Remix Escalation Suggestion
#5161
Posted 17 August 2012 - 07:04 PM
about multipe requirements:you have to make other mixes rewarding too,like if you chose 2 lighting and 1 missle,what will you get?
i will play some games tonight,however it will be mostly compstomps(friend plays remix for first time),so i probably won't report any balance issue as it can be better found in human vs. human,however if there is something big i will report it right away.
something i still remember,i always found the mirv(nuke gen super weapon) not worth the invesment,i think it may need to be buffed a litte.
about supw gem ultimate supw:what about something that spawns a lot of defences in a given area'?
#5162
Posted 17 August 2012 - 07:17 PM
Considering that the new superweapon is for the offensive specialization, I'd rather have some big dramatic explosion than spawning defenses. It's, I want the hydrogen bomb, but something that's cooler than just "it's a big explosive missiles." So things like Lasers' satallite barrage, ion cannon, or wormhole. They all have the "does a bunch of damage" bit, but they're all creative, not just limited to "it's a big missile." I'm planning on adding a bunch of rail gun type stuff for defenses and a rail tank to superweapons, but I can't think of a good rail superweapon (I also want to add the "Rods from God" as a generals power for offensive). Maybe just make something like an orbital ion cannon. Fires a beam down at the target area that causes a massive energy explosion. Hell, it doesn't even have to be a super powerful weapon, but could instead be a rapid firing laser (can fire a high powered shot down once a minute). Bear in mind, this weapon should be more "end game" than the MIRV (along the lines of the nuclear storm in Contra in terms of power. If it goes off, or does its thing, it should win the game).
#5163
Posted 19 August 2012 - 12:38 AM
about sw:i like the idea about the rapid firing laser more,not everything has to be boom as u say.
or maybe a weather storm(like contra's blackout missiles,but insteas of disabling it kills)?
#5164
Posted 19 August 2012 - 01:03 AM
So now I just need a way to differentiate it from the sat strike, but that may just be having different effects, so I'll deal with that.
#5165
Posted 19 August 2012 - 08:20 PM
also if you remove dragon tank,what will it have its role(garrision clearer)?
about the low countdown thing:maybe a thunder strike or something?
#5166
Posted 20 August 2012 - 12:17 AM
I don't think that anything would replace the dragon tank. It seems odd, but artillery can work as a garrison clearer simply for outranging garrisons. I also feel that garrison clearers tend to make killing civilian buildings a bit too easy. That said, I didn't plan on removing bunker busters from USA generals...so there's that. However I did remove gas grenades at least for now, because they didn't feel necessary. I'll worry about people not having garrison clearers (or having them when they shouldn't) when I do balancy things later, after getting Airforce and Tanks (and probably everyone else, mostly) sorted. As another example, I don't ever really use stealth fighters as garrison clearers, but rather as base defense destroyers.
For example, demo doesn't really need a garrison clearer since he tends to just remove garrisons anyway with bomb trucks. Similarly assault can artillery people out, while stealth can use powers or his own artillery. Like I said, I'll deal with it later (part is I've never really garrisoned buildings, but now that I made missile troops more resilient against non-smallarms fire garrisons, and infantry in general, may be more useful).
I'm thinking I'll just use an orbiting space laser. Call it a low orbit ion cannon. I'll try to get the effects well done though. I'm not a big fan of weaponized weather.
#5167
Posted 24 August 2012 - 07:07 PM
i wanted to hit'n'run some units with my guardian drones,after i bought the tow missile upgrade,however they didn't fire the tow missiles,is it a bug or don't they get tow upgrade in remix?
also i think micro tree needs to be revamped a bit, as macro is the better option atm.(or at least me and my friend think that,however i think we need to play a bit more)
another thing i noticed is that cyborg gen's early infantry are alot more expensive then other faction's infantry (cybr:220$,others:50-100$),why is that?it can barely beat a rebel 1 on 1
#5168
Posted 25 August 2012 - 08:48 PM
It's funny that you think Macro is better....I think I agree with you, but I think micro is more fun at the moment. Do you have suggestions on what should be changed? Are micro's defenses too weak? Is he not quick enough for how low health his units are (trouble fighting macro's mechs)?
Also I think cyber's infantry are meant to be better than what others have access too, but he may be paying too much for that right now. I'll take a look.
#5169
Posted 25 August 2012 - 11:00 PM
i played today they have it,but at a lower range then the cannon,also less range then sentry drone's missile,which doesn't help with hit'n'run at all.Guardians should have the TOW missile. I recall them using it. I'll check to make sure though.
micro is more fun for me too,as i like hit'n'run tactics,but i think he is a little weak...,but don't have any suggestion,maybe stronger early artillery?maybe better bullet resistence for drones?also faster may help a little,however too fast can be op
about cyber inf,they are better as they can attack air,but that doesn't justify 2,5x+cost.
#5170
Posted 25 August 2012 - 11:09 PM
I think that the drone controller is a really powerful early game artillery. It may be a bit easier to counter but drones can do a lot of damage. I think it's certainly more useful in a unit fight than traditional artillery, especially since the drones hang around a bit after the controller dies. I haven't played with him recently, but I have a feeling his problem is going to be that guardian drones and crusaders aren't enough to counter other early game anti-tank units. Of course a solution to this could be to have more reliance on cyborgs as a defense unit, using missile cyborgs to kill tanks and machine gun cyborgs to kill infantry (this has to do with the rebalancing of infantry. Machine gun infantry are extremely powerful against missile infantry, while missile infantry got more resilient against gattling and explosions to make them more effective against tanks). Then using guardian and sentry drones as hit & run units, harassing supplies and the like. Cyber's infantry will need to be rebalanced though, so I'll look at that. It also could cause problems in that macro and micro share infantry, but I don't think that'll be a big issue.
