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Remix Escalation Suggestion


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#5021 ApOcOlYpS

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Posted 19 August 2011 - 04:52 PM

Raptor strike at level 3 feels a little too powerful. It's capable of killing multiple buildings, and the wing from behind their target is almost impossible to stop. Making them all come from the front could solve this.

Suicide migs have the same damage as regular terrorists. Although they have mobility, their damage is really poor since you can only have 3 at a time and don't have a large area of effect. I think simply increasing the area to make them good for countering units would be nice. Also terrorists that leave radiation are counter productive (you get one hit and the rest of your team dies).

Oh, and if possible can you make it possible to click on spider tanks and mortar troops easier? Right now it's near impossible.

Infantry general's ecm cars can't shut down defenses.

#5022 Pendaelose

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Posted 19 August 2011 - 08:07 PM

sorry I haven't replied lately. I'm having a new bout of real-life drama.

I've read all the posts, and when I get a chance I'll write a bulk reply to them all.
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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.


#5023 ApOcOlYpS

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Posted 22 August 2011 - 06:18 PM

Ion tech feels a little useless. The superweapon is poor even when overcharged especially since you need global escalation. The tank is effective against large groups of units (when overcharged) but they're so poor at getting in range that they don't shoot half the time (they seem to have a minimum range, and most vehicles can get past the max range and into the min range before the tank can line up a shot). Add to that that all of Research General's heavy tanks have very weak armor (they died to a few firefly tanks) and are expensive and I just don't see why you'd take ion tech.

So basically ion weapons need an increase to damage especially against heavy tanks and the code for getting an ion tank to shoot while overcharged needs to be looked at.

#5024 Blockhead

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Posted 23 August 2011 - 07:51 AM

well i'd like to see ion tanks fireing like ion cannon in crimson land (very funny old game): big projectile with aoe on impact and maybe 3-5 lesser ion fragments when overcharged for even greater aoe. that way ion tanks will be good against cheap low armored vechicles that come in big groups and for single high armored tanks research gen have particle tanks that able to do large damage to single target
this is how i see it:
laser is good for pinpoint fast moving low to mediun armoured targets including planes and helis
microwave is good for aoe in close range and with fast firing speed which means high DPS (damage per second)
ion is good for aoe in medium range slow firing but great alfa damage
particle is good against single high armoured targets at medium to long distances
plasma should be like artillery but unlike sattelite with some aoe and greater firing speed

and i'd like master&commander payed some attention to GLA, cuz with all the changes, USA became even stronger than before and it had already been stronger than China and GLA.
I don't think that with all the inventions that mod has right now GLA's cheap and fast produsing units remain their strong point. For me they seem like cannon fodder for USA and China to practise with (except for assault gen, his jihad promotion is way too cool and his scorpion artillery have very big advantage it doesnt need to deploy and it tier 0).

Edited by Blockhead, 23 August 2011 - 10:24 AM.


#5025 ApOcOlYpS

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Posted 23 August 2011 - 04:00 PM

that way ion tanks will be good against cheap low armored vechicles that come in big groups and for single high armored tanks research gen have particle tanks that able to do large damage to single target


I was expecting someone to say this. My issue is, if it's a counter to groups of weak units, why does it require global escalation? Generally by that point you've either won or lost, but also it fights against Shield tech for a global tech, and I think shield tech is just too good to pass up unless you get satellite. Right now Laser's heavy tanks die FAR too easily compared to the damage they do (the heavy tank with particle cannon lost to 4 mastadons, and I don't believe it killed one, and they cost the same).

This is actually also a problem for the heavy microwave tank, as it dies to infantry held AT weapons before it can get close (and for infantry general, 10 tank hunters cost 300 if bought individually, compared to a 2400 tank.)

I would like to say that I like Plasma's new short range rapid fire aoe style compared to the old artillery.

