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#2381 Casojin

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Posted 27 August 2009 - 02:02 PM

Project Raptor is highly unbalance in my opinion. Everything seems overpowered.
Hmmm.....I'm missing AF gen sniper.

Creator, I've played the Cyber gen again. I've checked the 2 of 3 upgrades in Particle cannon.
- Stealth drone is ok
- Automated production is also ok.
- Haven't check the last one though.
BTW, nice Fafnir.
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#2382 dcesarec

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Posted 27 August 2009 - 02:10 PM

Yes...unbalanced...but some cool units could be united with this mod...
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#2383 Casojin

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Posted 28 August 2009 - 01:47 AM

Mod idea should be original not mixing up from other mod.
We may adopt a good tactical design to the mod but not exact unit and technical capability.
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#2384 Creator

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Posted 28 August 2009 - 11:59 AM

- JSF in 007 firepower is a bit too less or at least it should kill infantry much more effectively (isn't cluster bomb infantry killer?).

No. It is tank killer. Useful vs large vehicle groups. 3-4 JSFs can kill army of 1st rank vehicles with one strike.

And I want to ask one tactical question from creator.
How should I defend against Laser gen taskforce while playing AF gen?
My MCVs and Hummers got mowed down by Laser crusaders and Libras.
My infantries got cooked by microwave tanks.
My comanches and aircrafts fell from unending barrage of laser avengers.
Any suggestion?

F-18 kill tanks (even with the cost of their lifes) and MCV finish Avengers then. Or vice versa. MCV go first and kill Avengers with the cost of their lifes and F-18 kill undefended Crusaders then.

Your choice must depend on enemy army. If he uses a dozen of Avengers covered with a couple of laser tanks then it can be optimal to destroy those tanks with MCVs and finish Avengers later with the same MCVs. If he uses a dozen laser tanks covered with a couple of Avengers then F-18 must destroy Avengers first and finish tanks later.

And yes, never use Comanches in combat. They are very weak vs AA defenses. You can use them in 3 cases only:
1) If enemy does not have AA
2) For diversions. It is possible after stealth upgrade.
3) In very very large groups such as 30+ units or higher.

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Posted 29 August 2009 - 06:13 AM

I think the Flame Gen's fuel tube need to be improved.
First, please give it a mode to make it work automatically when the cool down bar goes finished.
Second, maybe make it invincible against your own flame.

The fuel tube is not a bad idea. But now it's a little useless, for I should make the Fuel all by myself, checking them one by one...
And it's heavy damaged if the fuel is burnt. I need a bunch of Dozens to repair them if I want to make a big field of fire...

#2386 dcesarec

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Posted 29 August 2009 - 08:14 AM

And yes, never use Comanches in combat. They are very weak vs AA defenses. You can use them in 3 cases only:
1) If enemy does not have AA
2) For diversions. It is possible after stealth upgrade.
3) In very very large groups such as 30+ units or higher.


And this is why we need heavy helicopter for AFG...Cmon dude...is it too much to ask to put two more kind of helicopters to make battle little more spice? To give helicopter for every China general china helic, some gunship helicopter for GLA for glajust add him some gun and King of helicopters for AFG to shoot ground and air,some of this...replace combat chinook with black hawk usa helicopters!?

-I am fan of helicopters and in your mode for 12 generals there are only 3 kinds of them, even AFG has the same comanche as others...laser comanche is stronger than regular...Everything is based for ground battle except of some plaines for afg

-why don`t you bring back pilots for afg? Eject system for plaines like it was in original game

-i miss the standard tank paladin, can you add him for swg?

