Remix3 - General Statistics.
#22 Guest_Violence (Not Logged In)_*
Posted 13 February 2007 - 05:32 PM
#23 Guest_Violence (Not Logged In)_*
Posted 13 February 2007 - 05:38 PM
- It'll be kinky..! Can't wait.
#24
Posted 13 February 2007 - 05:44 PM
It was against a team of 2.. 2 people. No Infantry AI.
alot of people can't play certain generals. Alot of people can't play well at all, even. I simply suggest you reserve judgment of infantry genral until after you have seen him played a few times, especialy by a player who claims to play him well.
The only general I find genuenly intimidating (as infantry) is flame. Flame is increadibly tough to beat with infantry, but its not at all imposible.
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.
#25
Posted 13 February 2007 - 11:08 PM
- It'll be kinky..! Can't wait.
Careful! you'll get phoenix jealous!
Actually use long range infantry to the max.The only general I find genuenly intimidating (as infantry) is flame. Flame is increadibly tough to beat with infantry, but its not at all imposible.
The less redguards the better.
Range = Flames Weakness.
Support Vehicles, Snipers = Range
The hand has five fingers. Capable and strong. Able to both create and destroy
#26
Posted 13 February 2007 - 11:39 PM
Actually use long range infantry to the max.The only general I find genuenly intimidating (as infantry) is flame. Flame is increadibly tough to beat with infantry, but its not at all imposible.
The less redguards the better.
Range = Flames Weakness.
Support Vehicles, Snipers = Range
I kinda disagree, flame has some of the best artil units with the Smerch and MSP. I normaly prefer the mortar infantry for the backbone of an attack, but flame is the best at countering this attack with wide area flame artillery.
Snipers are good vs flame, last time I played infa vs flame I relyed very heavily on a few radar vans and a field of stealthed snipers. He built radar vans, but mine would detect them and the snipers would light them up. This trick alone didn't take down his base, but it kept him very busy for a long time while I built drop relays and bombers.
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.
#27
Posted 14 February 2007 - 12:54 AM
#28
Posted 14 February 2007 - 01:44 AM
multi attack fronts.I kinda disagree, flame has some of the best artil units with the Smerch and MSP. I normaly prefer the mortar infantry for the backbone of an attack, but flame is the best at countering this attack with wide area flame artillery.
Have a lure group. Preferable fast ones.
Call the artys fire If they are fast enough they can waste all of it's ammo without a death.
Move the mortars up quick and fire a salvo.
Arty taken care of.
The hand has five fingers. Capable and strong. Able to both create and destroy
#29
Posted 14 February 2007 - 01:56 AM
I think robot is OP. After a past game robot is knocking away with spamming cluster tomahawks, spamming little birds, toma storms, cluster toma powers, lvl 4 a10, pod drop, and a flurry of mechs. It is impossible to defend against so many powers in a no rules game.
AI or player? also, in the suggestions topic I posted some ideas to rebalance robot just a little.
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.
#30 Guest_Violence (Not Logged In)_*
Posted 14 February 2007 - 02:38 AM
By this I mean no offense to Robot fans, but it's true. He's very easy to play with and needs some restrictions be it Rank or Research based. I read what you're doing in the next version and I think it will help a lot in getting things more "fair".
If I had to name the 2 most annoying things about Robot it would be the Cluster Tomahawk vehicles and the Little Birds. I insist on those little buggers.. Griefing gets madly easy with just a handful of them.
And yes, I can't wait until you show me what you can do with Infantry... I still think I know the outcome though.
#31
Posted 14 February 2007 - 03:33 AM
#32
Posted 14 February 2007 - 03:13 PM
Cumalitive Robot General changes:
Remove MLRS unit
change Tom-launcher to require strat center
Move cluster upgrade to AI Lab.
Remove the lvl1 Auto repair power
Rescale spiders down ~20% in size, health, and damage
ADD Seeker Droid (Vulture mech, tank sized, versitle, balanced for early game)
ADD Rank1 General powers "Advanced Articulation" and "Advanced Droid Design"
Adv. Droid Design unlocks StormTrooper, Spider mine, and Seeker
Adv. Articulation unlocks spider mechs
This will help alot in rounding robot off, and the 2 lvl1 powers will help pull a few general's points out of the powers tree for players who want the best units.
I'm not going to give the little bird to AirF general because I thaught of an orca style unit that can spot for Aurora strikes. Very late game. AirF needs love.
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.
#33
Posted 14 February 2007 - 04:23 PM
laser is very unique though. i love how you have to pick between the differant weapon types. i kinda wish that there was a particle weapons general power lol. but anyways. laser has to be one of my favorates.
exsequor exequor irritum est bellum....(look it up)
#34
Posted 14 February 2007 - 04:38 PM
O and i never thought cyber gen was OTT, i thought he was strong but not invincable only thing i always hate was the cluster tomahawks.. but unlike most i did not think they was ott or a bitch they do there jobs as artil liek there ment too.
Probley get the cluster upgrade 2 soon but should be sorted next patch as pend said other than that cyber has mostly always been fine in balance.
Edited by Phoenix911, 14 February 2007 - 05:00 PM.
A wise man chooses death before war, A wiser man chooses not to become war.
Foamy!?!! Xombie!?! Awesome Cannon Rock
Everyone should watch this and pass it on as its a very good argument on the subject of Global Warming.
#35
Posted 14 February 2007 - 05:28 PM
CnC Guild - As ancient as time itself.
Do you like anything CnC releated? Then the CnC guild likes you! Go make friends with it.
Latest Remix Escalation on ModDB
Remix Escalation on Revora - Track the latest news and changes.
#36
Posted 14 February 2007 - 05:45 PM
As for Spiders... the damage is fine right now, but I agree they should be a tad smaller, and I think the damage will feel a little extream once they are scaled a little. the assault Spider I think is fine, its mostly the siege Spider I'm talking about.
And, I also agree totaly that most people will feel that way about Robot because of playing against the AI. I don't think robot is OTT at all. I do think he is slightly stronger though. A mild set of changes will do him some good. nothing to extream in the change list.
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.
#37
Posted 14 February 2007 - 06:24 PM
CnC Guild - As ancient as time itself.
Do you like anything CnC releated? Then the CnC guild likes you! Go make friends with it.
Latest Remix Escalation on ModDB
Remix Escalation on Revora - Track the latest news and changes.
#38
Posted 14 February 2007 - 06:47 PM
pend i beg you please dont nerf the assult spiders damage but just a question, what is the need to scale them down? i dont see the point.
I'm not going to nerf the assault spider, but I think I will nerf the Siege spider just a litte... no more than 20% at most. The size, should be reduced just to reflect the speed and manuverability of the spider mechs. It will be a small change only.
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.
#39
Posted 14 February 2007 - 09:53 PM
#40
Posted 14 February 2007 - 11:30 PM
Altho i do agree with pend the siege spider does do ot damage specialy since the cyber gen already has cluster tomahawks and well you seen how peaple moan about how ott he is even tho he aint.
A wise man chooses death before war, A wiser man chooses not to become war.
Foamy!?!! Xombie!?! Awesome Cannon Rock
Everyone should watch this and pass it on as its a very good argument on the subject of Global Warming.
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