#5026 Blockhead

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Posted 23 August 2011 - 08:24 PM

well like u said microwave aoe is good in the beginning of the match to stop low level infantry rush, but when enemy gets better units microwave is close to useless choise.
so i believe that ion aoe with good damage and better range will be more suitable when playing against enemy which has low cost fast producing units like GLA or infantry gen.
well research gen already have plenty short range weapons so it'd nice if plasma had long range, maybe shorter than sattelite but still long enough to be considered artillery and maybe not as fast firing as now but may be even greater damage for each shot, its freaking plasma we talk about
oh and for microwave tanks i have some suggestion: add them ability to focus wave for getting lesser angle but further range

today i finally looked thru contra 008 screenshots at moddb and most of them are awesome, i like concepts of remix and its gameplay more than contra but i'd like to see some but not all(cuz some just dont fit into remix atmosphere) new good looking models from contra in remix too, so if both Creator and Pendaelose don't mind it please pay some attention to robot gen models and new GLA goodies, they are the ones i'm looking forward the most.

Edited by Blockhead, 23 August 2011 - 08:40 PM.


#5027 Guest_trool_*

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Posted 25 August 2011 - 08:41 PM

hi, id like to start off by saying that remix is a great mod and i really enjoy playing it. Since ive played quite a few games id like to give my opinion on some aspects of the game. Its too bad that i cant really play it with other players since in majority of games it either crashes or i get boned by EAs crappy net coding ;) So keep in mind the following lines are based on playing vs AI (i play vs aggressive and am able to somewhat easily beat every ai except for airforce with every general).

So some general notes first - i guess the crashing and network desync cant be addressed via the mod itself..., airforce is overpowered, not even insane tank can ever beat aggressive airforce, and even with my help it got killed quite fast. USA robots is really weak as macro and sometimes doesnt rebuild. or doesnt even build leonidas even when i let it be and dont attack its base. Tank and explosives are fun to play against.

USA superweapons - on some maps, the long range defense site (the one requiring icbm silo) doesnt shoot rockets, patriot defense sites seem to be rather useless and im not sure if the general power that grants repair to defences is meant to have the prerequisite in the "defence sites are built as veterans". Fells little bit weird, other than that i would say its quite complete faction.
USA lasers - all the tanks, even the better ones seem to be rather weak when it comes to their durability. Grav sleds kinda fuck up the movement sometimes, this seems to be of the biggest problem with shield tech as it makes the shields rather useless as the tanks randomly slide exposing their sides. Microwave tech seems mostly useless. Generally laser gen lacks in defense early on. Also the ion tech tree, on the first sight quite impressive, is in reality kinda broken since the tanks just rarely get to shoot anything. Particle cannon (superweapon)... well in remix it simply seems underpowered compared to pretty much every other superweapon.
USA airforce - i enjoy playing as this general the most. VTOL is just useless compared to the power of bombers/fighters. Helicopters are useful at times, but again why get them if there are better options... it really isnt fun when 8 helicopters get shot down in just one shot by some of the AA units/defences. The F-22 power is kinda strong so early on (hey, but i like it :D). The airfields could be a little smaller so one can fit more of them in a base.
USA robots - i dont really like playing him, just seems kinda boring, very few units as micro and nothing special with macro... the only fun is building skynet and leonidas. They both lack the capability to strike at a single place with great power (superwapon). The tomahawk generals power is close to useless, only good for afflicting minor damage to other that T0 units. Skynets is quite hard to destroy with china infantry specialised in mines :D (well, it definitely easily survived about 20 troopcrawlers, about 15 of those rocket launchning vehicles that can make minefields, several migs and a lot of other infantry). The drone swarm general power often does completely nothing as the whole swarm gets whot down in 1 shot as it closen on the destination.

CHINA tanks - seems pretty balanced. The better healing tank is maybe too hard to destroy. ECM tree is too weak compared to the other options. The HIVE AA might be too good - both damage wise and with its high life. But ye, it realoads quite slow.
CHINA infantry - all the 3 branches are quite fun and i like them. But it would be epic if each of them had some better T3 unit. Neither of them has anything that one would look forward to producing - a unit, that would deliver some serious blast in a single shot and that could last... the artillery callers are weak and hard to manage, one just cant send them forward and watch them demolish stuff, the minefield cannons dont really do anything other than those minefields and the battle fortresses dont feel that epic. Boosting all the 3 powers from relays could be good (except for the minefield one).
CHINA nuke - seems balanced, but... black squadron is totally useless, the planes dont rly do any better damage than migs and dont last enough to make the trip back... with so many upgrades and points needed for them, they just come to the battle too late and when they do they are useless and waste of money.
CHINA flame - never really liked it, just feels like theres nothing to it, except for a lot of flames :D. The hero unit dies too fast, but i might have been handling it bad i guess, thinking it could kill everything on its own with just a little help of few more tanks to guard it.