-laser paladin could have maybe (if it possible) sonic attack upgrade (like from tiberium wars)?
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#2387 Casojin

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Posted 31 August 2009 - 08:51 AM

Personally, I think SWG is powerful enough with long range defensive (which is actually offensive) structures. Those structures (especially tomahawk ones) out-ranged most artillery units (even more if S&D is used). So I don't think SWG need more units.
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Posted 31 August 2009 - 09:01 PM

the new earthshaker is almost impossible to use
it aint a real building killer and unitws move along to fast to get damaged the only wya to use is force fireing in front of the enemy wich is just pure gamble

#2389 Casojin

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Posted 01 September 2009 - 02:08 AM

the new earthshaker is almost impossible to use
it aint a real building killer and unitws move along to fast to get damaged the only wya to use is force fireing in front of the enemy wich is just pure gamble

Try playing against a good player with Earthshakers and you'll wish they aren't using these heavy weapons.
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Posted 02 September 2009 - 11:33 AM

the new earthshaker is almost impossible to use
it aint a real building killer and unitws move along to fast to get damaged the only wya to use is force fireing in front of the enemy wich is just pure gamble

Try playing against a good player with Earthshakers and you'll wish they aren't using these heavy weapons.


i already quit an ai match if they use rocket buggies and inferno cannons lol
but i mean the reason it was so great is the shoot-impact time was close to zero now its a lot more meanign you should use it against buildings wich it aint THAT great in

#2391 dcesarec

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Posted 07 September 2009 - 01:19 PM

Robots are still dying to fast from radiation and toxin.And they should be immune to this but they are still dying like normal infantry from toxin tractor and irradiator.If they are immune (so it should be because they dont breed and dont have vital organs) they should not die at all,or be harmed,so it's the logic.
I suggest in next version make them finally immune like it says in the beginning of fight.
I had colonel burton and 6 missile cyborgs in bunker and irradiator killed them all with one shot,and nuke gen gained exp second level thanks to that...lame...

Edited by dcesarec, 07 September 2009 - 01:44 PM.

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Posted 07 September 2009 - 03:08 PM

Robots are still dying to fast from radiation and toxin.And they should be immune to this but they are still dying like normal infantry from toxin tractor and irradiator.If they are immune (so it should be because they dont breed and dont have vital organs) they should not die at all,or be harmed,so it's the logic.
I suggest in next version make them finally immune like it says in the beginning of fight.
I had colonel burton and 6 missile cyborgs in bunker and irradiator killed them all with one shot,and nuke gen gained exp second level thanks to that...lame...


Thats because it's a garrison clearing weapon. Don't think it's possible to make them immune from being cleared(if it was they'd be way OP)

#2393 ApOcOlYpS

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Posted 07 September 2009 - 05:03 PM

I'd like to recommend that all toxins (meaning toxins not radiation) remain on the map for a longer period, but do not harm vehicles quite so much (iirc they do quite a bit of damage). This will allow them to remain effective at denying an area to infantry and make it harder to gather supplies from the area while allowing tanks to not fear it quite so much. if need be for balance the effectiveness of acids could be increased against vehicles and buildings.

#2394 dcesarec

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Posted 07 September 2009 - 05:26 PM

Robots are still dying to fast from radiation and toxin.And they should be immune to this but they are still dying like normal infantry from toxin tractor and irradiator.If they are immune (so it should be because they dont breed and dont have vital organs) they should not die at all,or be harmed,so it's the logic.
I suggest in next version make them finally immune like it says in the beginning of fight.
I had colonel burton and 6 missile cyborgs in bunker and irradiator killed them all with one shot,and nuke gen gained exp second level thanks to that...lame...


Thats because it's a garrison clearing weapon. Don't think it's possible to make them immune from being cleared(if it was they'd be way OP)

Ok for garrison clearing...but still,in open area they should be fully immune to toxin tractor,toxin rebel,irradiator...and others.
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#2395 ApOcOlYpS

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Posted 07 September 2009 - 07:44 PM

if all of Robots' units become immune to toxins they should all be treated as tanks for the purpose of acid (if possible to make it so that the infantry are not killed by tank shells). Otherwise toxin general would have no way of easily killing robots' infantry.

