any network for remix .


there are several.

I recommend the ones linked in this news post.

http://www.moddb.com...amachi-networks

I still manage these. There's usually 1 or 2 people in one of the networks, and they are your best chance for finding a game with a stranger.



We also have a pinned topic here on Revora:

http://forums.revora...machi-networks/

Most of these networks are old though, and I can't vouch for any. I used to manage 3 of them, but they were on the old Hamachi and when my system crashed I lost the admin right too.


You're third option is to just create a topic here on Revora looking for other people to play with. over 1700 people have downloaded the 0.90 version, and 13,592 have the 0.75 version, I'm sure you can't be the only one looking for someone to play with.
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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.


#4997 ApOcOlYpS

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Posted 28 July 2011 - 05:28 AM

Stealth general suicide technicals seem to do too much damage. I lost my command center to only a few (I think it was 5). Either tone down their damage or if anyone has an idea of how to counter it I'd love the suggestions.

Edit: I have a replay of it, though can't attach files to the post. In a 4 way ffa, my friend playing Stealth general beat 2 players on his own.

I'd recommend lowering damage against buildings, requiring at least a baracks (if not an arms dealer) and making them vulnerable to some type of damage (either anti-infantry or anti tank).

Edited by ApOcOlYpS, 28 July 2011 - 06:01 AM.


#4998 Hundenal

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Posted 28 July 2011 - 06:08 AM

Let me add that I was the GLA stealth general in this game. Watching the replay, I knocked the above poster out of the game in 1:41, and then immediately moved to remove another player in a more drawn out but no less one sided battle. I was horribly destroyed by the third player, but were this a two on one game, I (who is pretty bad at this game) would have won.

#4999 Leniad

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Posted 28 July 2011 - 08:29 AM

I love to play assault general but the only problem is that the faithful is to expensive to build at the beginning. When everyone is getting there tech 2 buildings assault has to wait for his money to reach 5000 then he finally builds it. It seems that everyone will get to rank 3 quicker and build a good super weapon. another problem is its health. I understand that a super weapon is supposed to be strong but still kill able, but the faithful is not only a super weapon but also a tech 1 and 2 building. Its over costed even for a USA or China general. Also when it dies from just about any 2 super powers and the hole dies i have to pay the 5000 for the original building but also for all the upgrades. adding it all up to a total cost of 14000 and takes a very long time to not only build but to also tech up. To put it into perspective of how bad this is imagine every time a scud storm died you also lost your tech 1 and 2 building. For people who bring up that it can defend itself are ignoring the fact that its range is'nt as good as you think and shoots very slow. also it loses its ability to defend itself after buying its upgrade. Anyone who wants to argue ill gladly duel to the death.
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

#5000 Pendaelose

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Posted 28 July 2011 - 03:02 PM

Stealth general suicide technicals seem to do too much damage. I lost my command center to only a few (I think it was 5). Either tone down their damage or if anyone has an idea of how to counter it I'd love the suggestions.

I went back in to double check the damage, it is much too high. I gave it the wrong suicide weapon. I'll fix it for the next version.

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.

If you know you're playing against stealth general I recommend spamming radar trucks around your base. His units are pretty consistently the weakest of any army, and only his snipers have an edge, but they are quickly killed by light vehicles. Jeeps and buggies with machine guns excel at this. Jarmin Kell is lethal, but you can kill him quickly with aircraft.

Stealth's upgraded snipers kill drivers, and they don't care how large the unit is. Any other general's medium units are more than a match for Stealth's units, and you will save money by not heavy units in to die.

I'd recommend lowering damage against buildings, requiring at least a baracks (if not an arms dealer) and making them vulnerable to some type of damage (either anti-infantry or anti tank).


They do require a barracks. They use truck armor and are weak vs every damage type. The weapon is definitely overpowered though, and I'll reduce the health by a hair, and that should fix it.


Let me add that I was the GLA stealth general in this game. Watching the replay, I knocked the above poster out of the game in 1:41, and then immediately moved to remove another player in a more drawn out but no less one sided battle. I was horribly destroyed by the third player, but were this a two on one game, I (who is pretty bad at this game) would have won.

A lot of players have a lot of trouble fighting vs stealth general. If you don't have stealth detectors with every single unit you're in for a world of hurt. A lot of people also have a very hard time with being rushed in the first 10 seconds of the game, if you wiped him out in under 2 minutes I get the impression you rushed him pretty quick.

I've had a dozen people tell me he's too weak to play at all, and today 2 people say he's too strong... 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"

If stealth general balance issues become a chronic problem I'll start looking into sweeping changes, but right now I'm reluctant to make any major changes to his play style or balance. I suspect he simply suits your play style well and that you made the most of him.

I love to play assault general but the only problem is that the faithful is to expensive to build at the beginning.
...
Anyone who wants to argue ill gladly duel to the death.



fortunately I don't need to argue with this point, I looked it over, and I think you're right. I'll bring down the cost dramatically on the basic cannon, and at each upgrade level it needs a health boost to go with it.

I'll also adjust the cost per upgrade to better mirror the cost other generals pay for their escalation tech centers and superweapons. Finally, I'll look into the option of building the upgraded cannons directly (skipping upgrade process) if you have researched the needed escalation.

If it still feels under powered there is a another option, what if it keeps the ability to defend itself when upgraded?? If it got all of these bonuses, massive health upgrade, cost reduction, and the ability to spam 16 mega-shells as a base defense... it may be a bit overpowered unless build limited to 1, but it may be a good trade. Like a GLA SDI cannon that also demolishes bases.

Edited by Pendaelose, 28 July 2011 - 03:03 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.





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