GLA toxin - nothing really to say about it, the bombardement zeppelins are so slow though... and the hero tanks... well i just never build them for they seem not useful enough.
GLA stealth - i can see him pretty good against human opponents, against AI it lacks the capability to deliver some serious damage until one gets the invisible tanks. But im not saying its any harder with him to beat any of the AIs than with other generals. One simply has to play it quite differently, in a way that it is not fun against AI. The baghdad monuments - i feel like one has to have like 8 of them for it to make any serious impact - and its quite expensive. Also seems to lack some good general powers.
GLA explosives - it is fun, but i just hate that one can lose all bomb trucks in a chain reaction. Its all that worse with the upgrade that leaves radiation and makes some debris fly out of the trucks when they explode. The build time on nuke trick could be shorter. And the karkadan tanks are quite weak.
GLA assault - feels plain boring, just like if you play default zero hour with different skins on units, its good general with its strenghts, but just doesnt have anything special about him. The "hand of the X" could be more usefull in its first version (as a defence site) and migh have the capability even later on. Though the last level of it is epic as a superweapon... massive damage.

Basically - GLA seems overall like the least interesting to play as.

#5028 ApOcOlYpS

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Posted 26 August 2011 - 02:16 AM

well in remix it simply seems underpowered compared to pretty much every other superweapon.


Focus it on a major building (command center/superweapon). If there isn't a worker repairing it you WILL kill the target (and even if their is, start it slightly on the worker to kill it, then finish off the building). It makes up for its lack of area by being able to destroy any building you like.

USA robots is really weak as macro and sometimes doesnt rebuild.


I've noticed this all over. If you destroy certain buildings, they wont be rebuilt by the AI. I know for a fact that Tank general will not rebuild his air-field if it's killed, and I believe Robots has the same issue. This is dealing with aggressive AI. Getting them to rebuild destroyed buildings would really make them tougher. Also, Demo general doesn't always build his higher techs. I've seen insane Demo generals do nothing but spam infantry, bomb trucks and cockroaches, and I've seen a pair get their Day of Terrors and using all of their units. Mostly it's the former.

all the tanks, even the better ones seem to be rather weak when it comes to their durability.


Actually I recently discovered the T0 main battle tank is actually quite resilient, and quite good because of it. I still think Lasers has issues in the early tech (T0-T2 really, before getting any substantial artillery), but nowhere near as much as before. I would also say that, in exchange for getting a boost to lower tech AA, the mithrail AA laser tank should get a nerf to its damage (with pulse lasers....it's kind of scary).

VTOL is just useless compared to the power of bombers/fighters.


I used to think that, but I found fighters are so good that you don't need bombers for that job (rapiers do that, and raptors are amazing at killing vehicles). In addition, VTOL craft are relatively resilient I believe. I don't care that much for the dolphin, but the other 3 are for sure fantastic, working both as a quick anti-infantry and anti-tank defense. The quick reload times also really help (but that triple carpet bombing is mighty tempting. I just don't like switching the position of my heavy bombers to other air-fields).

ECM tree is too weak compared to the other options.


I see it the other way. ECM is invaluable (think of fighting airforce, where his tank slaughtering king raptors no longer hit their target). I don't use it against players, but when used by the computer I think the mag artillery is a bit much. It's pretty quick moving and cheap, and only needs 1-2 bolts to shut down a group of tanks (which is VERY aggrevating as lasers as you have no good AOE aircraft/helicopters to deal with them. The laser Comanche, even with pulse lasers, is still rather poor at damage output and defense). Also against Airforce the HIVE doesn't do much as aircraft are quick enough (at least with straightflow) that both flares and the point laser can handle any shots coming from it.

the bombardement zeppelins are so slow though


Even with that, and me having JSF interceptors, they still scare me because of how resilient they are and how much damage they can do if they get to me.

Also seems to lack some good general powers.


Panic is huge (especially against a superweapons general with an SDI cannon....that was fun), and he gets sneak attack pretty early. In addition you have the purchaseable generals powers. I really like stealth general as he is (though maybe a boost to aa would be nice, but that's for all gla really).