#5171
Posted 25 August 2012 - 11:44 PM
also why don't you make sentry drones upgradeable with flashbangs instead of tow missiles?,it really helps in contra,will make sentry drone anti-infantry,while guardian drone anti-tank.(atm sentry with tow>guardian)
#5172
Posted 26 August 2012 - 12:06 AM
Also, I think the tomahawk weapons aren't meant to be hit & run style. They're kind of their own tree, of course they'll stay using generals promotions to unlock them rather than having a tech tree, as the way they are fits rather well. I think that the tomahawk weapons are fine, although they could do with a little more balancing and tweaking because they feel forced right now (don't really blend with the general).
Artillery isn't really meant for hit & run I feel. Rather it's used as part of a main assault. Certainly artillery would help a hit & run attack, but I think anything you'd be hitting & running from wouldn't have defenses anyway, and so artillery isn't necessary. I'll get the sentry and guardian drones sorted though.
#5173
Posted 26 August 2012 - 01:55 PM
yesterday i played a 3 player random ffa,and we all got demo gen,and before that a 1vs.1 was infantry mirror(which was a spammy game),and before that 1 time a robot gen mirror too!
about demo gen,what about making his suicide units not explode when killed?it really sux when destroying a(n) (enemy) nuke truck kills all my units,or when i have bomb truck and one of them dies,all of em die too!
Edited by Thats me!, 26 August 2012 - 01:58 PM.
#5174
Posted 26 August 2012 - 02:13 PM
Edit: According to Wolframalpha there's about a 1/4 chance that there is some duplicate on a 3 way fight.
As for demo general, I removed dirty bomb from terrorists (bikers and infantry) so that they won't kill themselves if used in a group. Bomb trucks no longer affect other bomb trucks with their explosion so you can safely use groups of them too. I wouldn't dare extend such a thing to the nuclear bomb truck. However I did make it more resilient so that it shouldn't blow up in your own army (as often) and has a better chance to reach defensive lines.
Edited by ApOcOlYpS, 26 August 2012 - 02:17 PM.
#5175
Posted 26 August 2012 - 03:33 PM
this acts as buff and nerf.
buff:won't kill your own units if killed
nerf:won't kill enemy units if killed before reaching target/suiciding
#5176
Posted 27 August 2012 - 07:52 PM
As a quick news update, the upgrade renaming process is done. I may have broken a few in game things, and so I need to do some testing to make sure everything works, and then need to balance the costs and make sure upgrades have pictures and everything. But before I do that I'm going to get the tech trees implemented for Airforce and Tank general, and give tank general a new promotion tree to replace the loss of both ECM and lightning (and missiles too I guess).
Oh, one other thing. I'm having trouble making tech...stuff...for some generals. I have the US generals sorted, as well as flame, tank, and infantry to some extent. For Nuke I'm thinking of having 3 tech trees: Artillery, Tanks and Aircraft. Artillery focuses on things like nuke cannons and other long range large explosion weapons. Tanks forcuses on upgrading overlords and having other nuclear based tanks (maybe with short ranged nuke rockets) and taking advantage of their fast speed from nuclear tanks upgrade. Aircraft deals with building a superior airforce, which includes the black squadron, and possibly some other nuclear armed aircraft. I want to do them as trees because I think specializations are best used to creat different play styles that don't mesh well (micro and macro for instance), while the trees are for creating a sort of custom force, similar to laser. There is a slight issue in reconciling Nuke only having 3 tech trees while tanks and airforce have 4, and how many total should they be able to choose, and why, but I'll deal with that a bit later.
Edited by ApOcOlYpS, 27 August 2012 - 07:58 PM.
#5177
Posted 28 August 2012 - 05:39 PM
Gla Assault and Demo will have the same problem too(don't know about stealth tough as i didn't play with him until late game yet)
Edited by Thats me!, 28 August 2012 - 05:39 PM.
#5178
Posted 28 August 2012 - 05:50 PM
At the moment I don't think that demo or stealth will have tech trees. They both play quite different from other generals, and I can't think of any way to create trees that would fit in their style (suicide weapons and misdirection respectively) yet be different from and balanced with each other. As an example one suggestion a friend had for demo was to make a specialization in high explosive weapons, greatly increasing the damage of suicide units, and the other focus on subtlety, demo ambushes and the like. However I feel like the former would be too powerful, and the latter would be too frustrating to play against. Assault may get something to do with imported units (with a GLA twist), but I'm not sure what else. I'll deal with the GLA generals later though. Superweapons, Nuke, Flame and Infantry are enough to keep me busy for a while, adding units and upgrades.
#5179
Posted 29 August 2012 - 01:05 PM
I saw on mod db that you plan a release soon. What you you want to include in it?
And how has the work on the swg
#5180
Posted 29 August 2012 - 01:05 PM
I saw on mod db that you plan a release soon. What you you want to include in it?
And how has the work on the swg gone?
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