#2396 dcesarec

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Posted 07 September 2009 - 07:50 PM

So what?Cyborg general should be strong against toxin general,that is toxin weakness.
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#2397 ApOcOlYpS

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Posted 08 September 2009 - 02:25 AM

There shouldn't be a general counters general idea. You don't see flame being steamrolled over by tanks, even though all of his weapons focus on fire. No other general has a glaring "this other general can crush him with ease" problem.

Therefor, if you can't poison it with toxins, burn it with acid (since cyborgs can't be non machine AND non organic).

#2398 dcesarec

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Posted 08 September 2009 - 05:26 AM

There shouldn't be a general counters general idea. You don't see flame being steamrolled over by tanks, even though all of his weapons focus on fire. No other general has a glaring "this other general can crush him with ease" problem.

Therefor, if you can't poison it with toxins, burn it with acid (since cyborgs can't be non machine AND non organic).

You know what?You are annoying.Cyborg general units should be immune to poison because they dont breed,acid should take damage because they all have mechanical parts and that is all logic,it is logic like it's written when you select cyborg gen and battle is loading.They are IMMUNE!IMMUNE!!What do you think what is that suposed to be?
And gen vs gen!?Infantry gen is fully the opposite from air force gen since they have mini gunner that can be garrisoned in every building and two of them are enough to take every plaine down and they are standard units.Poison gen is strong against infantry gen.Cyborg is against poison.Tank is against cyborg.Nuke is against tank,air force is against nuke...and so one...and that is not important like it's important that cyborg gen units should be IMMUNE to poison and radiation!Get it?
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#2399 ApOcOlYpS

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Posted 08 September 2009 - 11:45 AM

You know what?You are annoying.Cyborg general units should be immune to poison because they dont breed,acid should take damage because they all have mechanical parts and that is all logic,it is logic like it's written when you select cyborg gen and battle is loading.They are IMMUNE!IMMUNE!!What do you think what is that suposed to be?
And gen vs gen!?Infantry gen is fully the opposite from air force gen since they have mini gunner that can be garrisoned in every building and two of them are enough to take every plaine down and they are standard units.Poison gen is strong against infantry gen.Cyborg is against poison.Tank is against cyborg.Nuke is against tank,air force is against nuke...and so one...and that is not important like it's important that cyborg gen units should be IMMUNE to poison and radiation!Get it?


I do agree with you that robots needs his infantry immune to poison. However since I've only played as robots once, and only played against toxin once, and neither in the same game, I don't know if acid can affect robots' infantry. Logically it should, however I'm not sure if the game engine will allow infantry to be vulnerable to an anti tank weapon, while not being vulnerable to missiles and tank cannons.

And for gen v gen: Airforce has long range anti building bombers which can kill the minigunners from far out, along with the B-3. Auroras can mop up large groups of exposed infantry, while F-16 can make sure those troop crawlers are killed. Infantry can have a realatively easy time with poisons if they use helixes instead of troop crawlers and an infantry mob. Migs should be used to take out the quad cannon equivalents and defense sides as much as possible (though the quad cannon equivalents are more dangerous). Due to tank gens low maneuverability (unless he's transporting his tanks in helixes, which I don't believe overlords fit in) he will have trouble if robots teleports a group of spider tanks into his base to take out tech buildings and war factories. With a few drone controllers in the front, and robo raptors being used to take out the gatling tanks he shouldn't have too much trouble. And if it weren't for red arrows nuke would be in a horrible position to take on air force. But due to his ability to get a lot of firepower up quickly (nuke red guards, nuke tank hunters) he could be walking through Air forces base before one plane is up.

Again I do agree with you that cyborgs shouldn't be affected by poison or radiation.

#2400 Casojin

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Posted 08 September 2009 - 03:42 PM

His infantry is cyborg, which means half human and half machine. There is organic part in the cyborg as well as mechanical part. It's also for game balance.
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