#5029 Guest_trool_*

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Posted 26 August 2011 - 08:10 AM

Sorry for not quoting everything, but ill just answer in order :)

1) yes, that is the one thing that is good about it, it just doesnt have the "damn, time to annihilate stuff" feel to it
2) not much to add :)
3) yes, that tank is quite solid. I still think the other tanks are rather easy to destroy - i mean, they cost like 4000 and spamming emergency repair all the time to keep them alive is not cheap either. Indeed the AA tank with pulse lasers is brutal and is the only reason i choose the pulse lasers tree.
4) ive tried all combinations as airforce general and i agree that fighters can do just as good job as bombers, i still like them more than helis/vtol. The good thing about vtol is their durability compared to helicopters, but i still believe there should be more to them than what they have right now
5) i guess its possible that ecm is solid at that (planes not hitting tanks, didnt really ever think of it that way, always focused more on the disabling aspect of the tree). Yes, the mag artillery is so damn annoying, i totally hate it when it disables the front line of my defense/attack and then they just sit there like ducks waiting to get shot.
6) i guess ive never been a fan of slow moving things, i like faster units... perheaps thats why i like airforce the most
7) yes i believe that versus human it is good as is, against AI it just doesnt feel fun. But the few games i played (mostly as gla stealth) against human opponent i enjoyed it and it was quite fun... until it crashed or desynced

#5030 Zak

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Posted 27 August 2011 - 08:04 PM

Please Could you have a progress bar like contra? How is progress on the mod? Could swg buildings have mines like in contra?

Edited by Zak, 29 August 2011 - 05:31 PM.


#5031 Guest_G_*

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Posted 07 September 2011 - 11:13 AM

Give the Choppers something that would compensate them to the VTOL, since the VTOL seem much more 'refined' than a helicopter, despite the need of a 'VTOL' pad.

Also, I'm suicidal enough to begin strategising fighting Insane AFG 1v1(or 1v3 if I pull this off), but I'm cheating by using a map with invincible tech buildings/garrisons(doom skirmish.map), but then balanced by having those at the center of the map...which is again imba since the first thing I do is send my dozer/worker right to the center ASAP(unless if I am Cyber), and even more so by the fact there is some 'mine' which spawns lots of crusaders. But then the crusaders never actually gain experience....ah crap.

#5032 Pendaelose

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Posted 08 September 2011 - 07:06 PM

That's an interesting suggestion... I've been told by many that the Heli's are over powered and VTOLs are under powered... But I've heard the opposite too. I think it's a matter of taste perhaps.

I noticed in fine print your plan for taking on Insane AirF general. He starts with laser point defense, so you need a general with non-missile AA from the very beginning of the game. Tank general may be a strong option with gatling tanks, flak cannons, and then manticors. I'd skip the missile tech as the laser defense is pretty solid.

Laser general is another option if you can live long enough. use Laser defenders in huge numbers until you get the mithal AA. Take the laser tech. lasers and mircowave could put a real hurt on him... but it's insane to try and fight him 1v1 on equal terms.
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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.


#5033 Guest_GuardianTempest_*

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Posted 09 September 2011 - 10:48 AM

Actually, if I just have the decent knowledge to know how to map decently, I'd make an inverse Generals-Challenge map. Where I start of with an incomplete base while he has to start from scratch, is there any mapping tutorial?

Sat. Bombardment doesn't seem to 'base-destruction' worthy enough, though could be compensated with the EMP upgrade, and Townes could use a 'Science Vessel' sort of tank, with every possible science-y gimmick there is.

#5034 Guest_GuardianTempest_*

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Posted 09 September 2011 - 10:49 AM

Actually, if I just have the decent knowledge to know how to map decently, I'd make an inverse Generals-Challenge map. Where I start of with an incomplete base while he has to start from scratch, is there any mapping tutorial?

Sat. Bombardment doesn't seem to 'base-destruction' worthy enough, though could be compensated with the EMP upgrade, and Townes could use a 'Science Vessel' sort of tank/aircraft, with every possible science-y gimmick there is.



As a hero unit.

