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Remix Escalation Suggestion


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#1861 Capt.Drake

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Posted 25 September 2006 - 04:11 PM

And sb I play with at school gave me another idea and I like it, what about making the AWACS stealthed, so it got a better suriving chances for the field.

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#1862 Phoenix911

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Posted 25 September 2006 - 05:32 PM

a stealthed awac is nice idea, but is it really needed? that pane already is damn imperviose to missiles.
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#1863 Capt.Drake

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Posted 25 September 2006 - 05:38 PM

Missiles, ok it's almost invincible against them, but there are a lot of dangers there, just like freaking cyber rangers, gattling tanks and so on

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#1864 Phoenix911

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Posted 25 September 2006 - 05:40 PM

Make it repair itself while in the air using nanos. U could give aircrafts a Nano upgrade to make them auto repair, This awac aircraft would have a faster heal rate tho as it does not need to land because no weapons.
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#1865 Capt.Drake

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Posted 25 September 2006 - 05:44 PM

You can make it autorepair by giving it pilots, but still I think it needs to be stealthed and have a "real" awacs ability: detecting stealth

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#1866 Ubermedic

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Posted 25 September 2006 - 08:44 PM

AWACS are good for air superiority and having radar control over the area.
so they should have
1) Lots of counter-measures / PDL lasers.
2) Huge reveal area
3) Stealth Detecting.
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#1867 Phoenix911

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Posted 25 September 2006 - 09:01 PM

Well i agree with ubermedic on what it should be able to do.

But making it stealthed aswell might make it over kill as enermys could not even find and shoot it down, and i don't think it needs anymore of a powerful PDL, its PDL is already super anymore and it woudl be ridiculas(sp)

Pend the hell child HA-70F helos for the flame general can sometimes hurt them selfs because they don't always just sit ther elike other helos attacking they sometimes strafe while firing there missiles and because of the thermobolix mixtures upgrade can hurt them selfs.
Idk if they ment to do it or not but they should act like another helo just attack its target and stay still while doing it, unless the target moves outta range.

And scorched earth artil has a spelling error, It says "arillery" (but thinking back i might of miss read it being a moron like me)


O and i just remembered, pend why not change the artillaray training for the flame general to Some sort of flame unit traning, all units using flames would be built with 1 rank so the troop crawler and gattling gun and such would not count in this.
And infantry would not count because they already have a infantry training gen power.

Edited by Phoenix911, 25 September 2006 - 09:06 PM.

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#1868 Pendaelose

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Posted 25 September 2006 - 10:03 PM

AWACS are good for air superiority and having radar control over the area.
so they should have
1) Lots of counter-measures / PDL lasers.
2) Huge reveal area
3) Stealth Detecting.


thats exactly what it has. plus an ECM radius
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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.


#1869 Ubermedic

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Posted 26 September 2006 - 01:09 AM

Yeah I was just saying it doesn't need stealth.
(the AWACS I mean)

oh and I think the whole "KA-70" thing is because
it makes passes like a plane but ... well you understand phoenix.

and (As much as it pains me to say this.) I think infantry general
needs to be... somewhat downgraded. The "Extended Squads"
upgrade makes him TOO strong. it should at least be a 3 star
thing. He's able to build ten infantry in about a second.
I had 532 Redguards, and Tank Hunters before my friend.
(Robot Vs. Inf.) was able to make 63. We each had two barracks
pumping out infantry non-stop.... Although I love infantries hordes...
it's just too unbalanced...

Edited by Ubermedic, 26 September 2006 - 01:09 AM.

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#1870 Pendaelose

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Posted 26 September 2006 - 01:26 AM

Yeah I was just saying it doesn't need stealth.
(the AWACS I mean)

oh and I think the whole "KA-70" thing is because
it makes passes like a plane but ... well you understand phoenix.

and (As much as it pains me to say this.) I think infantry general
needs to be... somewhat downgraded. The "Extended Squads"
upgrade makes him TOO strong. it should at least be a 3 star
thing. He's able to build ten infantry in about a second.
I had 532 Redguards, and Tank Hunters before my friend.
(Robot Vs. Inf.) was able to make 63. We each had two barracks
pumping out infantry non-stop.... Although I love infantries hordes...
it's just too unbalanced...


:p the funiest thing to me is that everyone was shouting he'd me too weak when I posted my ideas. Infact, I cut several of my units and buildings because only half modded he was already too strong. When I first started making infantry general my best friend asked me what vehcles I'd be adding to Infa to make him up to par... I told him almost none. My promis was to make it so that infantry on the field would be a feared and powerful force. He didn't believe me ;)

Extended Squads moved to Rank3 isn't a bad idea... making it require Infantry Training would fit too.

