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Remix Escalation Suggestion


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#1841 Capt.Drake

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Posted 23 September 2006 - 10:01 PM

Pend those Cluster thomahawks are way to strong, in terms of armour three of the laser airdefences could onlytake out a single one
And if subammonition hits a unit it deals instant damage

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#1842 CPT.TIKER

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Posted 24 September 2006 - 12:10 AM

a guy suggested we should use the US T28
look what i found
this pic is from shock wave mod
the title for this pic is
"GLA basilisk or T28 Super heavy tank from WW II?"

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#1843 Phoenix911

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Posted 24 September 2006 - 12:11 AM

omg we had this disccustion ages ago, artil is fine its balanced it does its job !!!
why do peaple moan at artil saying its too strong when its ment to do what it does.

how could u say such a fool hardy thing drake? :( u make me sad.

and if u are talking about the mobile sw then thats fine too as it has a timer and it also gets shoot down pretty easy if u have aa.
none of my mobile sw cluster tomahawks get past my friends aa defence, i have to waste 1 on his defences or aa to get them in.

heres a tip drake, counter artil with artil or if u are a team with an airforce use ground attack aircrafts or helos.
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#1844 Ubermedic

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Posted 24 September 2006 - 01:33 AM

Pend those Cluster thomahawks are way to strong, in terms of armour three of the laser airdefences could onlytake out a single one
And if subammonition hits a unit it deals instant damage

Here's a tip.
10 Minigunners
2 Gattling Defenses/tanks
patriot missles.
The missles get shot down because they are slow.
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#1845 Pendaelose

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Posted 24 September 2006 - 02:37 AM

I think he was talking about the general power missiles. I'll double check, but I think they have the same health as an A10. They are tough, but not invincable... and you are right, they do detonate on contact with vehicles. I'll fix that. It was a side effect of a failed fix for a problem with large buildings.

The artil is fine... though the AI always seams to have better range than me :rolleyes:. the artil missiles get powned very quickly vs any good AA defense.
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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.


#1846 Capt.Drake

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Posted 24 September 2006 - 06:48 AM

I was talking to the cluster tomahawk strike generals power, maybe I'm just stupid, ok, but 3 Lasergeneral airdefence vehicles on brought down a single missile. That doesn't seam like an A-10 to me

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#1847 Phoenix911

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Posted 24 September 2006 - 12:05 PM

well i must have miss understood what u was talking about :rolleyes: because cluster tomahawks are his artil aswell.
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#1848 Capt.Drake

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Posted 24 September 2006 - 12:21 PM

I can't blame you i Haven't been clear enough, but those Cluster Thomahawk cruise missiles as Generals power can hardly have A-10 like armour, cause a Humvee can take out an A-10.

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#1849 Ubermedic

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Posted 24 September 2006 - 02:40 PM

cause a Humvee can take out an A-10.

Well then that's one boss humvee!
Honestly, I basicly have a ton of aa, at, and ai at the edges of my base and never have to worry
about A-10's, Cluster Hawks, and other such things...
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#1850 Capt.Drake

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Posted 24 September 2006 - 03:21 PM

A Humvee with three rocket hunters can deal with a single A-10
The Auora Strike is too weak for a levle five power, sth has to be done about it

Edited by Capt.Drake, 24 September 2006 - 05:45 PM.

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#1851 CPT.TIKER

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Posted 24 September 2006 - 06:21 PM

the laser strike at level 3 is also 2 weak
maybe u could make the laser's movement just a little slower
or u could have it for level 3 and 4
level 1 laser strike(comes at level 3)(old 1 laser)
level 2 laser strike(comes at level 4)(2 laser at the same time but the speed of the lasers is still like the last 1)
level 3 laser strike(comes at level 5)(3 laser at the same time and the speed of the lasers is reduced for extra damage :rolleyes: )

#1852 Pendaelose

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Posted 24 September 2006 - 06:37 PM

The Auora Strike is too weak for a levle five power, sth has to be done about it

but at the same time, they do high damage to a command center. I don't want them to destroy a superweapon in 1 pass
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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.


#1853 olli

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Posted 24 September 2006 - 06:38 PM

The Auora Strike is too weak for a levle five power, sth has to be done about it

but at the same time, they do high damage to a command center. I don't want them to destroy a superweapon in 1 pass

but when me and Frick were playing, it only managed to take out a small number of low level buildings, e.g barracks
and i agree, it is way to weak, make it have a larger raduis.
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#1854 Pendaelose

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Posted 24 September 2006 - 06:42 PM

The Auora Strike is too weak for a levle five power, sth has to be done about it

but at the same time, they do high damage to a command center. I don't want them to destroy a superweapon in 1 pass

but when me and Frick were playing, it only managed to take out a small number of low level buildings, e.g barracks
and i agree, it is way to weak, make it have a larger raduis.


I'll test it... but try targeting a single large building... I think it might have better sucess.

If both of you plus pheonix all agree its too weak I might change it for a power where tons of auroras come from the nearest edge and bomb randomly over a large area.
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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.


#1855 Phoenix911

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Posted 24 September 2006 - 06:45 PM

welll auroas are not weak as sigle aircrafts i could not imagen them being weak but i go mess around and test them on both weak and strong targets.
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#1856 CPT.TIKER

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Posted 24 September 2006 - 06:50 PM

aginest basic structures they r no problem
they only get weak when they r againest advanced buildings(i never tryed but i think 2 of them could bring down a propaganda center but if not 2 then 3)

#1857 Pendaelose

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Posted 24 September 2006 - 08:11 PM

we're talking about the AirF general Rank5 power. 3 Auroras do a flyby and hit like an A10 strike.
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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.


#1858 Ubermedic

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Posted 25 September 2006 - 01:28 AM

we're talking about the AirF general Rank5 power. 3 Auroras do a flyby and hit like an A10 strike.

Yeah. I feel it's too weak. You have to wait for Rank 5 before you can get it and the Superweapon is
about 600 times better than it. of course the supw costs money...
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#1859 Capt.Drake

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Posted 25 September 2006 - 12:19 PM

In the multiplayer game I and Olli had I used the power against a concentration of basic buildings, and troops, the effect compared to sth like a Shockwavebomb is to weak

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#1860 Phoenix911

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Posted 25 September 2006 - 02:22 PM

I would say the auroa srtike is a little weak, it needs to be on par with the shockwave/moab bomb give or take a small amount of power.
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