#5035 ApOcOlYpS

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Posted 27 September 2011 - 12:29 AM

Can you give Explosives a better way of dealing with heavy tanks? Right now his option is about limited to bomb trucks, and if your opponent has stealth detecting (ie a radar on his emperors) they can't get within range before they're killed (made worse because a chain of bomb trucks is killed by their own explosions).

Also, is it possible to take out how GLA buildings lose power? Since they don't have any anyway, it's a bit strange having defenses shut down by ECM or lightning tanks.

And I'm not sure if I mentioned this, but prevent Mag artillery from shutting down tanks instantly. Even having a little delay against light tanks makes them much easier to deal with.

#5036 Creator

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Posted 16 October 2011 - 01:47 PM

I found some models in the thickets of my Hard Disk.
- Ratel APC with 4 different turrets: machinegun, cannon, missile launcher and antennae. The model is completed, unwraped, but not skinned.
- Rhino artillery. The model is completed, unwraped, but not skinned.
- Rooikat armored vehicle. The model is completed, unwraped, but not skinned.
- Rooivalk helicopter. The model is completed, but not unwrapped and not skinned.
- SA-330 Puma helicopter. The model is completed, unwraped, but not skinned.
- Arjun tank. The model is completed, unwraped, but not skinned.
- Bhim turret for Arjun. The model is completed, unwraped, but not skinned.
- Tu-22M3 bomber. The model is completed, unwraped, but not skinned.
- Caterpillat Excavator. The model is completed, unwraped, but not skinned.
- Caterpillat Skidder. The model is completed, unwraped, but not skinned.
- B-57 Canberra. The model is completed, unwraped, but not skinned.
- Fantastic MiG-70. The model is completed, unwraped, but not skinned.
- Fantastic plane based on Suknoi T-50. The model is completed, unwraped, but not skinned.

And so, the following models can be replacement for your bad models:
- USA 155m Howizer -> Rhino artillery
- USA Radar Truck -> Ratel APC with antennae.
- Mi-24 -> Rooivalk helicopter.
- IL-102 -> B-57 Canberra.
- “Dragon's breath” bomber (infantry general) -> MiG-70.
- Su-47B (nuke general) -> Tu-22M3
- Su-47 Interceptor (nuke general) -> Fantastic T-50 variant
- Magnetic Shrapnel artillery -> Arjun with Bhim turret (possibly)


Possible variant for Barbarisn robot:
http://pics.livejour...ak/pic/000bbeec

Possible variants for different fighters:
http://pics.livejour...ak/pic/00034gh3
http://pics.livejour...ak/pic/000a7tf9
http://pics.livejour...ak/pic/0005h2sk
http://pics.livejour...ak/pic/0006ep45
http://pics.livejour...ak/pic/00048xdd

#5037 ApOcOlYpS

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Posted 17 December 2011 - 06:08 PM

I feel that for the next version of remix there should be a good amount of time put to balancing. Right now there are some units that are extremely powerful against some generals, but less useful against others. For example:

1) Research general needs more armor/health on the research lab. He's extremely reliant on it, but it's so easy to kill. 2500 resources, long build time and poor armor all leads up to research being unable to keep his lab alive. He also needs his T0 units to be more powerful. The cars are easy to kill and have little damage output (at least the laser car against tanks, even after pulse lasers). Also his T0 anti air and artillery car is painfully weak.

2) Robots general is extremely vulnerable to ECM, especially since most china generals can build ECM tanks at T0. Robots doesn't get his resilience upgrade until T2, which is far too late. However, I feel this is more because ECM is too powerful rather than robots too weak. Also, Spider Mines do far too much damage (3 can kill a barraks if I counted right). They are extremely powerful against all targets, and can only be killed by machine guns (and even then, you need mass machine guns to take out any decent sized swarm, which many generals don't have).

3) Air Force general seems too reliant on missiles. By this, I mean that ECM tanks ruin him, Especially banshees. Strykers aren't powerful enough to counter this, especially since ECM tanks should be accompanied by a more powerful tank force. Again, I think this is a problem with ECM being too powerful. Also, I would lower king raptor damage by a bit so they aren't so powerful against buildings. In addition, his planes feel a bit too resilient against missile defenses, especially when you combine point lasers, flares and straightflow engines (which basically allow them to outrun missiles anyway). I think the best fix for this is increase missile speed if possible, to improve missile aa universally.

