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#2581 Arcadian Daze

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Posted 02 November 2009 - 09:12 PM

maybe you can add a AA system like in rotr
that you have less advanced constant fire AA like quad cannon gat tank and avenger
and more advanced volley fire AAA now the short range constant fire is good agaisnt helicopters
and the voley burst AAA is agaisnt planes
(quoting the rotr staff) so you could make a strategy to rush helis to occupie the heavy AAA and kill a building w/ planes

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#2582 Creator

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Posted 03 November 2009 - 06:44 AM

Creator,do you aproove idea about new cyber transport unit?So i can start modeling it (i have learn some basics with blender). You can reject my model (if i succeed to make it,and its not good),but at least i would know you aprooved that.

No, thanks. Cyber will stay with his Chinook.

maybe you can add a AA system like in rotr
that you have less advanced constant fire AA like quad cannon gat tank and avenger
and more advanced volley fire AAA now the short range constant fire is good agaisnt helicopters
and the voley burst AAA is agaisnt planes
(quoting the rotr staff) so you could make a strategy to rush helis to occupie the heavy AAA and kill a building w/ planes

This system exists in Contra already. Each side has weak rank 1 AA defense and strong rank 3 AA defense:

Infantry gen: Minigunner / Super Red Arrow
Tank gen: Gattling / Manticore
Nuke gen: Gattling, Red Arrow / MiG-31
Flame gen: Vortex / MiG-31

Demo: Quad / Zipper
Assault: Quad / Flak Gun
Stealth: Quad / Flak Gun
Toxin: Stinger, Technical / Wasp

Cyber: Avenger / Hecate
Air Force: Avenger / Raptor
Super Weapon: Avenger / Cyclone
Laser: Avenger / MTHEL

Edited by Creator, 03 November 2009 - 06:48 AM.


#2583 Arcadian Daze

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Posted 03 November 2009 - 02:13 PM

oh srry didnt kniow that
but i DO find its suits the tactic less then rotr units
since they do quite constant damage
in rotr they do one burst of high damage after wich they have to reaload for long time
also they have a huge range so a rotr AAA can kill a plane long before it can do any damage
this is very efective agaisnt planed but they rly suck at helis
(btw i'm not complaining contra is still one of the best mods out there)

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#2584 Casojin

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Posted 03 November 2009 - 02:50 PM

Contra has its own uniqueness and RotR has its own too. There is no need for two to be the same or all mods would just be the same. In Contra you need to plan where to deploy your advance AA to deal with aircrafts before it can do any harm. If you place it properly, you'll be invincible to air attacks.
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Posted 03 November 2009 - 05:07 PM

i know this is the 2nd time i talk about this,but every time i use auroras they seem too weak for their cost and rank(except sw gen ones)it like i need alot of them to take out anything.
can you pls make it so,that aa don"t attack cheimera and f-16 missile?

Edited by Thats me!, 03 November 2009 - 05:09 PM.


#2586 Arcadian Daze

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Posted 03 November 2009 - 05:32 PM

about the arora
i only use it for the thing there ment for
destroying superweapons a few seconds before they go off
ok you DO need 6 and in the sw's case up to 9/10
but the sw general can weaken them by uning the tomahawk storm
then 4/5 arora's are enough
and i dont think increasing the speed of arora's is a good idea
try to play agaisnt a player wich is really good in using them and you'll see how strong they are

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#2587 Kur-zaz

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Posted 03 November 2009 - 10:06 PM

Probably, it is necessary to pass to this forum that there were no regional ohms completely. Yes, Komrades, I again with you. I think that this time I will remain òóòà for a long time. In Russia crisis.

On a picture of 3 sectors: black, violet, red. Each colour sector - the offer.
Black sector - the offer under the schedule of tank shots.
Red - the offer under the artillery schedule.
Violet - the offer on rocket arms.

Black sector:
1) Today the tank shot looks so. We see a bright sphere which shows a shot. We see a can or a snivel which moves to the purpose. We see ìèíè a ball of explosion at the purpose.
Very good variant as it is universal. If we make attack to tanks by air will look well.
2) I Suggest to make at a shot of a shell flash which passes in a smoke. Flash can be accompanied by a clap.
3) Explosion occurs in two stages. Small flash in the form of a fountain, pyramids. Flash passes in an earth fountain.
4) If such explosion will get to the tank or nearby, will be tolerable to look. It should look much more effective than a small ball.
5) the Shell should attack not in a certain point, and round a point. Thus the shell should hit the target in all cases. It concerns only technics. The small purposes (infantry) the shell can and not touch from 100 % with probability. It is necessary, that the earth fountain as effect did not look bad, appearing in one point of the tank of the enemy.
6) the Shell becomes invisible. The tank becomes artillery. But about it nobody learns, òê nobody will see flight of a shell of the tank on a curve. The shell flies very quickly.
7) When the tank will shoot on a building the shot will appear in different points. It will look very abruptly.
8) Any tank has model height. Explosion occurs in two stages. If the shell gets to the tank the first flash only partially leaves model of the tank and is visible. Flash visually to become is similar to sparks.
9) Heavy tank shells can add effect of a blast wave. It will not look silly as in a remix. In a remix sniper guns shot precisely on the purpose, paternal aim precisely jumped up vertically.