But that alone isn't going to down grade him much at all. The 10X is really just 5X2... double cost and double time, but same ratio. Some micro management and you can build the same troops in the same time using 5x squads.

What else should be gimped to weaken him? Almost anything lost would hurt my feelings.

I guess, name his 3 more over the top features and I'll start looking at re-balances there.
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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.


#1871 Ubermedic

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Posted 26 September 2006 - 01:34 AM

Well his over the top features....

1)Squads have lower build times. (Insane Redguard spam....)
2)Those Bigger Barracks (I can't spell the first word) with the minigunners...
if you build two you've got an extreme attack force in about 15 seconds.
3)and as I said before Extended Squads....
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#1872 Phoenix911

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Posted 26 September 2006 - 01:45 AM

idk what your talking about my friend spamed a ton of tank hunters and red guard strait away and rushed my friend while i was watching and his attack was stopped by 3 tank generals defence turrets.

And he had like 3 barracks pumping out troops, altho this si pvp, vs computer he says there over powered as u can easly rush a computer and own him.

I personly think just moving the 10x troops to rank 3 should be enough.
infantrys not an invincable side.
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#1873 Ubermedic

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Posted 26 September 2006 - 01:52 AM

idk what your talking about my friend spamed a ton of tank hunters and red guard strait away and rushed my friend while i was watching and his attack was stopped by 3 tank generals defence turrets.

And he had like 3 barracks pumping out troops, altho this si pvp, vs computer he says there over powered as u can easly rush a computer and own him.

I personly think just moving the 10x troops to rank 3 should be enough.
infantrys not an invincable side.

Actually Infantry when on "attack Move" don't attack Buildings/Defenses.
All you have to do is spam redguards and Tankhunters and order them to
attack or Force Fire on the the defenses. Then the defenses are owned.
If he just spams them and let's them run... Well then....
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#1874 Phoenix911

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Posted 26 September 2006 - 02:06 AM

Ne he kept ordering them to assult move so they was attacking. But the tank gens defence hits hard and in a small area of effect so they was able to pick his groups off fast
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#1875 Ubermedic

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Posted 26 September 2006 - 02:13 AM

(I just found out Ctrl + W closes firefox without warning... I was trying to type Well...)
Well Phoenix...I guess his attack force was ill suited for a large scale offensive.
But if the defenses were at a choke point say... a bridge. they defenses win due to the
engines limitations on unit massing crossing bridges.. It's all about the situation.
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#1876 Phoenix911

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Posted 26 September 2006 - 02:36 AM

this was ona 3rd party map called beachhead ever heard of it?
There is no chockpoints on it.

O and actuly attack move they do attack buildings, anything that can return fire is classed as targetable on attack move so any defences that are in the way is auto targeted. - the buildings like powerplants and comand centers and such buildings with no weapons.
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#1877 Ubermedic

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Posted 26 September 2006 - 02:38 AM

this was ona 3rd party map called beachhead ever heard of it?
There is no chockpoints on it.

I'm gonna have to look that one up...

O and actuly attack move they do attack buildings, anything that can return fire is classed as targetable on attack move so any defences that are in the way is auto targeted. - the buildings like powerplants and comand centers and such buildings with no weapons.

Hrmm... Then it seems like my Infantry is from the Chinese SPECIAL forces....haha....
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#1878 Phoenix911

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Posted 26 September 2006 - 02:50 AM

lol idk what problem u have with your attack move :p
attack move works fine the only time it can be anoying is when the kill the gla defence and keep running because they do nto kill holes on attack move, so u get past then all of a sudden your liek wtf so u have to run back into defence lol
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#1879 Pendaelose

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Posted 26 September 2006 - 03:48 AM

I use the alternate mouse setup and double right click gaurding. Instead of attack moves, just double right click and they attack everything in the target area, prefering targets closest to the center of the gaurd circle. Makes for some vicious attack orders.
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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.


#1880 olli

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Posted 26 September 2006 - 09:25 AM

pend, im just curious, will all the AI be coded and play able against in the finishing stages of remix3? what i mean is, will they use the escalation upgrades and thier new units etc becase i was playing against 2 comps, one insaine and one hard, and as soon as the gam started it said hard enemy has been defeated, i think i was playing against flame. in the current WIP, which AI sideare able to be played against, or is it only robot?
also, do you know about the repairing bug, when units are more than 2 chevrons promoted, then dont auto reapair any more...i think it was since the last WIP, im not sure.
(p>S) at skl...,u know about the over posting, so tidy ip if it posts more than once)

EDIT>> Pendaelose: It posted 5 times in the same window.

Edited by Pendaelose, 26 September 2006 - 04:00 PM.

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