4) Tank general's emperors are a bit resilient for how inexpensive they are. As I mentioned above, ECM is extremely powerful as is against missile reliant generals (Superweapons, Airforce) and robotics. This is especially a problem for demo general as he has no unit that can counter heavy tanks, especially since emperors can be fit with radars. I would increase the cost of emperors by a bit, and lower the effectiveness of ecm if possible.

5) Infantry general should have the cost of his troop assault transports increased. They cost about as much as the soldiers they carry, with the addition of armor, speed and a mobile propaganda tower. Mortar troops are also too difficult to click on.

6) Flame general thermite overlords move too quickly. It seems a bit comical with how fast they move.

7) As mentioned before, Assault general needs his tech building to have a bit more health and retain upgrades (like research's tech lab). Also his anti-air is very poor. I would prefer the quad tank to the missile aa tank, or the missiles need an improvement to damage and flight speed.

8) Also as mentioned before, Stealth General's suicide technicals are too powerful. However are they really necessary to have at all? They don't seem to fit his play style to much.

9) Poison general's zepplins have far too much health. Airforce general, as an example, simply cannot field sufficient anti-air to stop a decent squad of them. In addition, once they get to your base (with acids) they will walk through it. I lost my advanced airfield, large airfield, regular airfield and supply center (and almost my tech center) to about 6 of them and the dreadnought (I know, costs a lot, but I had a decent group of avengers and a bunch of JSFs and raptors trying to shoot them down that simply could not do enough damage). I would go so far as to halve their health. However Poison needs some ground compensation for that. Increasing the speed of his special tank is a start, and the scorpion needs a good damage buff. Even with the rocket it does pitiful damage. Also, he needs some weapon/unit that can counter suicide bikers (the usual counter is machine guns, but you've removed most of them from GLA generals).

10) Demo general needs a unit that can kill heavy tanks (like emperors). As is, he's got nothing. A start would be to prevent bomb trucks from killing themselves (as in other nearby bomb trucks). Not sure how to go about this one though (other than increasing armor penetration on bomb trucks? Is that possible?).


Those are the starting ideas for balancing the game. Also Poisons seems to gain money at an inexplicably fast rate. This in part may be due to the generals power, but it seems even without that he gains resources faster than other generals.

#5038 Pendaelose

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Posted 19 December 2011 - 03:11 PM

that's a good list. I haven't modded in a while, but I'll get back into it eventually, I always do.

Now that all the generals are built it changes the tone of development. It's all bug fixes and balancing now.
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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.


#5039 BrucetheMoose

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Posted 26 December 2011 - 12:11 AM

Yay, Christmas day post!

Sorry if I missed it in a changelog/post, but how's the AI coming along Pend? In the most recent version, I started a game with 2 (insane) tank gens on a very large, comp stomp style map, but the lag spikes were unbearable. So I switched the AIs to the Robot general. After a minute into the game, it started raining orbital troopers, bombs, mechs, and the like. The Robot gens had tier 5 powers and used them all at once before they even touched any of my units, before the first wave could even travel to my base! How!?


I think you need to tone down the rank hack insane generals get. I know they are supposed to be bosses, but getting smashed to pieces by ALL the 5 star powers before I even build a war factory is just plain unfair.

#5040 ApOcOlYpS

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Posted 26 December 2011 - 03:02 AM

I ALMOST agree with you. However, I think the main problem is that the rank 5 USA power comes from the closest edge. Normally this isn't much problem, but against an AI that gets it early it is. Stormtroopers are relatively easily countered by machine guns, while the heavy mech drop can be stopped by missile troops. I felt the bigger problem fighting insane robots is is that gatling weapons tend to shoot airborne drones, and with the amount of damage that spider mines do defenses get wasted pretty quick.

I'll try some games against insane robots as I've turned down the power of spider mines, so I'll see how big a difference that makes.

EDIT: So after trying with a friend to take on Insane Robots a few times, either we're both miserable at Generals (which is entirely possible), or he does need to be toned down. Given both the storm trooper and heavy mech drop plus the hellfire drone strike (which is immensely powerful), there isn't too much you can do. And then a volumetric bomb goes off over your war factory and strategy center.

Edited by ApOcOlYpS, 26 December 2011 - 05:20 AM.





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