Red sector.
1) Effektnost of flight of artillery shells is reached at the expense of slow flight of these shells. There were cases when napalm shells did with a small tail. Also behind a shell do a wide line.
2) the Streamer. The narrow, colour ribbons curtailed into a roll. The similar loop remains behind artillery shells.

Red sector.
1) Beauty of flight of artillery shells is reached at the expense of slow flight of these shells. There were cases when napalm shells did with a small tail. Also behind a shell do a wide line.
2) the Streamer. The narrow, colour ribbons curtailed into a roll. The similar loop remains behind artillery shells.

Violet sector.
1) rocket Flight is drawn by a thin, opaque line or a transparent smoke.
It is not pleasant to me neither that, nor another. The first is good, but is too simple. The second is serious, but not so is effective.
2) the Loop for ô14 from a remix. Remarkable effect in my opinion.
3) the Loop behind a rocket consists of two parts. A - a burning part. B - a thin opaque smoke in appearance as behind a nuclear missile.
4) blinking flash. She can be seen at explosion of a nuclear bomb. The blinking is reached at the expense of fast change of the size of flash.
5) Types of rockets can differ:
Flash presence. Colour of a smoke. Colour of a burning part.
So flash can be made to heavy anti-tank missiles, a nuclear missile, the big rockets.

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  • effect_tank__Medium_.JPG

Edited by Kur-zaz, 03 November 2009 - 10:08 PM.

Der Maus der dreidivisibel Farbe - das Symbol der dreidivisibel Einsamkeit und der dreidivisibel Orientierung.

#2588 Arcadian Daze

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Posted 04 November 2009 - 04:58 PM

Probably,...
...Rockets.

i'm sorry but i dont understand some of them
the things i DO understand osund very nice (espeacialy the 3 stage rocket trail and the artillery trail)
however about the rockets wouldnt that overlead the PC coz i think it wil double the amount of a rocket (smoke/rocket= 2 and fire/firesmoke/smoke/rocket = 4) you could add them only to jet missiles and cruis missiles

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#2589 Thats me!

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Posted 04 November 2009 - 07:47 PM

what about giving airforce aurora the stealth upgrade?
i think this will make it more usefull,or?

#2590 dcesarec

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Posted 06 November 2009 - 08:15 AM

Creator,Inf general really needs some balance work. Troop crawlers are slow,thus they have weak armor even against toxin tractor or rad tank,and inf does not survive if crawler is destroyed.I dont know what you tend to do with them but i suggest something that will help inf gen a bit,make crawlers amphibious like they are in rotr,raptor and real life.Furter balancing is still needed even if this is accepted.
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Posted 06 November 2009 - 09:06 AM

Creator,Inf general really needs some balance work. Troop crawlers are slow,thus they have weak armor even against toxin tractor or rad tank,and inf does not survive if crawler is destroyed.I dont know what you tend to do with them but i suggest something that will help inf gen a bit,make crawlers amphibious like they are in rotr,raptor and real life.Furter balancing is still needed even if this is accepted.

i think amphibious will make a little op in maps that is surrounded with water,however inf gen really need some kind of a buff.

what about tank which is effective vs anti infantry vehicles,you know like airforce gen get the anti anti air mcv tank,
this will really fix alot of issues,i think.

also airforce gen sw should get the cluster bomb upgrade,i know it will make it a mirv,but for 8 min reload and extra 4000(total 9000,thats more then mirv) i think it is ok

Edited by Thats me!, 06 November 2009 - 11:05 AM.


#2592 Creator

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Posted 07 November 2009 - 08:43 AM

Creator,Inf general really needs some balance work. Troop crawlers are slow,thus they have weak armor even against toxin tractor or rad tank,and inf does not survive if crawler is destroyed.I dont know what you tend to do with them but i suggest something that will help inf gen a bit,make crawlers amphibious like they are in rotr,raptor and real life.Furter balancing is still needed even if this is accepted.

Another players think they are overpowered. Good players retreat during attack keeping desired distance between their TCs and enemy units. TCs attack on the move which makes them very effective. When TC is low on health, player unloads infantry and does not allow them to die at once inside the vehicle. Even Toxin Trucks are not a problem when you use TCs carefuly.

Edited by Creator, 07 November 2009 - 10:45 AM.


#2593 dcesarec

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Posted 07 November 2009 - 10:40 AM

Who thinks they are OP and why exactly? Unload them while battle with rad tank will cause them to die instantly cause of rad field, same thing with toxin tractor. One troop crawler cost about 3200 and he cant defeat one, or two nuke battlemaster and one rad tank together which cost is 1500-2000, and which produce much faster in war factory, and move faster. Every time i mention some balance you speak about "good" players, well maybe there are some players who can fight with it, but it does requires much microcontrol and luck than usual. But that is not important, they should be a bit more balanced, i think you have many posts here from different people about this, consider that.
Im not saying this cause i cant beat someone with inf gen, sometimes i can, and sometimes i cant....
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Posted 07 November 2009 - 10:52 AM

I still think they need something(preferably a tank)which is effective vs. Anti inf vehicle,like dragons and toxin trucks

#2595 Casojin

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Posted 08 November 2009 - 04:39 PM

Tank for Inf Gen is rejected by Creator. I'm not sure about my suggestion though (Reducing cost and starting infantry for TC to allow player to build more and put Inf in later). My suggestion would give Inf Gen a cost effective tool against Inf killers like RAD tank or Toxin Truck.
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Posted 08 November 2009 - 07:19 PM

So what about making the infantry gen j-10 available from the begining,and make it so it is only effective vs. Infantry killers(like dragons and toxin trucks),while weak vs. Other units,1 j-10 will be able to one shot those infantry killers,while it needs about 4 then to take out a battle master at the begining,and they won't have that cluster attack,later they can upgraded with ap rockets(the one that tank hunter gets)which make then as now(more effective vs. Tanks +cluster attack)

#2597 Creator

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Posted 09 November 2009 - 11:29 AM

Who thinks they are OP and why exactly? Unload them while battle with rad tank will cause them to die instantly cause of rad field, same thing with toxin tractor. One troop crawler cost about 3200 and he cant defeat one, or two nuke battlemaster and one rad tank together which cost is 1500-2000, and which produce much faster in war factory, and move faster. Every time i mention some balance you speak about "good" players, well maybe there are some players who can fight with it, but it does requires much microcontrol and luck than usual. But that is not important, they should be a bit more balanced, i think you have many posts here from different people about this, consider that.
Im not saying this cause i cant beat someone with inf gen, sometimes i can, and sometimes i cant....

Ilya, Gorynych and some others from Redsys forum. They played against good players such as Den and Kur-Zaz and felt all power of TCs. There was big discussion about TCs in the past. They told about multiplayer battles and explained why it was overpowered.

In particular, Gorynych told this story. It was before Contra 007 release. He played as nuke or flame general (I don't remember). First enemy TC got quickly to his base, so he did not have time to build defenses. Gorynych had spent many efforts to damage enemy TC. Tanks are not very effective agains it. Each time when a tank closes, TC runs away and shoots backwards destroying the tank. Artillery can damage it, but TC comes close and destroys it. Gorynych lost many units until he damaged enemy TC to red state. And in the end, his last tank attacked heavily damaged TC, but it unloaded all soldiers before the very death and died. Soldiers finished the tank and continued their work.

In general, many people agreed in the following: 1-2 TCs with good micro management was death. I analyzed all balance calculations and lowered TC health and speed by 10%. I was enough to bring it from OP state to normal state. But Gorynych and some other people were not agree. They told that TC was needed to be weakened even more.

Basic TC trick is to come close, begin attack and go away. Enemy units will pursue TC, but it will fire backwards and destroy enemies. This trick increases TC life time not less than 2 times. Another trick is to unload soldiers during such retreat. Of course, you should not do it when standing in radiation field or poison pool. In order to do all of this, do not use TCs in heaps. Take 2-3 unis, assign a formation and control them carefuly.

Do not forget that infantry has damage penalty versus toxin trucks, dragon tanks, irradiators and other anti infantry vehicles. So, you need to have artillery behind your TCs and divide targets: artillery destroys anti infantry units, TCs destroy everything else. But TCs must also cover artillery with their armor and do not allow it to enter close combat. This penalty is removed by Tank Hunter upgrade at Rank 3.

And remember that TC is not such unit which can just stand and fire. It must fire on the move all the time (except of such cases when there are no enemies around).

Edited by Creator, 09 November 2009 - 11:33 AM.


#2598 Thats me!

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Posted 09 November 2009 - 11:49 AM

Actually if some player didn't build defences or enough units before the tc comes,then their is seriously something wrong.
Tc have a too long build time and are too slow to come to a base before at least 5 enemy tanks are their,which is enough to destroy tc easily.

"remembers005,where troop crawlerS were actually usefull"

#2599 Creator

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Posted 09 November 2009 - 12:02 PM

Actually if some player didn't build defences or enough units before the tc comes,then their is seriously something wrong.
Tc have a too long build time and are too slow to come to a base before at least 5 enemy tanks are their,which is enough to destroy tc easily.

1-2 first TCs will come to you at 3rd minute of game. How many defenses will you build?
As for tanks destroying TC, it can be only if you charge it directly into combat. If you see a tank, the best choice is to unload soldiers, destroy it and load them back. Retreat with shooting backwards can help too.

#2600 Casojin

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Posted 09 November 2009 - 12:31 PM

I agree to that point, Creator. But when playing with 1-2 sec lag, TC is almost useless. My adjustment (reduced cost and starting inf) is proposed to allow player to compensate for such instance. TC with half starting infantries (and lowered cost accordingly) would give such flexibility. More infantries can be put in later. Allowing player to build more weakened TC and making it strong again if they spend money on them (which would cost the same as fully loaded one anyway).

Edited by Casojin, 09 November 2009 - 12:34 PM.

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